shockwave.sw_time = time;
}
+.vector beam_color;
+.float beam_alpha;
+.float beam_thickness;
+.float beam_traileffect;
+.float beam_hiteffect;
+.float beam_muzzleflash;
+.string beam_image;
+
+// WEAPONTODO: Add beam_hitlight and beam_muzzlelight which uses direct real time light control
+
+.entity beam_muzzleentity;
+
+.float beam_usevieworigin;
+.float beam_initialized;
+.float beam_maxangle;
+.float beam_range;
+.float beam_returnspeed;
+.float beam_tightness;
+.vector beam_shotorigin;
+.vector beam_dir;
+void Draw_ArcBeam()
+{
+ InterpolateOrigin_Do();
+
+ // origin = beam starting origin
+ // v_angle = wanted/aim direction
+ // angles = current direction of beam
+
+ vector start_pos;
+ vector wantdir; //= view_forward;
+ vector beamdir; //= self.beam_dir;
+
+ float segments;
+ if(self.beam_usevieworigin)
+ {
+ // WEAPONTODO:
+ // Currently we have to replicate nearly the same method of figuring
+ // out the shotdir that the server does... Ideally in the future we
+ // should be able to acquire this from a generalized function built
+ // into a weapon system for client code.
+
+ // find where we are aiming
+ makevectors(view_angles);
+
+ // decide upon start position
+ if(self.beam_usevieworigin == 2)
+ { start_pos = view_origin; }
+ else
+ { start_pos = self.origin; }
+
+ // trace forward with an estimation
+ WarpZone_TraceLine(start_pos, start_pos + view_forward * self.beam_range, MOVE_NOMONSTERS, self);
+
+ // untransform in case our trace went through a warpzone
+ vector vf, vr, vu;
+ vf = view_forward;
+ vr = view_right;
+ vu = view_up;
+ vector shothitpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
+ view_forward = vf;
+ view_right = vr;
+ view_up = vu;
+
+ // un-adjust trueaim if shotend is too close
+ if(vlen(shothitpos - view_origin) < g_trueaim_minrange)
+ shothitpos = view_origin + (view_forward * g_trueaim_minrange);
+
+ // move shot origin to the actual gun muzzle origin
+ vector origin_offset = view_forward * self.beam_shotorigin_x + view_right * -self.beam_shotorigin_y + view_up * self.beam_shotorigin_z;
+ start_pos = start_pos + origin_offset;
+
+ // calculate the aim direction now
+ wantdir = normalize(shothitpos - start_pos);
+
+ if(!self.beam_initialized)
+ {
+ self.beam_dir = wantdir;
+ self.beam_initialized = TRUE;
+ }
+
+ // WEAPONTODO: Calculate segments dyanmically similarly to the server code
+ segments = 20;
+ if(self.beam_dir != wantdir)
+ {
+ float angle = ceil(vlen(wantdir - self.beam_dir) * RAD2DEG);
+ float anglelimit;
+ if(angle && (angle > self.beam_maxangle))
+ {
+ // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
+ anglelimit = min(self.beam_maxangle / angle, 1);
+ }
+ else
+ {
+ // the radius is not too far yet, no worries :D
+ anglelimit = 1;
+ }
+
+ // calculate how much we're going to move the end of the beam to the want position
+ float blendfactor = bound(0, anglelimit * (1 - (self.beam_returnspeed * frametime)), 1);
+ self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+
+ // WEAPONTODO (server and client):
+ // blendfactor never actually becomes 0 in this situation, which is a problem
+ // regarding precision... this means that self.beam_dir and w_shotdir approach
+ // eachother, however they never actually become the same value with this method.
+
+ // Perhaps we should do some form of rounding/snapping?
+
+ // printf("blendfactor = %f\n", blendfactor);
+
+ #if 0
+ // calculate how many segments are needed
+ float max_allowed_segments;
+
+ if(WEP_CVAR(arc, beam_distancepersegment))
+ max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment))));
+ else
+ max_allowed_segments = ARC_MAX_SEGMENTS;
+
+ if(WEP_CVAR(arc, beam_degreespersegment))
+ {
+ segments = min( max(1, ( min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment) ) ), max_allowed_segments );
+ }
+ else
+ {
+ segments = 1;
+ }
+ #endif
+ }
+ #if 0
+ else
+ {
+ segments = 1;
+ }
+ #endif
+
+ // set the beam direction which the rest of the code will refer to
+ beamdir = self.beam_dir;
+
+ // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
+ self.angles = fixedvectoangles2(view_forward, view_up);
+ }
+ else
+ {
+ // set the values from the provided info from the networked entity
+ start_pos = self.origin;
+ wantdir = self.v_angle;
+ beamdir = self.angles;
+
+ // WEAPONTODO: Calculate segments dyanmically similarly to the server code
+ segments = 20;
+ #if 0
+ if(beamdir != wantdir)
+ {
+ // calculate how many segments are needed
+ float max_allowed_segments;
+
+ if(WEP_CVAR(arc, beam_distancepersegment))
+ max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment))));
+ else
+ max_allowed_segments = ARC_MAX_SEGMENTS;
+
+ if(WEP_CVAR(arc, beam_degreespersegment))
+ {
+ segments = min( max(1, ( min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment) ) ), max_allowed_segments );
+ }
+ else
+ {
+ segments = 1;
+ }
+ }
+ else
+ {
+ segments = 1;
+ }
+ #endif
+ }
+
+ setorigin(self, start_pos);
+ self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+
+ vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
+
+ float maxthickness = self.beam_thickness;
+
+ vector thickdir = normalize(cross(beamdir, view_origin - start_pos));
+
+ vector last_origin = start_pos;
+
+ float lastthickness = 0;
+
+ vector last_top = start_pos + (thickdir * lastthickness);
+ vector last_bottom = start_pos - (thickdir * lastthickness);
+
+ vector hitorigin = start_pos;
+
+ float i;
+ for(i = 1; i <= segments; ++i)
+ {
+ // WEAPONTODO (server and client):
+ // Segment blend and distance should probably really be calculated in a better way,
+ // however I am not sure how to do it properly. There are a few things I have tried,
+ // but most of them do not work properly due to my lack of understanding regarding
+ // the mathematics behind them.
+
+ // Ideally, we should calculate the positions along a perfect curve
+ // between wantdir and self.beam_dir with an option for depth of arc
+
+ // Another issue is that (on the client code) we must separate the
+ // curve into multiple rendered curves when handling warpzones.
+
+ // I can handle this by detecting it for each segment, however that
+ // is a fairly inefficient method in comparison to having a curved line
+ // drawing function similar to Draw_CylindricLine that accepts
+ // top and bottom origins as input, this way there would be no
+ // overlapping edges when connecting the curved pieces.
+
+ // WEAPONTODO (client):
+ // In order to do nice fading and pointing on the starting segment, we must always
+ // have that drawn as a separate triangle... However, that is difficult to do when
+ // keeping in mind the above problems and also optimizing the amount of segments
+ // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
+
+ // calculate this on every segment to ensure that we always reach the full length of the attack
+ float segmentblend = bound(0, (i/segments) + self.beam_tightness, 1);
+ float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
+
+ vector new_dir = normalize( (wantdir * (1 - segmentblend)) + (normalize(beam_endpos_estimate - last_origin) * segmentblend) );
+ vector new_origin = last_origin + (new_dir * segmentdist);
+
+ WarpZone_TraceLine(
+ last_origin,
+ new_origin,
+ MOVE_NORMAL,
+ self
+ );
+
+ // draw segment
+ if(trace_fraction != 1)
+ {
+ // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
+ hitorigin = last_origin + (new_dir * segmentdist * trace_fraction);
+ }
+ else
+ {
+ hitorigin = new_origin;
+ }
+
+ #if 0
+ float falloff = ExponentialFalloff(
+ WEP_CVAR(arc, beam_falloff_mindist),
+ WEP_CVAR(arc, beam_falloff_maxdist),
+ WEP_CVAR(arc, beam_falloff_halflifedist),
+ vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - start_pos)
+ );
+ #else
+ //float falloff = 1;
+ #endif
+
+ // draw primary beam render
+ vector top = hitorigin + (thickdir * self.beam_thickness);
+ vector bottom = hitorigin - (thickdir * self.beam_thickness);
+
+ R_BeginPolygon(self.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
+ R_PolygonVertex(top, '0 0.5 0' + ('0 0.5 0' * (self.beam_thickness / maxthickness)), self.beam_color, self.beam_alpha);
+ R_PolygonVertex(last_top, '0 0.5 0' + ('0 0.5 0' * (lastthickness / maxthickness)), self.beam_color, self.beam_alpha);
+ R_PolygonVertex(last_bottom, '0 0.5 0' * (1 - (lastthickness / maxthickness)), self.beam_color, self.beam_alpha);
+ R_PolygonVertex(bottom, '0 0.5 0' * (1 - (self.beam_thickness / maxthickness)), self.beam_color, self.beam_alpha);
+ R_EndPolygon();
+
+ // draw trailing particles
+ // NOTES:
+ // - Don't use spammy particle counts here, use a FEW small particles around the beam
+ // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
+ if(self.beam_traileffect)
+ {
+ trailparticles(self, self.beam_traileffect, last_origin, hitorigin);
+ }
+
+ // check if we're going to proceed with drawing
+ if(trace_fraction != 1)
+ {
+ // we're done with drawing this frame
+ break;
+ }
+ else
+ {
+ // continue onto the next segment
+ last_origin = new_origin;
+ last_top = top;
+ last_bottom = bottom;
+ lastthickness = self.beam_thickness;
+ }
+ }
+
+ if(self.beam_hiteffect)
+ {
+ pointparticles(self.beam_hiteffect, hitorigin, beamdir * -1, frametime * 2);
+ }
+ if(self.beam_muzzleflash)
+ {
+ pointparticles(self.beam_muzzleflash, start_pos + wantdir * 20, wantdir * 1000, frametime * 0.1);
+ }
+}
+
+void Remove_ArcBeam(void)
+{
+ remove(self.beam_muzzleentity);
+ sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+}
+
+void Ent_ReadArcBeam(float isnew)
+{
+ float sf = ReadByte();
+ entity flash;
+
+ // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
+ self.iflags = IFLAG_ORIGIN;
+
+ InterpolateOrigin_Undo();
+
+ if(isnew)
+ {
+ // calculate shot origin offset from gun alignment
+ float gunalign = autocvar_cl_gunalign;
+ if(gunalign != 1 && gunalign != 2 && gunalign != 4)
+ gunalign = 3; // default value
+ --gunalign;
+
+ self.beam_shotorigin = arc_shotorigin[gunalign];
+
+ // set other main attributes of the beam
+ self.draw = Draw_ArcBeam;
+ self.entremove = Remove_ArcBeam;
+ sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
+
+ flash = spawn();
+ flash.owner = self;
+ flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
+ flash.drawmask = MASK_NORMAL;
+ flash.solid = SOLID_NOT;
+ setattachment(flash, self, "");
+ setorigin(flash, '0 0 0');
+
+ self.beam_muzzleentity = flash;
+ }
+ else
+ {
+ flash = self.beam_muzzleentity;
+ }
+
+ if(sf & 1) // settings information
+ {
+ self.beam_maxangle = ReadShort();
+ self.beam_range = ReadCoord();
+ self.beam_returnspeed = ReadShort();
+ self.beam_tightness = (ReadByte() / 10);
+
+ if(ReadByte())
+ {
+ if(autocvar_chase_active)
+ { self.beam_usevieworigin = 1; }
+ else // use view origin
+ { self.beam_usevieworigin = 2; }
+ }
+ else
+ {
+ self.beam_usevieworigin = 0;
+ }
+ }
+
+ if(sf & 2) // starting location
+ {
+ self.origin_x = ReadCoord();
+ self.origin_y = ReadCoord();
+ self.origin_z = ReadCoord();
+ }
+ else if(self.beam_usevieworigin) // infer the location from player location
+ {
+ if(self.beam_usevieworigin == 2)
+ {
+ // use view origin
+ self.origin = view_origin;
+ }
+ else
+ {
+ // use player origin so that third person display still works
+ self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+ }
+ }
+
+ setorigin(self, self.origin);
+
+ if(sf & 4) // want/aim direction
+ {
+ self.v_angle_x = ReadCoord();
+ self.v_angle_y = ReadCoord();
+ self.v_angle_z = ReadCoord();
+ }
+
+ if(sf & 8) // beam direction
+ {
+ self.angles_x = ReadCoord();
+ self.angles_y = ReadCoord();
+ self.angles_z = ReadCoord();
+ }
+
+ if(sf & 16) // beam type
+ {
+ self.beam_type = ReadByte();
+ switch(self.beam_type)
+ {
+ case ARC_BT_MISS:
+ {
+ self.beam_color = '-1 -1 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
+ {
+ self.beam_color = '0.5 0.5 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_muzzleflash = FALSE; // particleeffectnum("grenadelauncher_muzzleflash");
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_HEAL:
+ {
+ self.beam_color = '0 1 0';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("healray_impact");
+ self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_HIT:
+ {
+ self.beam_color = '1 0 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 8;
+ self.beam_traileffect = particleeffectnum("nex_beam");
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_BURST_MISS:
+ {
+ self.beam_color = '-1 -1 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_BURST_WALL:
+ {
+ self.beam_color = '0.5 0.5 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_BURST_HEAL:
+ {
+ self.beam_color = '0 1 0';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ case ARC_BT_BURST_HIT:
+ {
+ self.beam_color = '1 0 1';
+ self.beam_alpha = 0.5;
+ self.beam_thickness = 14;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+
+ // shouldn't be possible, but lets make it colorful if it does :D
+ default:
+ {
+ self.beam_color = randomvec();
+ self.beam_alpha = 1;
+ self.beam_thickness = 8;
+ self.beam_traileffect = FALSE;
+ self.beam_hiteffect = FALSE;
+ self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_image = "particles/lgbeam";
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ break;
+ }
+ }
+ }
+
+ InterpolateOrigin_Note();
+
+ #if 0
+ printf(
+ "Ent_ReadArcBeam(%d): sf = %d, start = %s, want = %s, dir = %s, type = %d\n",
+ isnew,
+ sf,
+ vtos(self.beam_start),
+ vtos(self.v_angle),
+ vtos(self.angles),
+ self.beam_type
+ );
+ #endif
+}
+