#define X(BEGIN, P, END, class, prefix) \
BEGIN(class) \
+ P(class, prefix, bolt, float, NONE) \
+ P(class, prefix, bolt_ammo, float, NONE) \
+ P(class, prefix, bolt_damageforcescale, float, NONE) \
+ P(class, prefix, bolt_damage, float, NONE) \
+ P(class, prefix, bolt_edgedamage, float, NONE) \
+ P(class, prefix, bolt_force, float, NONE) \
+ P(class, prefix, bolt_health, float, NONE) \
+ P(class, prefix, bolt_lifetime, float, NONE) \
+ P(class, prefix, bolt_radius, float, NONE) \
+ P(class, prefix, bolt_refire, float, NONE) \
+ P(class, prefix, bolt_speed, float, NONE) \
+ P(class, prefix, bolt_spread, float, NONE) \
P(class, prefix, beam_ammo, float, NONE) \
P(class, prefix, beam_animtime, float, NONE) \
P(class, prefix, beam_botaimlifetime, float, NONE) \
//dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
}
+void W_Arc_Bolt_Explode()
+{SELFPARAM();
+ self.event_damage = func_null;
+ RadiusDamage(self, self.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), world, world, WEP_CVAR(arc, bolt_force), self.projectiledeathtype, other);
+
+ remove(self);
+}
+
+void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
+ return;
+
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
+ return; // g_projectiles_damage says to halt
+
+ this.health = this.health - damage;
+ this.angles = vectoangles(this.velocity);
+
+ if(this.health <= 0)
+ WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.think));
+}
+
+void W_Arc_Bolt_Touch()
+{SELFPARAM();
+ PROJECTILE_TOUCH;
+ self.use();
+}
+
+void W_Arc_Attack_Bolt(Weapon thiswep)
+{SELFPARAM();
+ entity missile;
+
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(arc, bolt_ammo));
+
+ W_SetupShot(self, false, 2, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
+
+ Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+ missile = new(missile);
+ missile.owner = missile.realowner = self;
+ missile.bot_dodge = true;
+ missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
+
+ missile.takedamage = DAMAGE_YES;
+ missile.health = WEP_CVAR(arc, bolt_health);
+ missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
+ missile.event_damage = W_Arc_Bolt_Damage;
+ missile.damagedbycontents = true;
+
+ missile.touch = W_Arc_Bolt_Touch;
+ missile.use = W_Arc_Bolt_Explode;
+ missile.think = adaptor_think2use_hittype_splash;
+ missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
+ PROJECTILE_MAKETRIGGER(missile);
+ missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
+ setorigin(missile, w_shotorg);
+ setsize(missile, '0 0 0', '0 0 0');
+
+ missile.movetype = MOVETYPE_FLY;
+ W_SetupProjVelocity_PRE(missile, arc, bolt_);
+
+ missile.angles = vectoangles(missile.velocity);
+ missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
+
+ CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
+
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
+}
+
void W_Arc_Beam_Think()
{SELFPARAM();
if(self != self.owner.arc_beam)
float burst = 0;
- if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
+ if( (self.owner.BUTTON_ATCK2 && !WEP_CVAR(arc, bolt)) || self.beam_bursting)
{
if(!self.beam_bursting)
self.beam_bursting = true;
||
(self.owner.(thiswep.ammo_field) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
||
- self.owner.deadflag != DEAD_NO
+ IS_DEAD(self.owner)
||
(!self.owner.BUTTON_ATCK && !burst )
||
- self.owner.frozen
+ STAT(FROZEN, self.owner)
||
self.owner.vehicle
||
Arc_Player_SetHeat(actor);
Arc_Smoke();
+ bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
+
if (time >= actor.arc_overheat)
- if ((fire & 1) || (fire & 2) || actor.arc_beam.beam_bursting)
+ if ((fire & 1) || beam_fire2 || actor.arc_beam.beam_bursting)
{
if(actor.arc_BUTTON_ATCK_prev)
if((!actor.arc_beam) || wasfreed(actor.arc_beam))
{
- if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(fire & 2), 0))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
{
- W_Arc_Beam(boolean(fire & 2));
+ W_Arc_Beam(boolean(beam_fire2));
if(!actor.arc_BUTTON_ATCK_prev)
{
return;
}
+ else if(fire & 2)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
+ {
+ W_Arc_Attack_Bolt(thiswep);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
+ }
+ }
if(actor.arc_BUTTON_ATCK_prev)
{
METHOD(Arc, wr_checkammo2, bool(entity thiswep))
{
SELFPARAM();
- return WEP_CVAR(arc, overheat_max) > 0 &&
- ((!WEP_CVAR(arc, burst_ammo)) || (self.(thiswep.ammo_field) > 0));
+ if(WEP_CVAR(arc, bolt))
+ {
+ float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
+ ammo_amount += self.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
+ return ammo_amount;
+ }
+ else
+ return WEP_CVAR(arc, overheat_max) > 0 &&
+ ((!WEP_CVAR(arc, burst_ammo)) || (self.(thiswep.ammo_field) > 0));
}
METHOD(Arc, wr_killmessage, int(entity thiswep))
{
- return WEAPON_ARC_MURDER;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ARC_MURDER_SPRAY;
+ else
+ return WEAPON_ARC_MURDER;
}
METHOD(Arc, wr_drop, void(entity thiswep))
{
}
#endif
#ifdef CSQC
+ METHOD(Arc, wr_impacteffect, void(entity thiswep))
+ {
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+ }
+ }
+
void Draw_ArcBeam_callback(vector start, vector hit, vector end)
{
entity beam = Draw_ArcBeam_callback_entity;
void Draw_ArcBeam(entity this)
{
- float dt = time - self.move_time;
- self.move_time = time;
+ float dt = time - this.move_time;
+ this.move_time = time;
if(dt <= 0) { return; }
- if(!self.beam_usevieworigin)
+ if(!this.beam_usevieworigin)
{
- InterpolateOrigin_Do(self);
+ InterpolateOrigin_Do(this);
}
// origin = beam starting origin
vector start_pos;
vector wantdir; //= view_forward;
- vector beamdir; //= self.beam_dir;
+ vector beamdir; //= this.beam_dir;
float segments;
- if(self.beam_usevieworigin)
+ if(this.beam_usevieworigin)
{
// WEAPONTODO:
// Currently we have to replicate nearly the same method of figuring
vector up = v_up;
// decide upon start position
- if(self.beam_usevieworigin == 2)
+ if(this.beam_usevieworigin == 2)
{ start_pos = warpzone_save_view_origin; }
else
- { start_pos = self.origin; }
+ { start_pos = this.origin; }
// trace forward with an estimation
WarpZone_TraceLine(
start_pos,
- start_pos + forward * self.beam_range,
+ start_pos + forward * this.beam_range,
MOVE_NOMONSTERS,
- self
+ this
);
// untransform in case our trace went through a warpzone
vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
// un-adjust trueaim if shotend is too close
- if(vlen(end_pos - start_pos) < g_trueaim_minrange)
+ if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
end_pos = start_pos + (forward * g_trueaim_minrange);
// move shot origin to the actual gun muzzle origin
vector origin_offset =
- right * -self.beam_shotorigin.y
- + up * self.beam_shotorigin.z;
+ right * -this.beam_shotorigin.y
+ + up * this.beam_shotorigin.z;
start_pos = start_pos + origin_offset;
// Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
- traceline(start_pos, start_pos + forward * self.beam_shotorigin.x, MOVE_NORMAL, self);
+ traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
start_pos = trace_endpos;
// calculate the aim direction now
wantdir = normalize(end_pos - start_pos);
- if(!self.beam_initialized)
+ if(!this.beam_initialized)
{
- self.beam_dir = wantdir;
- self.beam_initialized = true;
+ this.beam_dir = wantdir;
+ this.beam_initialized = true;
}
- if(self.beam_dir != wantdir)
+ if(this.beam_dir != wantdir)
{
// calculate how much we're going to move the end of the beam to the want position
// 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
+ // regarding precision... this means that this.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?
- float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
- if(angle && (angle > self.beam_maxangle))
+ float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
+ if(angle && (angle > this.beam_maxangle))
{
// if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
float blendfactor = bound(
0,
- (1 - (self.beam_returnspeed * frametime)),
- min(self.beam_maxangle / angle, 1)
+ (1 - (this.beam_returnspeed * frametime)),
+ min(this.beam_maxangle / angle, 1)
);
- self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
}
else
{
// the radius is not too far yet, no worries :D
float blendfactor = bound(
0,
- (1 - (self.beam_returnspeed * frametime)),
+ (1 - (this.beam_returnspeed * frametime)),
1
);
- self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
}
// calculate how many segments are needed
float max_allowed_segments;
- if(self.beam_distancepersegment)
+ if(this.beam_distancepersegment)
{
max_allowed_segments = min(
ARC_MAX_SEGMENTS,
- 1 + (vlen(wantdir / self.beam_distancepersegment))
+ 1 + (vlen(wantdir / this.beam_distancepersegment))
);
}
else { max_allowed_segments = ARC_MAX_SEGMENTS; }
- if(self.beam_degreespersegment)
+ if(this.beam_degreespersegment)
{
segments = bound(
1,
(
min(
angle,
- self.beam_maxangle
+ this.beam_maxangle
)
/
- self.beam_degreespersegment
+ this.beam_degreespersegment
),
max_allowed_segments
);
else { segments = 1; }
// set the beam direction which the rest of the code will refer to
- beamdir = self.beam_dir;
+ beamdir = this.beam_dir;
- // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
- self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
+ // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
+ this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
}
else
{
// set the values from the provided info from the networked entity
- start_pos = self.origin;
- wantdir = self.v_angle;
- beamdir = self.angles;
+ start_pos = this.origin;
+ wantdir = this.v_angle;
+ beamdir = this.angles;
if(beamdir != wantdir)
{
// calculate how many segments are needed
float max_allowed_segments;
- if(self.beam_distancepersegment)
+ if(this.beam_distancepersegment)
{
max_allowed_segments = min(
ARC_MAX_SEGMENTS,
- 1 + (vlen(wantdir / self.beam_distancepersegment))
+ 1 + (vlen(wantdir / this.beam_distancepersegment))
);
}
else { max_allowed_segments = ARC_MAX_SEGMENTS; }
- if(self.beam_degreespersegment)
+ if(this.beam_degreespersegment)
{
segments = bound(
1,
(
min(
angle,
- self.beam_maxangle
+ this.beam_maxangle
)
/
- self.beam_degreespersegment
+ this.beam_degreespersegment
),
max_allowed_segments
);
else { segments = 1; }
}
- setorigin(self, start_pos);
- self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+ setorigin(this, start_pos);
+ this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
- vector beam_endpos = (start_pos + (beamdir * self.beam_range));
- vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
+ vector beam_endpos = (start_pos + (beamdir * this.beam_range));
+ vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
- Draw_ArcBeam_callback_entity = self;
+ Draw_ArcBeam_callback_entity = this;
Draw_ArcBeam_callback_last_thickness = 0;
Draw_ArcBeam_callback_last_top = start_pos;
Draw_ArcBeam_callback_last_bottom = start_pos;
}
// visual effects for startpoint and endpoint
- if(self.beam_hiteffect)
+ if(this.beam_hiteffect)
{
// FIXME we really should do this on the server so it actually
// matches gameplay. What this client side stuff is doing is no
// more than guesswork.
if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
pointparticles(
- self.beam_hiteffect,
+ this.beam_hiteffect,
last_origin,
beamdir * -1,
frametime * 2
);
}
- if(self.beam_hitlight[0])
+ if(this.beam_hitlight[0])
{
adddynamiclight(
last_origin,
- self.beam_hitlight[0],
+ this.beam_hitlight[0],
vec3(
- self.beam_hitlight[1],
- self.beam_hitlight[2],
- self.beam_hitlight[3]
+ this.beam_hitlight[1],
+ this.beam_hitlight[2],
+ this.beam_hitlight[3]
)
);
}
- if(self.beam_muzzleeffect)
+ if(this.beam_muzzleeffect)
{
pointparticles(
- self.beam_muzzleeffect,
+ this.beam_muzzleeffect,
original_start_pos + wantdir * 20,
wantdir * 1000,
frametime * 0.1
);
}
- if(self.beam_muzzlelight[0])
+ if(this.beam_muzzlelight[0])
{
adddynamiclight(
original_start_pos + wantdir * 20,
- self.beam_muzzlelight[0],
+ this.beam_muzzlelight[0],
vec3(
- self.beam_muzzlelight[1],
- self.beam_muzzlelight[2],
- self.beam_muzzlelight[3]
+ this.beam_muzzlelight[1],
+ this.beam_muzzlelight[2],
+ this.beam_muzzlelight[3]
)
);
}
Draw_ArcBeam_callback_last_bottom = '0 0 0';
}
-void Remove_ArcBeam()
-{SELFPARAM();
- remove(self.beam_muzzleentity);
- sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+void Remove_ArcBeam(entity this)
+{
+ remove(this.beam_muzzleentity);
+ sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)