]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Use the new unlimited resource constant
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 23e3dbcb2bc8d235e2921f45ab8803570bd0ea35..40f9ea765a6dda88428db9731dc965685004a210 100644 (file)
@@ -1,6 +1,8 @@
 #include "arc.qh"
 
 #ifdef SVQC
+#include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
+#include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
 
 bool W_Arc_Beam_Send(entity this, entity to, int sf)
 {
@@ -30,21 +32,17 @@ bool W_Arc_Beam_Send(entity this, entity to, int sf)
        }
        if(sf & ARC_SF_START) // starting location
        {
-               WriteCoord(MSG_ENTITY, this.beam_start.x);
-               WriteCoord(MSG_ENTITY, this.beam_start.y);
-               WriteCoord(MSG_ENTITY, this.beam_start.z);
+               WriteVector(MSG_ENTITY, this.beam_start);
        }
        if(sf & ARC_SF_WANTDIR) // want/aim direction
        {
-               WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
-               WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
-               WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
+               WriteVector(MSG_ENTITY, this.beam_wantdir);
        }
        if(sf & ARC_SF_BEAMDIR) // beam direction
        {
-               WriteCoord(MSG_ENTITY, this.beam_dir.x);
-               WriteCoord(MSG_ENTITY, this.beam_dir.y);
-               WriteCoord(MSG_ENTITY, this.beam_dir.z);
+               WriteAngle(MSG_ENTITY, this.beam_dir.x);
+               WriteAngle(MSG_ENTITY, this.beam_dir.y);
+               WriteAngle(MSG_ENTITY, this.beam_dir.z);
        }
        if(sf & ARC_SF_BEAMTYPE) // beam type
        {
@@ -87,14 +85,14 @@ float Arc_GetHeat_Percent(entity player, .entity weaponentity)
 }
 void Arc_Player_SetHeat(entity player, .entity weaponentity)
 {
-       player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
+       player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
        //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
 }
 
 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
 {
        this.event_damage = func_null;
-       RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, directhitentity);
+       RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
 
        delete(this);
 }
@@ -104,18 +102,18 @@ void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
        W_Arc_Bolt_Explode(this, trigger);
 }
 
-void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if(this.health <= 0)
+       if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
                return;
 
        if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
                return; // g_projectiles_damage says to halt
 
-       this.health = this.health - damage;
+       TakeResource(this, RESOURCE_HEALTH, damage);
        this.angles = vectoangles(this.velocity);
 
-       if(this.health <= 0)
+       if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
                W_PrepareExplosionByDamage(this, attacker, getthink(this));
 }
 
@@ -131,7 +129,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
 
-       W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
+       W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
 
        Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -142,7 +140,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
        missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
 
        missile.takedamage = DAMAGE_YES;
-       missile.health = WEP_CVAR(arc, bolt_health);
+       SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(arc, bolt_health));
        missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
        missile.event_damage = W_Arc_Bolt_Damage;
        missile.damagedbycontents = true;
@@ -154,6 +152,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
        missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
+       missile.weaponentity_fld = weaponentity;
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
@@ -274,7 +273,8 @@ void W_Arc_Beam_Think(entity this)
                SND_Null,
                0,
                WEP_CVAR(arc, beam_damage) * coefficient,
-               WEP_CVAR(arc, beam_range)
+               WEP_CVAR(arc, beam_range),
+               WEP_ARC.m_id
        );
 
        // After teleport, "lock" the beam until the teleport is confirmed.
@@ -410,7 +410,7 @@ void W_Arc_Beam_Think(entity this)
                beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
                new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
 
-               float is_player = (
+               bool is_player = (
                        IS_PLAYER(trace_ent)
                        ||
                        trace_ent.classname == "body"
@@ -418,65 +418,42 @@ void W_Arc_Beam_Think(entity this)
                        IS_MONSTER(trace_ent)
                );
 
-               if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
+               if(trace_ent)
                {
-                       // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
-                       // NO. trace_endpos should be just fine. If not,
-                       // that's an engine bug that needs proper debugging.
-                       vector hitorigin = trace_endpos;
-
-                       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) - w_shotorg)
-                       );
-
-                       if(is_player && SAME_TEAM(own, trace_ent))
+                       if(SAME_TEAM(own, trace_ent))
                        {
-                               float roothealth, rootarmor;
-                               if(burst)
-                               {
-                                       roothealth = WEP_CVAR(arc, burst_healing_hps);
-                                       rootarmor = WEP_CVAR(arc, burst_healing_aps);
-                               }
-                               else
-                               {
-                                       roothealth = WEP_CVAR(arc, beam_healing_hps);
-                                       rootarmor = WEP_CVAR(arc, beam_healing_aps);
-                               }
-
-                               if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
-                               {
-                                       trace_ent.health = min(
-                                               trace_ent.health + (roothealth * coefficient),
-                                               WEP_CVAR(arc, beam_healing_hmax)
-                                       );
-                               }
-                               if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
+                               float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
+                               float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
+                               float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RESOURCE_LIMIT_NONE);
+                               Heal(trace_ent, own, (roothealth * coefficient), hplimit);
+                               if(IS_PLAYER(trace_ent) && rootarmor)
                                {
-                                       trace_ent.armorvalue = min(
-                                               trace_ent.armorvalue + (rootarmor * coefficient),
-                                               WEP_CVAR(arc, beam_healing_amax)
-                                       );
+                                       if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
+                                       {
+                                               GiveResourceWithLimit(trace_ent, RESOURCE_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
+                                               trace_ent.pauserotarmor_finished = max(
+                                                       trace_ent.pauserotarmor_finished,
+                                                       time + autocvar_g_balance_pause_armor_rot
+                                               );
+                                       }
                                }
-
-                               // stop rot, set visual effect
                                if(roothealth || rootarmor)
-                               {
-                                       trace_ent.pauserothealth_finished = max(
-                                               trace_ent.pauserothealth_finished,
-                                               time + autocvar_g_balance_pause_health_rot
-                                       );
-                                       trace_ent.pauserotarmor_finished = max(
-                                               trace_ent.pauserotarmor_finished,
-                                               time + autocvar_g_balance_pause_armor_rot
-                                       );
                                        new_beam_type = ARC_BT_HEAL;
-                               }
                        }
-                       else
+                       else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
                        {
+                               // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
+                               // NO. trace_endpos should be just fine. If not,
+                               // that's an engine bug that needs proper debugging.
+                               vector hitorigin = trace_endpos;
+
+                               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) - w_shotorg)
+                               );
+
                                float rootdamage;
                                if(is_player)
                                {
@@ -504,6 +481,7 @@ void W_Arc_Beam_Think(entity this)
                                        own,
                                        rootdamage * coefficient * falloff,
                                        WEP_ARC.m_id,
+                                       weaponentity,
                                        hitorigin,
                                        WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
                                );
@@ -560,12 +538,12 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
 void Arc_Smoke(entity actor, .entity weaponentity)
 {
        makevectors(actor.v_angle);
-       W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
+       W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
 
        vector smoke_origin = w_shotorg + actor.velocity*frametime;
        if ( actor.arc_overheat > time )
        {
-               if ( random() < actor.arc_heat_percent )
+               if ( random() < actor.(weaponentity).arc_heat_percent )
                        Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
                if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
                {
@@ -753,6 +731,9 @@ METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponent
 #endif
 #ifdef CSQC
 bool autocvar_cl_arcbeam_teamcolor = true;
+bool autocvar_cl_arcbeam_simple = true;
+
+.int beam_slot;
 
 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
 {
@@ -803,32 +784,37 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end)
        vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
        vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
 
-       R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
-       R_PolygonVertex(
-               top,
-               '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
-               beam.beam_color,
-               beam.beam_alpha
-       );
-       R_PolygonVertex(
-               last_top,
-               '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
-               beam.beam_color,
-               beam.beam_alpha
-       );
-       R_PolygonVertex(
-               last_bottom,
-               '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
-               beam.beam_color,
-               beam.beam_alpha
-       );
-       R_PolygonVertex(
-               bottom,
-               '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
-               beam.beam_color,
-               beam.beam_alpha
-       );
-       R_EndPolygon();
+       if(autocvar_cl_arcbeam_simple)
+               Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
+       else
+       {
+               R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
+               R_PolygonVertex(
+                       top,
+                       '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
+                       beam.beam_color,
+                       beam.beam_alpha
+               );
+               R_PolygonVertex(
+                       last_top,
+                       '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
+                       beam.beam_color,
+                       beam.beam_alpha
+               );
+               R_PolygonVertex(
+                       last_bottom,
+                       '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
+                       beam.beam_color,
+                       beam.beam_alpha
+               );
+               R_PolygonVertex(
+                       bottom,
+                       '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
+                       beam.beam_color,
+                       beam.beam_alpha
+               );
+               R_EndPolygon();
+       }
 
        // draw trailing particles
        // NOTES:
@@ -885,17 +871,30 @@ void Draw_ArcBeam(entity this)
                // into a weapon system for client code.
 
                // find where we are aiming
-               makevectors(warpzone_save_view_angles);
+               makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
                vector forward = v_forward;
                vector right = v_right;
                vector up = v_up;
+               entity wepent = viewmodels[this.beam_slot];
+
+               if(autocvar_chase_active)
+                       this.beam_usevieworigin = 1;
+               else
+                       this.beam_usevieworigin = 2;
 
                // decide upon start position
                if(this.beam_usevieworigin == 2)
                        { start_pos = warpzone_save_view_origin; }
+               else if(csqcplayer)
+                       { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
                else
                        { start_pos = this.origin; }
 
+               int v_shot_idx;  // used later
+               (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
+               if(v_shot_idx && this.beam_usevieworigin == 2)
+                       start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
+
                // trace forward with an estimation
                WarpZone_TraceLine(
                        start_pos,
@@ -912,9 +911,16 @@ void Draw_ArcBeam(entity this)
                        end_pos = start_pos + (forward * g_trueaim_minrange);
 
                // move shot origin to the actual gun muzzle origin
-               vector origin_offset =
-                         right * -this.beam_shotorigin.y
-                       + up * this.beam_shotorigin.z;
+               vector origin_offset = '0 0 0';
+               if(!v_shot_idx || this.beam_usevieworigin != 2)
+               {
+                       this.beam_shotorigin = wepent.movedir;
+                       origin_offset =
+                                right * -this.beam_shotorigin.y
+                               + up * this.beam_shotorigin.z;
+               }
+               else
+                       this.beam_shotorigin = '0 0 0';
 
                start_pos = start_pos + origin_offset;
 
@@ -1120,7 +1126,7 @@ void Draw_ArcBeam(entity this)
                        )
                );
        }
-       if(this.beam_muzzleeffect)
+       if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
        {
                pointparticles(
                        this.beam_muzzleeffect,
@@ -1161,11 +1167,13 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
        int slot = ReadByte();
        entity flash;
 
+       this.beam_slot = slot;
+
        if(isnew)
        {
                int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
 
-               this.beam_shotorigin = arc_shotorigin[gunalign];
+               this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
 
                // set other main attributes of the beam
                this.draw = Draw_ArcBeam;
@@ -1224,9 +1232,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
 
        if(sf & ARC_SF_START) // starting location
        {
-               this.origin_x = ReadCoord();
-               this.origin_y = ReadCoord();
-               this.origin_z = ReadCoord();
+               this.origin = ReadVector();
        }
        else if(this.beam_usevieworigin) // infer the location from player location
        {
@@ -1246,16 +1252,14 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
 
        if(sf & ARC_SF_WANTDIR) // want/aim direction
        {
-               this.v_angle_x = ReadCoord();
-               this.v_angle_y = ReadCoord();
-               this.v_angle_z = ReadCoord();
+               this.v_angle = ReadVector();
        }
 
        if(sf & ARC_SF_BEAMDIR) // beam direction
        {
-               this.angles_x = ReadCoord();
-               this.angles_y = ReadCoord();
-               this.angles_z = ReadCoord();
+               this.angles_x = ReadAngle();
+               this.angles_y = ReadAngle();
+               this.angles_z = ReadAngle();
        }
 
        if(sf & ARC_SF_BEAMTYPE) // beam type
@@ -1276,17 +1280,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                                this.beam_hitlight[1] = 1;
                                this.beam_hitlight[2] = 1;
                                this.beam_hitlight[3] = 1;
-                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               this.beam_muzzleeffect = EFFECT_Null;
                                this.beam_muzzlelight[0] = 0;
                                this.beam_muzzlelight[1] = 1;
                                this.beam_muzzlelight[2] = 1;
                                this.beam_muzzlelight[3] = 1;
-                               if(this.beam_muzzleeffect)
+                               this.beam_image = "particles/lgbeam";
+                               if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
                                {
                                        setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = this.beam_alpha;
                                        flash.colormod = this.beam_color;
-                                       flash.scale = 0.5;
+                                       flash.scale = 0.35;
                                }
                                break;
                        }
@@ -1301,18 +1306,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                                this.beam_hitlight[1] = 1;
                                this.beam_hitlight[2] = 1;
                                this.beam_hitlight[3] = 1;
-                               this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
+                               this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
                                this.beam_muzzlelight[0] = 0;
                                this.beam_muzzlelight[1] = 1;
                                this.beam_muzzlelight[2] = 1;
                                this.beam_muzzlelight[3] = 1;
                                this.beam_image = "particles/lgbeam";
-                               if(this.beam_muzzleeffect)
+                               if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
                                {
                                        setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = this.beam_alpha;
                                        flash.colormod = this.beam_color;
-                                       flash.scale = 0.5;
+                                       flash.scale = 0.35;
                                }
                                break;
                        }
@@ -1327,18 +1332,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                                this.beam_hitlight[1] = 1;
                                this.beam_hitlight[2] = 1;
                                this.beam_hitlight[3] = 1;
-                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               this.beam_muzzleeffect = EFFECT_Null;
                                this.beam_muzzlelight[0] = 0;
                                this.beam_muzzlelight[1] = 1;
                                this.beam_muzzlelight[2] = 1;
                                this.beam_muzzlelight[3] = 1;
                                this.beam_image = "particles/lgbeam";
-                               if(this.beam_muzzleeffect)
+                               if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
                                {
                                        setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = this.beam_alpha;
                                        flash.colormod = this.beam_color;
-                                       flash.scale = 0.5;
+                                       flash.scale = 0.35;
                                }
                                break;
                        }
@@ -1353,18 +1358,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                                this.beam_hitlight[1] = 1;
                                this.beam_hitlight[2] = 0;
                                this.beam_hitlight[3] = 0;
-                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               this.beam_muzzleeffect = EFFECT_Null;
                                this.beam_muzzlelight[0] = 50;
                                this.beam_muzzlelight[1] = 1;
                                this.beam_muzzlelight[2] = 0;
                                this.beam_muzzlelight[3] = 0;
                                this.beam_image = "particles/lgbeam";
-                               if(this.beam_muzzleeffect)
+                               if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
                                {
                                        setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = this.beam_alpha;
                                        flash.colormod = this.beam_color;
-                                       flash.scale = 0.5;
+                                       flash.scale = 0.35;
                                }
                                break;
                        }
@@ -1379,18 +1384,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                                this.beam_hitlight[1] = 1;
                                this.beam_hitlight[2] = 1;
                                this.beam_hitlight[3] = 1;
-                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               this.beam_muzzleeffect = EFFECT_Null;
                                this.beam_muzzlelight[0] = 0;
                                this.beam_muzzlelight[1] = 1;
                                this.beam_muzzlelight[2] = 1;
                                this.beam_muzzlelight[3] = 1;
                                this.beam_image = "particles/lgbeam";
-                               if(this.beam_muzzleeffect)
+                               if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
                                {
                                        setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = this.beam_alpha;
                                        flash.colormod = this.beam_color;
-                                       flash.scale = 0.5;
+                                       flash.scale = 0.35;
                                }
                                break;
                        }
@@ -1405,18 +1410,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                                this.beam_hitlight[1] = 1;
                                this.beam_hitlight[2] = 1;
                                this.beam_hitlight[3] = 1;
-                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               this.beam_muzzleeffect = EFFECT_Null;
                                this.beam_muzzlelight[0] = 0;
                                this.beam_muzzlelight[1] = 1;
                                this.beam_muzzlelight[2] = 1;
                                this.beam_muzzlelight[3] = 1;
                                this.beam_image = "particles/lgbeam";
-                               if(this.beam_muzzleeffect)
+                               if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
                                {
                                        setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = this.beam_alpha;
                                        flash.colormod = this.beam_color;
-                                       flash.scale = 0.5;
+                                       flash.scale = 0.35;
                                }
                                break;
                        }
@@ -1431,18 +1436,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                                this.beam_hitlight[1] = 1;
                                this.beam_hitlight[2] = 1;
                                this.beam_hitlight[3] = 1;
-                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               this.beam_muzzleeffect = EFFECT_Null;
                                this.beam_muzzlelight[0] = 0;
                                this.beam_muzzlelight[1] = 1;
                                this.beam_muzzlelight[2] = 1;
                                this.beam_muzzlelight[3] = 1;
                                this.beam_image = "particles/lgbeam";
-                               if(this.beam_muzzleeffect)
+                               if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
                                {
                                        setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = this.beam_alpha;
                                        flash.colormod = this.beam_color;
-                                       flash.scale = 0.5;
+                                       flash.scale = 0.35;
                                }
                                break;
                        }
@@ -1457,18 +1462,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                                this.beam_hitlight[1] = 1;
                                this.beam_hitlight[2] = 1;
                                this.beam_hitlight[3] = 1;
-                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               this.beam_muzzleeffect = EFFECT_Null;
                                this.beam_muzzlelight[0] = 0;
                                this.beam_muzzlelight[1] = 1;
                                this.beam_muzzlelight[2] = 1;
                                this.beam_muzzlelight[3] = 1;
                                this.beam_image = "particles/lgbeam";
-                               if(this.beam_muzzleeffect)
+                               if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
                                {
                                        setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = this.beam_alpha;
                                        flash.colormod = this.beam_color;
-                                       flash.scale = 0.5;
+                                       flash.scale = 0.35;
                                }
                                break;
                        }
@@ -1485,18 +1490,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                                this.beam_hitlight[1] = 1;
                                this.beam_hitlight[2] = 1;
                                this.beam_hitlight[3] = 1;
-                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               this.beam_muzzleeffect = EFFECT_Null;
                                this.beam_muzzlelight[0] = 0;
                                this.beam_muzzlelight[1] = 1;
                                this.beam_muzzlelight[2] = 1;
                                this.beam_muzzlelight[3] = 1;
                                this.beam_image = "particles/lgbeam";
-                               if(this.beam_muzzleeffect)
+                               if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
                                {
                                        setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = this.beam_alpha;
                                        flash.colormod = this.beam_color;
-                                       flash.scale = 0.5;
+                                       flash.scale = 0.35;
                                }
                                break;
                        }