const int ARC_BT_BURST_HIT = 0x13;
const int ARC_BT_BURSTMASK = 0x10;
-const int ARC_SF_SETTINGS = 1;
-const int ARC_SF_START = 2;
-const int ARC_SF_WANTDIR = 4;
-const int ARC_SF_BEAMDIR = 8;
-const int ARC_SF_BEAMTYPE = 16;
-const int ARC_SF_LOCALMASK = 14;
+const int ARC_SF_SETTINGS = BIT(0);
+const int ARC_SF_START = BIT(1);
+const int ARC_SF_WANTDIR = BIT(2);
+const int ARC_SF_BEAMDIR = BIT(3);
+const int ARC_SF_BEAMTYPE = BIT(4);
+const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
#endif
#ifdef SVQC
ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
if(isnew)
{
- // calculate shot origin offset from gun alignment
- int gunalign = autocvar_cl_gunalign;
- if(gunalign != 1 && gunalign != 2 && gunalign != 4)
- gunalign = 3; // default value
- --gunalign;
+ int gunalign = W_GetGunAlignment(world);
self.beam_shotorigin = arc_shotorigin[gunalign];