]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Merge branch 'master' into TimePath/csqc_sounds
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index c101a8c8ab326f79fd8d0e72972d00d30b0fc2b5..749237fa311b9c70c6c6e97714d946e908536926 100644 (file)
@@ -1,19 +1,21 @@
 #ifndef IMPLEMENTATION
-REGISTER_WEAPON(
-/* WEP_##id  */ ARC,
-/* function  */ W_Arc,
-/* ammotype  */ ammo_cells,
-/* impulse   */ 3,
-/* flags     */ WEP_FLAG_NORMAL,
-/* rating    */ BOT_PICKUP_RATING_HIGH,
-/* color     */ '1 1 1',
-/* modelname */ "arc",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairhlac 0.7",
-/* wepimg    */ "weaponarc",
-/* refname   */ "arc",
-/* wepname   */ _("Arc")
-);
+CLASS(Arc, Weapon)
+/* ammotype  */ ATTRIB(Arc, ammo_field, .int, ammo_cells)
+/* impulse   */ ATTRIB(Arc, impulse, int, 3)
+/* flags     */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
+/* rating    */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
+/* color     */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
+/* modelname */ ATTRIB(Arc, mdl, string, "arc");
+#ifndef MENUQC
+/* model     */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
+#endif
+/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
+/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
+/* wepimg    */ ATTRIB(Arc, model2, string, "weaponarc");
+/* refname   */ ATTRIB(Arc, netname, string, "arc");
+/* wepname   */ ATTRIB(Arc, m_name, string, _("Arc"));
+ENDCLASS(Arc)
+REGISTER_WEAPON(ARC, NEW(Arc));
 
 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
@@ -72,17 +74,17 @@ const int ARC_BT_BURST_HEAL =  0x12;
 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)
 .entity arc_beam;
-.float arc_BUTTON_ATCK_prev; // for better animation control
+.bool arc_BUTTON_ATCK_prev; // for better animation control
 .float beam_prev;
 .float beam_initialized;
 .float beam_bursting;
@@ -90,19 +92,18 @@ ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float beam_heat; // (beam) amount of heat produced
 .float arc_overheat; // (dropped arc/player) time during which it's too hot
 .float arc_cooldown; // (dropped arc/player) cooling speed
-.float arc_heat_percent; // (player) arc heat in [0,1] (stat)
+.float arc_heat_percent = _STAT(ARC_HEAT);
 .float arc_smoke_sound;
 #endif
 #ifdef CSQC
-void Ent_ReadArcBeam(float isnew);
 
 .vector beam_color;
 .float beam_alpha;
 .float beam_thickness;
-.float beam_traileffect;
-.float beam_hiteffect;
+.entity beam_traileffect;
+.entity beam_hiteffect;
 .float beam_hitlight[4]; // 0: radius, 123: rgb
-.float beam_muzzleeffect;
+.entity beam_muzzleeffect;
 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
 .string beam_image;
 
@@ -126,11 +127,11 @@ vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as
 #endif
 #ifdef IMPLEMENTATION
 #ifdef SVQC
-void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
+spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
 
-float W_Arc_Beam_Send(entity to, int sf)
+bool W_Arc_Beam_Send(entity this, entity to, int sf)
 {
-       WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
 
        // Truncate information when this beam is displayed to the owner client
        // - The owner client has no use for beam start position or directions,
@@ -212,8 +213,8 @@ void Arc_Player_SetHeat(entity player)
        //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
 }
 
-void W_Arc_Beam_Think(void)
-{
+void W_Arc_Beam_Think()
+{SELFPARAM();
        if(self != self.owner.arc_beam)
        {
                remove(self);
@@ -265,22 +266,22 @@ void W_Arc_Beam_Think(void)
 
                        if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
                        {
-                               Send_Effect_("arc_overheat",
+                               Send_Effect(EFFECT_ARC_OVERHEAT,
                                        self.beam_start, self.beam_wantdir, 1 );
-                               sound(self, CH_WEAPON_A, W_Sound("arc_stop"), VOL_BASE, ATTN_NORM);
+                               sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
                        }
                }
 
                if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
-               entity oldself = self;
-               self = self.owner;
-               if(!WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO2))
+               setself(self.owner);
+               Weapon w = WEP_ARC;
+               if(!w.wr_checkammo1(w) && !w.wr_checkammo2(w))
                if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
                        W_SwitchToOtherWeapon(self);
                }
-               self = oldself;
+               setself(this);
                remove(self);
                return;
        }
@@ -576,14 +577,13 @@ void W_Arc_Beam_Think(void)
 }
 
 void W_Arc_Beam(float burst)
-{
+{SELFPARAM();
 
        // only play fire sound if 1 sec has passed since player let go the fire button
        if(time - self.beam_prev > 1)
-               sound(self, CH_WEAPON_A, W_Sound("arc_fire"), VOL_BASE, ATTN_NORM);
+               sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
 
-       entity beam = self.arc_beam = spawn();
-       beam.classname = "W_Arc_Beam";
+       entity beam = self.arc_beam = new(W_Arc_Beam);
        beam.solid = SOLID_NOT;
        beam.think = W_Arc_Beam_Think;
        beam.owner = self;
@@ -593,14 +593,11 @@ void W_Arc_Beam(float burst)
        beam.beam_bursting = burst;
        Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
 
-       entity oldself = self;
-       self = beam;
-       self.think();
-       self = oldself;
+       WITH(entity, self, beam, beam.think());
 }
 
 void Arc_Smoke()
-{
+{SELFPARAM();
        makevectors(self.v_angle);
        W_SetupShot_Range(self,true,0,"",0,0,0);
 
@@ -608,14 +605,14 @@ void Arc_Smoke()
        if ( self.arc_overheat > time )
        {
                if ( random() < self.arc_heat_percent )
-                       Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
+                       Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
                if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
                {
-                       Send_Effect_("arc_overheat_fire", smoke_origin, w_shotdir, 1 );
+                       Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
                        if ( !self.arc_smoke_sound )
                        {
                                self.arc_smoke_sound = 1;
-                               sound(self, CH_SHOTS_SINGLE, W_Sound("arc_loop_overheat"), VOL_BASE, ATTN_NORM);
+                               sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
                        }
                }
        }
@@ -624,23 +621,20 @@ void Arc_Smoke()
        {
                if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
                                ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
-                       Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
+                       Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
        }
 
        if (  self.arc_smoke_sound && ( self.arc_overheat <= time ||
                !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
        {
                self.arc_smoke_sound = 0;
-               sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+               sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
        }
 }
 
-bool W_Arc(int req)
-{
-       switch(req)
-       {
-               case WR_AIM:
+               METHOD(Arc, wr_aim, void(entity thiswep))
                {
+                       SELFPARAM();
                        if(WEP_CVAR(arc, beam_botaimspeed))
                        {
                                self.BUTTON_ATCK = bot_aim(
@@ -659,74 +653,65 @@ bool W_Arc(int req)
                                        false
                                );
                        }
-                       return true;
                }
-               case WR_THINK:
+               METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
                {
-                       Arc_Player_SetHeat(self);
+                       Arc_Player_SetHeat(actor);
                        Arc_Smoke();
 
-                       if ( self.arc_overheat <= time )
-                       if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting )
+                       if (time >= actor.arc_overheat)
+                       if ((fire & 1) || (fire & 2) || actor.arc_beam.beam_bursting)
                        {
 
-                               if(self.arc_BUTTON_ATCK_prev)
+                               if(actor.arc_BUTTON_ATCK_prev)
                                {
                                        #if 0
-                                       if(self.animstate_startframe == self.anim_shoot.x && self.animstate_numframes == self.anim_shoot.y)
-                                               weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+                                       if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
+                                               weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
                                        else
                                        #endif
-                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
                                }
 
-                               if((!self.arc_beam) || wasfreed(self.arc_beam))
+                               if((!actor.arc_beam) || wasfreed(actor.arc_beam))
                                {
-                                       if(weapon_prepareattack(!!self.BUTTON_ATCK2, 0))
+                                       if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(fire & 2), 0))
                                        {
-                                               W_Arc_Beam(!!self.BUTTON_ATCK2);
+                                               W_Arc_Beam(boolean(fire & 2));
 
-                                               if(!self.arc_BUTTON_ATCK_prev)
+                                               if(!actor.arc_BUTTON_ATCK_prev)
                                                {
-                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                                                       self.arc_BUTTON_ATCK_prev = 1;
+                                                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                                       actor.arc_BUTTON_ATCK_prev = true;
                                                }
                                        }
                                }
 
-                               return true;
+                               return;
                        }
 
-                       if(self.arc_BUTTON_ATCK_prev != 0)
+                       if(actor.arc_BUTTON_ATCK_prev)
                        {
-                               sound(self, CH_WEAPON_A, W_Sound("arc_stop"), VOL_BASE, ATTN_NORM);
-                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                               ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
+                               sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                               int slot = weaponslot(weaponentity);
+                               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
                        }
-                       self.arc_BUTTON_ATCK_prev = 0;
+                       actor.arc_BUTTON_ATCK_prev = false;
 
                        #if 0
-                       if(self.BUTTON_ATCK2)
-                       if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
+                       if(fire & 2)
+                       if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
                        {
                                W_Arc_Attack2();
-                               self.arc_count = autocvar_g_balance_arc_secondary_count;
-                               weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
-                               self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+                               actor.arc_count = autocvar_g_balance_arc_secondary_count;
+                               weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+                               actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
                        }
                        #endif
-
-                       return true;
                }
-               case WR_INIT:
+               METHOD(Arc, wr_init, void(entity thiswep))
                {
-                       precache_model(W_Model("g_arc.md3"));
-                       precache_model(W_Model("v_arc.md3"));
-                       precache_model(W_Model("h_arc.iqm"));
-                       precache_sound(W_Sound("arc_fire"));
-                       precache_sound(W_Sound("arc_loop"));
-                       precache_sound(W_Sound("arc_stop"));
-                       precache_sound(W_Sound("arc_loop_overheat"));
                        if(!arc_shotorigin[0])
                        {
                                arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
@@ -735,35 +720,34 @@ bool W_Arc(int req)
                                arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
                        }
                        ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-                       return true;
                }
-               case WR_CHECKAMMO1:
+               METHOD(Arc, wr_checkammo1, bool(entity thiswep))
                {
+                       SELFPARAM();
                        return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
                }
-               case WR_CHECKAMMO2:
+               METHOD(Arc, wr_checkammo2, bool(entity thiswep))
                {
+                       SELFPARAM();
                        return WEP_CVAR(arc, overheat_max) > 0 &&
                                ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
                }
-               case WR_CONFIG:
+               METHOD(Arc, wr_config, void(entity thiswep))
                {
                        ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-                       return true;
                }
-               case WR_KILLMESSAGE:
+               METHOD(Arc, wr_killmessage, int(entity thiswep))
                {
                        return WEAPON_ARC_MURDER;
                }
-               case WR_DROP:
+               METHOD(Arc, wr_drop, void(entity thiswep))
                {
                        weapon_dropevent_item.arc_overheat = self.arc_overheat;
                        weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
                        self.arc_overheat = 0;
                        self.arc_cooldown = 0;
-                       return true;
                }
-               case WR_PICKUP:
+               METHOD(Arc, wr_pickup, void(entity thiswep))
                {
                        if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
                                weapon_dropevent_item.arc_overheat > time )
@@ -771,11 +755,7 @@ bool W_Arc(int req)
                                self.arc_overheat = weapon_dropevent_item.arc_overheat;
                                self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
                        }
-                       return true;
                }
-       }
-       return false;
-}
 #endif
 #ifdef CSQC
 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
@@ -858,7 +838,7 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end)
        Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
 }
 
-void Reset_ArcBeam(void)
+void Reset_ArcBeam()
 {
        entity e;
        for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
@@ -869,7 +849,7 @@ void Reset_ArcBeam(void)
        }
 }
 
-void Draw_ArcBeam(void)
+void Draw_ArcBeam(entity this)
 {
        float dt = time - self.move_time;
        self.move_time = time;
@@ -1162,24 +1142,20 @@ void Draw_ArcBeam(void)
        Draw_ArcBeam_callback_last_bottom = '0 0 0';
 }
 
-void Remove_ArcBeam(void)
-{
+void Remove_ArcBeam()
+{SELFPARAM();
        remove(self.beam_muzzleentity);
-       sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+       sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
 }
 
-void Ent_ReadArcBeam(float isnew)
+NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
 {
        int sf = ReadByte();
        entity flash;
 
        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];
 
@@ -1187,7 +1163,7 @@ void Ent_ReadArcBeam(float isnew)
                self.draw = Draw_ArcBeam;
                self.entremove = Remove_ArcBeam;
                self.move_time = time;
-               loopsound(self, CH_SHOTS_SINGLE, W_Sound("arc_loop"), VOL_BASE, ATTEN_NORM);
+               loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
 
                flash = spawn();
                flash.owner = self;
@@ -1251,7 +1227,7 @@ void Ent_ReadArcBeam(float isnew)
                else
                {
                        // use player origin so that third person display still works
-                       self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+                       self.origin = entcs_receiver[player_localnum].origin + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
                }
        }
 
@@ -1281,20 +1257,20 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_color = '1 1 1';
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 8;
-                               self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
-                               self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+                               self.beam_traileffect = (EFFECT_ARC_BEAM);
+                               self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
                                self.beam_hitlight[0] = 0;
                                self.beam_hitlight[1] = 1;
                                self.beam_hitlight[2] = 1;
                                self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
                                self.beam_muzzlelight[0] = 0;
                                self.beam_muzzlelight[1] = 1;
                                self.beam_muzzlelight[2] = 1;
                                self.beam_muzzlelight[3] = 1;
-                               if(self.beam_muzzleeffect >= 0)
+                               if(self.beam_muzzleeffect)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1306,21 +1282,21 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_color = '1 1 1';
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 8;
-                               self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
-                               self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+                               self.beam_traileffect = (EFFECT_ARC_BEAM);
+                               self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
                                self.beam_hitlight[0] = 0;
                                self.beam_hitlight[1] = 1;
                                self.beam_hitlight[2] = 1;
                                self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = -1; // particleeffectnum(EFFECT_GRENADE_MUZZLEFLASH);
+                               self.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
                                self.beam_muzzlelight[0] = 0;
                                self.beam_muzzlelight[1] = 1;
                                self.beam_muzzlelight[2] = 1;
                                self.beam_muzzlelight[3] = 1;
                                self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect >= 0)
+                               if(self.beam_muzzleeffect)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1332,21 +1308,21 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_color = '1 1 1';
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 8;
-                               self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL);
-                               self.beam_hiteffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL_IMPACT);
+                               self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
+                               self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
                                self.beam_hitlight[0] = 0;
                                self.beam_hitlight[1] = 1;
                                self.beam_hitlight[2] = 1;
                                self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
                                self.beam_muzzlelight[0] = 0;
                                self.beam_muzzlelight[1] = 1;
                                self.beam_muzzlelight[2] = 1;
                                self.beam_muzzlelight[3] = 1;
                                self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect >= 0)
+                               if(self.beam_muzzleeffect)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1358,21 +1334,21 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_color = '1 1 1';
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 8;
-                               self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
-                               self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+                               self.beam_traileffect = (EFFECT_ARC_BEAM);
+                               self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
                                self.beam_hitlight[0] = 20;
                                self.beam_hitlight[1] = 1;
                                self.beam_hitlight[2] = 0;
                                self.beam_hitlight[3] = 0;
-                               self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
                                self.beam_muzzlelight[0] = 50;
                                self.beam_muzzlelight[1] = 1;
                                self.beam_muzzlelight[2] = 0;
                                self.beam_muzzlelight[3] = 0;
                                self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect >= 0)
+                               if(self.beam_muzzleeffect)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1384,21 +1360,21 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_color = '1 1 1';
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 14;
-                               self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
-                               self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+                               self.beam_traileffect = (EFFECT_ARC_BEAM);
+                               self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
                                self.beam_hitlight[0] = 0;
                                self.beam_hitlight[1] = 1;
                                self.beam_hitlight[2] = 1;
                                self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
                                self.beam_muzzlelight[0] = 0;
                                self.beam_muzzlelight[1] = 1;
                                self.beam_muzzlelight[2] = 1;
                                self.beam_muzzlelight[3] = 1;
                                self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect >= 0)
+                               if(self.beam_muzzleeffect)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1410,21 +1386,21 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_color = '1 1 1';
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 14;
-                               self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
-                               self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+                               self.beam_traileffect = (EFFECT_ARC_BEAM);
+                               self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
                                self.beam_hitlight[0] = 0;
                                self.beam_hitlight[1] = 1;
                                self.beam_hitlight[2] = 1;
                                self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
                                self.beam_muzzlelight[0] = 0;
                                self.beam_muzzlelight[1] = 1;
                                self.beam_muzzlelight[2] = 1;
                                self.beam_muzzlelight[3] = 1;
                                self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect >= 0)
+                               if(self.beam_muzzleeffect)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1436,21 +1412,21 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_color = '1 1 1';
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 14;
-                               self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL);
-                               self.beam_hiteffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL_IMPACT2);
+                               self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
+                               self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
                                self.beam_hitlight[0] = 0;
                                self.beam_hitlight[1] = 1;
                                self.beam_hitlight[2] = 1;
                                self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
                                self.beam_muzzlelight[0] = 0;
                                self.beam_muzzlelight[1] = 1;
                                self.beam_muzzlelight[2] = 1;
                                self.beam_muzzlelight[3] = 1;
                                self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect >= 0)
+                               if(self.beam_muzzleeffect)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1462,21 +1438,21 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_color = '1 1 1';
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 14;
-                               self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
-                               self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+                               self.beam_traileffect = (EFFECT_ARC_BEAM);
+                               self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
                                self.beam_hitlight[0] = 0;
                                self.beam_hitlight[1] = 1;
                                self.beam_hitlight[2] = 1;
                                self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
                                self.beam_muzzlelight[0] = 0;
                                self.beam_muzzlelight[1] = 1;
                                self.beam_muzzlelight[2] = 1;
                                self.beam_muzzlelight[3] = 1;
                                self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect >= 0)
+                               if(self.beam_muzzleeffect)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1490,21 +1466,21 @@ void Ent_ReadArcBeam(float isnew)
                                self.beam_color = randomvec();
                                self.beam_alpha = 1;
                                self.beam_thickness = 8;
-                               self.beam_traileffect = false;
-                               self.beam_hiteffect = false;
+                               self.beam_traileffect = NULL;
+                               self.beam_hiteffect = NULL;
                                self.beam_hitlight[0] = 0;
                                self.beam_hitlight[1] = 1;
                                self.beam_hitlight[2] = 1;
                                self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
                                self.beam_muzzlelight[0] = 0;
                                self.beam_muzzlelight[1] = 1;
                                self.beam_muzzlelight[2] = 1;
                                self.beam_muzzlelight[3] = 1;
                                self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect >= 0)
+                               if(self.beam_muzzleeffect)
                                {
-                                       setmodel(flash, "models/flash.md3");
+                                       setmodel(flash, MDL_ARC_MUZZLEFLASH);
                                        flash.alpha = self.beam_alpha;
                                        flash.colormod = self.beam_color;
                                        flash.scale = 0.5;
@@ -1518,29 +1494,8 @@ void Ent_ReadArcBeam(float isnew)
        {
                InterpolateOrigin_Note();
        }
+       return true;
 }
 
-bool W_Arc(int req)
-{
-       switch(req)
-       {
-               case WR_IMPACTEFFECT:
-               {
-                       // todo
-                       return true;
-               }
-               case WR_INIT:
-               {
-                       precache_sound(W_Sound("arc_loop"));
-                       return true;
-               }
-               case WR_ZOOMRETICLE:
-               {
-                       // no weapon specific image for this weapon
-                       return false;
-               }
-       }
-       return false;
-}
 #endif
 #endif