+#include "arc.qh"
#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")
-);
-
-#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) \
- w_cvar(id, sn, NONE, beam_ammo) \
- w_cvar(id, sn, NONE, beam_animtime) \
- w_cvar(id, sn, NONE, beam_botaimspeed) \
- w_cvar(id, sn, NONE, beam_botaimlifetime) \
- w_cvar(id, sn, NONE, beam_damage) \
- w_cvar(id, sn, NONE, beam_degreespersegment) \
- w_cvar(id, sn, NONE, beam_distancepersegment) \
- w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
- w_cvar(id, sn, NONE, beam_falloff_maxdist) \
- w_cvar(id, sn, NONE, beam_falloff_mindist) \
- w_cvar(id, sn, NONE, beam_force) \
- w_cvar(id, sn, NONE, beam_healing_amax) \
- w_cvar(id, sn, NONE, beam_healing_aps) \
- w_cvar(id, sn, NONE, beam_healing_hmax) \
- w_cvar(id, sn, NONE, beam_healing_hps) \
- w_cvar(id, sn, NONE, beam_maxangle) \
- w_cvar(id, sn, NONE, beam_nonplayerdamage) \
- w_cvar(id, sn, NONE, beam_range) \
- w_cvar(id, sn, NONE, beam_refire) \
- w_cvar(id, sn, NONE, beam_returnspeed) \
- w_cvar(id, sn, NONE, beam_tightness) \
- w_cvar(id, sn, NONE, burst_ammo) \
- w_cvar(id, sn, NONE, burst_damage) \
- w_cvar(id, sn, NONE, burst_healing_aps) \
- w_cvar(id, sn, NONE, burst_healing_hps) \
- w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \
- w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \
- w_cvar(id, sn, NONE, beam_heat) /* heat increase per second (primary) */ \
- w_cvar(id, sn, NONE, burst_heat) /* heat increase per second (secondary) */ \
- w_cvar(id, sn, NONE, cooldown) /* heat decrease per second when resting */ \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
-
-#ifndef MENUQC
+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");
+#ifdef GAMEQC
+/* 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"));
+
+#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) \
+ P(class, prefix, beam_botaimspeed, float, NONE) \
+ P(class, prefix, beam_damage, float, NONE) \
+ P(class, prefix, beam_degreespersegment, float, NONE) \
+ P(class, prefix, beam_distancepersegment, float, NONE) \
+ P(class, prefix, beam_falloff_halflifedist, float, NONE) \
+ P(class, prefix, beam_falloff_maxdist, float, NONE) \
+ P(class, prefix, beam_falloff_mindist, float, NONE) \
+ P(class, prefix, beam_force, float, NONE) \
+ P(class, prefix, beam_healing_amax, float, NONE) \
+ P(class, prefix, beam_healing_aps, float, NONE) \
+ P(class, prefix, beam_healing_hmax, float, NONE) \
+ P(class, prefix, beam_healing_hps, float, NONE) \
+ P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
+ P(class, prefix, beam_maxangle, float, NONE) \
+ P(class, prefix, beam_nonplayerdamage, float, NONE) \
+ P(class, prefix, beam_range, float, NONE) \
+ P(class, prefix, beam_refire, float, NONE) \
+ P(class, prefix, beam_returnspeed, float, NONE) \
+ P(class, prefix, beam_tightness, float, NONE) \
+ P(class, prefix, burst_ammo, float, NONE) \
+ P(class, prefix, burst_damage, float, NONE) \
+ P(class, prefix, burst_healing_aps, float, NONE) \
+ P(class, prefix, burst_healing_hps, float, NONE) \
+ P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
+ P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
+ P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
+ P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
+ P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Arc, arc)
+#undef X
+
+ENDCLASS(Arc)
+REGISTER_WEAPON(ARC, arc, NEW(Arc));
+
+
+#ifdef GAMEQC
const float ARC_MAX_SEGMENTS = 20;
vector arc_shotorigin[4];
.vector beam_start;
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[MAX_WEAPONSLOTS]; // for better animation control
.float beam_prev;
.float beam_initialized;
.float beam_bursting;
.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;
#endif
#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_arc) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
+spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
-float W_Arc_Beam_Send(entity to, int sf)
-{SELFPARAM();
- WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
+bool W_Arc_Beam_Send(entity this, entity to, int sf)
+{
+ 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,
// it always figures this information out for itself with csqc code.
// - Spectating the owner also truncates this information.
- float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
+ float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
WriteByte(MSG_ENTITY, sf);
WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
WriteByte(MSG_ENTITY, drawlocal);
+ WriteByte(MSG_ENTITY, etof(this.owner));
}
if(sf & ARC_SF_START) // starting location
{
- WriteCoord(MSG_ENTITY, self.beam_start.x);
- WriteCoord(MSG_ENTITY, self.beam_start.y);
- WriteCoord(MSG_ENTITY, self.beam_start.z);
+ WriteCoord(MSG_ENTITY, this.beam_start.x);
+ WriteCoord(MSG_ENTITY, this.beam_start.y);
+ WriteCoord(MSG_ENTITY, this.beam_start.z);
}
if(sf & ARC_SF_WANTDIR) // want/aim direction
{
- WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
- WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
- WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
+ WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
+ WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
+ WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
}
if(sf & ARC_SF_BEAMDIR) // beam direction
{
- WriteCoord(MSG_ENTITY, self.beam_dir.x);
- WriteCoord(MSG_ENTITY, self.beam_dir.y);
- WriteCoord(MSG_ENTITY, self.beam_dir.z);
+ WriteCoord(MSG_ENTITY, this.beam_dir.x);
+ WriteCoord(MSG_ENTITY, this.beam_dir.y);
+ WriteCoord(MSG_ENTITY, this.beam_dir.z);
}
if(sf & ARC_SF_BEAMTYPE) // beam type
{
- WriteByte(MSG_ENTITY, self.beam_type);
+ WriteByte(MSG_ENTITY, this.beam_type);
}
return true;
void Reset_ArcBeam(entity player, vector forward)
{
- if (!player.arc_beam) {
- return;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(!player.(weaponentity).arc_beam)
+ continue;
+ player.(weaponentity).arc_beam.beam_dir = forward;
+ player.(weaponentity).arc_beam.beam_teleporttime = time;
}
- player.arc_beam.beam_dir = forward;
- player.arc_beam.beam_teleporttime = time;
}
-float Arc_GetHeat_Percent(entity player)
+float Arc_GetHeat_Percent(entity player, .entity weaponentity)
{
if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
{
return 0;
}
- if ( player.arc_beam )
- return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
+ if ( player.(weaponentity).arc_beam )
+ return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
if ( player.arc_overheat > time )
{
return 0;
}
-void Arc_Player_SetHeat(entity player)
+void Arc_Player_SetHeat(entity player, .entity weaponentity)
{
- player.arc_heat_percent = Arc_GetHeat_Percent(player);
+ player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
//dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
}
-void W_Arc_Beam_Think(void)
-{SELFPARAM();
- if(self != self.owner.arc_beam)
+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);
+
+ delete(this);
+}
+
+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)
+{
+ 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)
+ W_PrepareExplosionByDamage(this, attacker, getthink(this));
+}
+
+void W_Arc_Bolt_Touch(entity this, entity toucher)
+{
+ PROJECTILE_TOUCH(this, toucher);
+ this.use(this, NULL, toucher);
+}
+
+void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
+{
+ entity missile;
+
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo));
+
+ W_SetupShot(actor, weaponentity, 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 = actor;
+ missile.bot_dodge = true;
+ IL_PUSH(g_bot_dodge, missile);
+ 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;
+ IL_PUSH(g_damagedbycontents, missile);
+
+ settouch(missile, W_Arc_Bolt_Touch);
+ missile.use = W_Arc_Bolt_Explode_use;
+ setthink(missile, 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');
+
+ set_movetype(missile, 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, actor, missile);
+}
+
+void W_Arc_Beam_Think(entity this)
+{
+ .entity weaponentity = this.weaponentity_fld;
+ if(this != this.owner.(weaponentity).arc_beam)
{
- remove(self);
+ delete(this);
return;
}
-
float burst = 0;
- if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
+ if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
{
- if(!self.beam_bursting)
- self.beam_bursting = true;
+ if(!this.beam_bursting)
+ this.beam_bursting = true;
burst = ARC_BT_BURSTMASK;
}
+ Weapon thiswep = WEP_ARC;
+
if(
- !IS_PLAYER(self.owner)
+ !IS_PLAYER(this.owner)
||
- (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
||
- self.owner.deadflag != DEAD_NO
+ IS_DEAD(this.owner)
||
- (!self.owner.BUTTON_ATCK && !burst )
+ forbidWeaponUse(this.owner)
||
- self.owner.frozen
+ (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
||
- self.owner.vehicle
+ this.owner.vehicle
||
- (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
+ (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
)
{
if ( WEP_CVAR(arc, cooldown) > 0 )
{
float cooldown_speed = 0;
- if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
+ if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
{
cooldown_speed = WEP_CVAR(arc, cooldown);
}
else if ( !burst )
{
- cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
+ cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
}
if ( cooldown_speed )
{
- self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
- self.owner.arc_cooldown = cooldown_speed;
+ if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
+ this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
+ this.owner.arc_cooldown = cooldown_speed;
}
- if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
+ if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
{
- Send_Effect_("arc_overheat",
- self.beam_start, self.beam_wantdir, 1 );
- sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+ Send_Effect(EFFECT_ARC_OVERHEAT,
+ this.beam_start, this.beam_wantdir, 1 );
+ sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
}
}
- if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
- setself(self.owner);
- if(!WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO2))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; }
+ entity own = this.owner;
+ Weapon w = WEP_ARC;
+ if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own))
+ if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
- W_SwitchToOtherWeapon(self);
+ W_SwitchToOtherWeapon(own);
}
- setself(this);
- remove(self);
+ delete(this);
return;
}
// decrease ammo
float coefficient = frametime;
- if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
{
float rootammo;
if(burst)
if(rootammo)
{
- coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
- self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
+ coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
+ this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
}
}
float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
- self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
+ this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
- makevectors(self.owner.v_angle);
+ makevectors(this.owner.v_angle);
W_SetupShot_Range(
- self.owner,
+ this.owner,
+ weaponentity, // TODO
true,
0,
- "",
+ SND_Null,
0,
WEP_CVAR(arc, beam_damage) * coefficient,
WEP_CVAR(arc, beam_range)
);
// After teleport, "lock" the beam until the teleport is confirmed.
- if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
- w_shotdir = self.beam_dir;
+ if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
+ w_shotdir = this.beam_dir;
}
// network information: shot origin and want/aim direction
- if(self.beam_start != w_shotorg)
+ if(this.beam_start != w_shotorg)
{
- self.SendFlags |= ARC_SF_START;
- self.beam_start = w_shotorg;
+ this.SendFlags |= ARC_SF_START;
+ this.beam_start = w_shotorg;
}
- if(self.beam_wantdir != w_shotdir)
+ if(this.beam_wantdir != w_shotdir)
{
- self.SendFlags |= ARC_SF_WANTDIR;
- self.beam_wantdir = w_shotdir;
+ this.SendFlags |= ARC_SF_WANTDIR;
+ this.beam_wantdir = w_shotdir;
}
- if(!self.beam_initialized)
+ if(!this.beam_initialized)
{
- self.beam_dir = w_shotdir;
- self.beam_initialized = true;
+ this.beam_dir = w_shotdir;
+ this.beam_initialized = true;
}
// WEAPONTODO: Detect player velocity so that the beam curves when moving too
- // idea: blend together self.beam_dir with the inverted direction the player is moving in
+ // idea: blend together this.beam_dir with the inverted direction the player is moving in
// might have to make some special accomodation so that it only uses view_right and view_up
// note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
float segments;
- if(self.beam_dir != w_shotdir)
+ if(this.beam_dir != w_shotdir)
{
// 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(w_shotdir - self.beam_dir) * RAD2DEG;
+ float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
{
// if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
(1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
);
- self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
}
else
{
(1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
1
);
- self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
}
// network information: beam direction
- self.SendFlags |= ARC_SF_BEAMDIR;
+ this.SendFlags |= ARC_SF_BEAMDIR;
// calculate how many segments are needed
float max_allowed_segments;
}
else { segments = 1; }
- vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
+ vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
float i;
vector new_dir = normalize(new_origin - last_origin);
WarpZone_traceline_antilag(
- self.owner,
+ this.owner,
last_origin,
new_origin,
MOVE_NORMAL,
- self.owner,
- ANTILAG_LATENCY(self.owner)
+ this.owner,
+ ANTILAG_LATENCY(this.owner)
);
// Do all the transforms for warpzones right now, as we already
vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
);
- if(is_player && SAME_TEAM(self.owner, trace_ent))
+ if(is_player && SAME_TEAM(this.owner, trace_ent))
{
float roothealth, rootarmor;
if(burst)
else
{ rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
- if(accuracy_isgooddamage(self.owner, trace_ent))
+ if(accuracy_isgooddamage(this.owner, trace_ent))
{
accuracy_add(
- self.owner,
+ this.owner,
WEP_ARC.m_id,
0,
rootdamage * coefficient * falloff
Damage(
trace_ent,
- self.owner,
- self.owner,
+ this.owner,
+ this.owner,
rootdamage * coefficient * falloff,
WEP_ARC.m_id,
hitorigin,
new_beam_type |= burst;
// network information: beam type
- if(new_beam_type != self.beam_type)
+ if(new_beam_type != this.beam_type)
{
- self.SendFlags |= ARC_SF_BEAMTYPE;
- self.beam_type = new_beam_type;
+ this.SendFlags |= ARC_SF_BEAMTYPE;
+ this.beam_type = new_beam_type;
}
- self.owner.beam_prev = time;
- self.nextthink = time;
+ this.owner.beam_prev = time;
+ this.nextthink = time;
}
-void W_Arc_Beam(float burst)
-{SELFPARAM();
+void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
+{
// 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, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
+ if(time - actor.beam_prev > 1)
+ sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
- entity beam = self.arc_beam = spawn();
- beam.classname = "W_Arc_Beam";
+ entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
+ beam.weaponentity_fld = weaponentity;
beam.solid = SOLID_NOT;
- beam.think = W_Arc_Beam_Think;
- beam.owner = self;
- beam.movetype = MOVETYPE_NONE;
+ setthink(beam, W_Arc_Beam_Think);
+ beam.owner = actor;
+ set_movetype(beam, MOVETYPE_NONE);
beam.bot_dodge = true;
+ IL_PUSH(g_bot_dodge, beam);
beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
beam.beam_bursting = burst;
Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
- WITH(entity, self, beam, beam.think());
+ getthink(beam)(beam);
}
+void Arc_Smoke(entity actor, .entity weaponentity)
+{
+ makevectors(actor.v_angle);
+ W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
-void Arc_Smoke()
-{SELFPARAM();
- makevectors(self.v_angle);
- W_SetupShot_Range(self,true,0,"",0,0,0);
-
- vector smoke_origin = w_shotorg + self.velocity*frametime;
- if ( self.arc_overheat > time )
+ vector smoke_origin = w_shotorg + actor.velocity*frametime;
+ if ( actor.arc_overheat > time )
{
- if ( random() < self.arc_heat_percent )
- Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
- if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
+ if ( random() < actor.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) )
{
- Send_Effect_("arc_overheat_fire", smoke_origin, w_shotdir, 1 );
- if ( !self.arc_smoke_sound )
+ Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
+ if ( !actor.arc_smoke_sound )
{
- self.arc_smoke_sound = 1;
- sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
+ actor.arc_smoke_sound = 1;
+ sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
}
}
}
- else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
- self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
+ else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
+ actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
{
- if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
+ if ( random() < (actor.(weaponentity).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 )
+ if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
+ !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || PS(actor).m_switchweapon != WEP_ARC )
{
- self.arc_smoke_sound = 0;
- sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+ actor.arc_smoke_sound = 0;
+ sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
}
-bool W_Arc(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_AIM:
- {
- if(WEP_CVAR(arc, beam_botaimspeed))
- {
- self.BUTTON_ATCK = bot_aim(
- WEP_CVAR(arc, beam_botaimspeed),
- 0,
- WEP_CVAR(arc, beam_botaimlifetime),
- false
- );
- }
- else
- {
- self.BUTTON_ATCK = bot_aim(
- 1000000,
- 0,
- 0.001,
- false
- );
- }
- return true;
- }
- case WR_THINK:
- {
- Arc_Player_SetHeat(self);
- Arc_Smoke();
-
- if ( self.arc_overheat <= time )
- if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting )
- {
-
- if(self.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);
- else
- #endif
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- }
-
- if((!self.arc_beam) || wasfreed(self.arc_beam))
- {
- if(weapon_prepareattack(!!self.BUTTON_ATCK2, 0))
- {
- W_Arc_Beam(!!self.BUTTON_ATCK2);
-
- if(!self.arc_BUTTON_ATCK_prev)
- {
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- self.arc_BUTTON_ATCK_prev = 1;
- }
- }
- }
-
- return true;
- }
-
- if(self.arc_BUTTON_ATCK_prev != 0)
- {
- sound(self, CH_WEAPON_A, SND_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();
- }
- self.arc_BUTTON_ATCK_prev = 0;
-
- #if 0
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, 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();
- }
- #endif
-
- return true;
- }
- case WR_INIT:
- {
- if(!arc_shotorigin[0])
- {
- arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
- arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
- arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
- 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:
- {
- return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
- }
- case WR_CHECKAMMO2:
- {
- return WEP_CVAR(arc, overheat_max) > 0 &&
- ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
- }
- case WR_CONFIG:
- {
- ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- return true;
- }
- case WR_KILLMESSAGE:
- {
- return WEAPON_ARC_MURDER;
- }
- case WR_DROP:
- {
- 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:
- {
- if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
- weapon_dropevent_item.arc_overheat > time )
- {
- self.arc_overheat = weapon_dropevent_item.arc_overheat;
- self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
- }
- return true;
- }
- }
- return false;
+METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
+{
+ if(WEP_CVAR(arc, beam_botaimspeed))
+ {
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
+ actor,
+ WEP_CVAR(arc, beam_botaimspeed),
+ 0,
+ WEP_CVAR(arc, beam_botaimlifetime),
+ false
+ );
+ }
+ else
+ {
+ PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
+ actor,
+ 1000000,
+ 0,
+ 0.001,
+ false
+ );
+ }
+}
+METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ Arc_Player_SetHeat(actor, weaponentity);
+ Arc_Smoke(actor, weaponentity);
+
+ bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
+ int slot = weaponslot(weaponentity);
+
+ if (time >= actor.arc_overheat)
+ if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
+ {
+
+ if(actor.arc_BUTTON_ATCK_prev[slot])
+ {
+ #if 0
+ 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(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
+ }
+
+ if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
+ {
+ W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
+
+ if(!actor.arc_BUTTON_ATCK_prev[slot])
+ {
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ actor.arc_BUTTON_ATCK_prev[slot] = true;
+ }
+ }
+ }
+
+ return;
+ }
+ else if(fire & 2)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
+ {
+ W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
+ }
+ }
+
+ if(actor.arc_BUTTON_ATCK_prev[slot])
+ {
+ 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);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
+ }
+ actor.arc_BUTTON_ATCK_prev[slot] = false;
+
+ #if 0
+ if(fire & 2)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
+ {
+ W_Arc_Attack2();
+ 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(actor);
+ }
+ #endif
+}
+METHOD(Arc, wr_init, void(entity thiswep))
+{
+ if(!arc_shotorigin[0])
+ {
+ arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
+ arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
+ arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
+ arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
+ }
+}
+METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
+}
+METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ if(WEP_CVAR(arc, bolt))
+ {
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
+ ammo_amount += actor.(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)) || (actor.(thiswep.ammo_field) > 0));
+}
+METHOD(Arc, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ARC_MURDER_SPRAY;
+ else
+ return WEAPON_ARC_MURDER;
+}
+METHOD(Arc, wr_drop, void(entity thiswep, entity actor))
+{
+ weapon_dropevent_item.arc_overheat = actor.arc_overheat;
+ weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
+ actor.arc_overheat = 0;
+ actor.arc_cooldown = 0;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ actor.arc_BUTTON_ATCK_prev[slot] = false;
+}
+METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
+{
+ if ( !client_hasweapon(actor, thiswep, false, false) &&
+ weapon_dropevent_item.arc_overheat > time )
+ {
+ actor.arc_overheat = weapon_dropevent_item.arc_overheat;
+ actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
+ }
+}
+METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
+{
+ actor.arc_overheat = 0;
+ actor.arc_cooldown = 0;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ actor.arc_BUTTON_ATCK_prev[slot] = false;
+}
+METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ actor.arc_overheat = 0;
+ actor.arc_cooldown = 0;
+ int slot = weaponslot(weaponentity);
+ actor.arc_BUTTON_ATCK_prev[slot] = false;
}
#endif
#ifdef CSQC
+bool autocvar_cl_arcbeam_teamcolor = true;
+
+METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ 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(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+ }
+}
+
void Draw_ArcBeam_callback(vector start, vector hit, vector end)
{
entity beam = Draw_ArcBeam_callback_entity;
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)); ) {
+ for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
e.beam_initialized = false;
}
- for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
+ for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
e.beam_initialized = false;
}
}
-void Draw_ArcBeam(void)
-{SELFPARAM();
- float dt = time - self.move_time;
- self.move_time = time;
+void Draw_ArcBeam(entity this)
+{
+ float dt = time - this.move_time;
+ this.move_time = time;
if(dt <= 0) { return; }
- if(!self.beam_usevieworigin)
+ if(!this.beam_usevieworigin)
{
- InterpolateOrigin_Do();
+ 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;
'0 0 0',
new_origin,
MOVE_NORMAL,
- world,
- world,
+ NULL,
+ NULL,
Draw_ArcBeam_callback
);
}
// 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]
)
);
}
// cleanup
- Draw_ArcBeam_callback_entity = world;
+ Draw_ArcBeam_callback_entity = NULL;
Draw_ArcBeam_callback_last_thickness = 0;
Draw_ArcBeam_callback_last_top = '0 0 0';
Draw_ArcBeam_callback_last_bottom = '0 0 0';
}
-void Remove_ArcBeam(void)
-{SELFPARAM();
- remove(self.beam_muzzleentity);
- sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+void Remove_ArcBeam(entity this)
+{
+ delete(this.beam_muzzleentity);
+ sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
-void Ent_ReadArcBeam(float isnew)
-{SELFPARAM();
+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(NULL);
- self.beam_shotorigin = arc_shotorigin[gunalign];
+ this.beam_shotorigin = arc_shotorigin[gunalign];
// set other main attributes of the beam
- self.draw = Draw_ArcBeam;
- self.entremove = Remove_ArcBeam;
- self.move_time = time;
- loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
+ this.draw = Draw_ArcBeam;
+ IL_PUSH(g_drawables, this);
+ this.entremove = Remove_ArcBeam;
+ this.move_time = time;
+ loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
flash = spawn();
- flash.owner = self;
+ flash.owner = this;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
flash.drawmask = MASK_NORMAL;
flash.solid = SOLID_NOT;
flash.avelocity_z = 5000;
- setattachment(flash, self, "");
+ setattachment(flash, this, "");
setorigin(flash, '0 0 0');
- self.beam_muzzleentity = flash;
+ this.beam_muzzleentity = flash;
}
else
{
- flash = self.beam_muzzleentity;
+ flash = this.beam_muzzleentity;
}
if(sf & ARC_SF_SETTINGS) // settings information
{
- self.beam_degreespersegment = ReadShort();
- self.beam_distancepersegment = ReadShort();
- self.beam_maxangle = ReadShort();
- self.beam_range = ReadCoord();
- self.beam_returnspeed = ReadShort();
- self.beam_tightness = (ReadByte() / 10);
+ this.beam_degreespersegment = ReadShort();
+ this.beam_distancepersegment = ReadShort();
+ this.beam_maxangle = ReadShort();
+ this.beam_range = ReadCoord();
+ this.beam_returnspeed = ReadShort();
+ this.beam_tightness = (ReadByte() / 10);
if(ReadByte())
{
if(autocvar_chase_active)
- { self.beam_usevieworigin = 1; }
+ { this.beam_usevieworigin = 1; }
else // use view origin
- { self.beam_usevieworigin = 2; }
+ { this.beam_usevieworigin = 2; }
}
else
{
- self.beam_usevieworigin = 0;
+ this.beam_usevieworigin = 0;
}
+
+ this.sv_entnum = ReadByte();
}
- if(!self.beam_usevieworigin)
+ if(!this.beam_usevieworigin)
{
- // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
- self.iflags = IFLAG_ORIGIN;
+ // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
+ this.iflags = IFLAG_ORIGIN;
- InterpolateOrigin_Undo();
+ InterpolateOrigin_Undo(this);
}
if(sf & ARC_SF_START) // starting location
{
- self.origin_x = ReadCoord();
- self.origin_y = ReadCoord();
- self.origin_z = ReadCoord();
+ this.origin_x = ReadCoord();
+ this.origin_y = ReadCoord();
+ this.origin_z = ReadCoord();
}
- else if(self.beam_usevieworigin) // infer the location from player location
+ else if(this.beam_usevieworigin) // infer the location from player location
{
- if(self.beam_usevieworigin == 2)
+ if(this.beam_usevieworigin == 2)
{
// use view origin
- self.origin = view_origin;
+ this.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));
+ this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
}
}
- setorigin(self, self.origin);
+ setorigin(this, this.origin);
if(sf & ARC_SF_WANTDIR) // want/aim direction
{
- self.v_angle_x = ReadCoord();
- self.v_angle_y = ReadCoord();
- self.v_angle_z = ReadCoord();
+ this.v_angle_x = ReadCoord();
+ this.v_angle_y = ReadCoord();
+ this.v_angle_z = ReadCoord();
}
if(sf & ARC_SF_BEAMDIR) // beam direction
{
- self.angles_x = ReadCoord();
- self.angles_y = ReadCoord();
- self.angles_z = ReadCoord();
+ this.angles_x = ReadCoord();
+ this.angles_y = ReadCoord();
+ this.angles_z = ReadCoord();
}
if(sf & ARC_SF_BEAMTYPE) // beam type
{
- self.beam_type = ReadByte();
- switch(self.beam_type)
+ this.beam_type = ReadByte();
+
+ vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
+ switch(this.beam_type)
{
case ARC_BT_MISS:
{
- 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_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_muzzlelight[0] = 0;
- self.beam_muzzlelight[1] = 1;
- self.beam_muzzlelight[2] = 1;
- self.beam_muzzlelight[3] = 1;
- if(self.beam_muzzleeffect >= 0)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 8;
+ this.beam_traileffect = (EFFECT_ARC_BEAM);
+ this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzlelight[0] = 0;
+ this.beam_muzzlelight[1] = 1;
+ this.beam_muzzlelight[2] = 1;
+ this.beam_muzzlelight[3] = 1;
+ if(this.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
{
- 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_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_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)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 8;
+ this.beam_traileffect = (EFFECT_ARC_BEAM);
+ this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = 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)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_HEAL:
{
- 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_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_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)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 8;
+ this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
+ this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_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)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_HIT:
{
- 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_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_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)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 8;
+ this.beam_traileffect = (EFFECT_ARC_BEAM);
+ this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+ this.beam_hitlight[0] = 20;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 0;
+ this.beam_hitlight[3] = 0;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ 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)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.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 = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(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_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)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 14;
+ this.beam_traileffect = (EFFECT_ARC_BEAM);
+ this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_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)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_BURST_WALL:
{
- 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_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_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)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 14;
+ this.beam_traileffect = (EFFECT_ARC_BEAM);
+ this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_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)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_BURST_HEAL:
{
- 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_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_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)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 14;
+ this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
+ this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_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)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_BURST_HIT:
{
- 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_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_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)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 14;
+ this.beam_traileffect = (EFFECT_ARC_BEAM);
+ this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_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)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.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_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_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)
+ this.beam_color = randomvec();
+ this.beam_alpha = 1;
+ this.beam_thickness = 8;
+ this.beam_traileffect = NULL;
+ this.beam_hiteffect = NULL;
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_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)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
}
- if(!self.beam_usevieworigin)
+ if(!this.beam_usevieworigin)
{
- InterpolateOrigin_Note();
+ InterpolateOrigin_Note(this);
}
+ return true;
}
-bool W_Arc(int req)
-{SELFPARAM();
- switch(req)
- {
- case WR_IMPACTEFFECT:
- {
- // todo
- return true;
- }
- case WR_INIT:
- {
- return true;
- }
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return false;
- }
- }
- return false;
-}
#endif
#endif