1 .float dphitcontentsmask;
3 .float cnt; // effect number
4 .vector velocity; // particle velocity
5 .float waterlevel; // direction jitter
6 .float count; // count multiplier
7 .float impulse; // density
8 .string noise; // sound
11 .float absolute; // 1 = count per second is absolute, 2 = only spawn at toggle
12 .vector movedir; // trace direction
14 void Draw_PointParticles()
21 sz = self.maxs - self.mins;
23 if(self.absolute == 2)
26 n = self.just_toggled ? self.impulse : 0;
28 n = self.impulse * drawframetime;
32 n *= self.impulse * drawframetime;
40 for(i = random(); i <= n && fail <= 64*n; ++i)
43 p_x += random() * sz_x;
44 p_y += random() * sz_y;
45 p_z += random() * sz_z;
46 if(WarpZoneLib_BoxTouchesBrush(p, p, self, world))
48 if(self.movedir != '0 0 0')
50 traceline(p, p + normalize(self.movedir) * 4096, 0, world);
52 pointparticles(self.cnt, p, trace_plane_normal * vlen(self.movedir) + self.velocity + randomvec() * self.waterlevel, self.count);
56 pointparticles(self.cnt, p, self.velocity + randomvec() * self.waterlevel, self.count);
61 sound(self, CH_AMBIENT, self.noise, VOL_BASE * self.volume, self.atten);
63 self.just_toggled = 0;
65 else if(self.absolute)
74 void Ent_PointParticles_Remove()
77 strunzone(self.noise);
78 self.noise = string_null;
80 strunzone(self.bgmscript);
81 self.bgmscript = string_null;
84 void Ent_PointParticles()
91 i = ReadCoord(); // density (<0: point, >0: volume)
92 if(i && !self.impulse && self.cnt) // self.cnt check is so it only happens if the ent already existed
93 self.just_toggled = 1;
98 self.origin_x = ReadCoord();
99 self.origin_y = ReadCoord();
100 self.origin_z = ReadCoord();
104 self.modelindex = ReadShort();
109 self.mins_x = ReadCoord();
110 self.mins_y = ReadCoord();
111 self.mins_z = ReadCoord();
112 self.maxs_x = ReadCoord();
113 self.maxs_y = ReadCoord();
114 self.maxs_z = ReadCoord();
119 self.maxs_x = ReadCoord();
120 self.maxs_y = ReadCoord();
121 self.maxs_z = ReadCoord();
126 self.mins = self.maxs = '0 0 0';
129 self.cnt = ReadShort(); // effect number
133 self.velocity = decompressShortVector(ReadShort());
134 self.movedir = decompressShortVector(ReadShort());
138 self.velocity = self.movedir = '0 0 0';
142 self.waterlevel = ReadShort() / 16.0;
143 self.count = ReadByte() / 16.0;
151 strunzone(self.noise);
153 strunzone(self.bgmscript);
154 self.noise = strzone(ReadString());
157 self.atten = ReadByte() / 64.0;
158 self.volume = ReadByte() / 255.0;
160 self.bgmscript = strzone(ReadString());
161 if(self.bgmscript != "")
163 self.bgmscriptattack = ReadByte() / 64.0;
164 self.bgmscriptdecay = ReadByte() / 64.0;
165 self.bgmscriptsustain = ReadByte() / 255.0;
166 self.bgmscriptrelease = ReadByte() / 64.0;
168 BGMScript_InitEntity(self);
173 self.absolute = (self.impulse >= 0);
176 v = self.maxs - self.mins;
177 self.impulse *= -v_x * v_y * v_z / 262144; // relative: particles per 64^3 cube
184 setorigin(self, self.origin);
185 setsize(self, self.mins, self.maxs);
186 self.solid = SOLID_NOT;
187 self.draw = Draw_PointParticles;
188 self.entremove = Ent_PointParticles_Remove;
191 .float glow_color; // palette index
194 te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
199 te_particlesnow(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
202 void Ent_RainOrSnow()
204 self.impulse = ReadByte(); // Rain, Snow, or Whatever
205 self.origin_x = ReadCoord();
206 self.origin_y = ReadCoord();
207 self.origin_z = ReadCoord();
208 self.maxs_x = ReadCoord();
209 self.maxs_y = ReadCoord();
210 self.maxs_z = ReadCoord();
211 self.velocity = decompressShortVector(ReadShort());
212 self.count = ReadShort() * 10;
213 self.glow_color = ReadByte(); // color
215 self.mins = -0.5 * self.maxs;
216 self.maxs = 0.5 * self.maxs;
217 self.origin = self.origin - self.mins;
219 setorigin(self, self.origin);
220 setsize(self, self.mins, self.maxs);
221 self.solid = SOLID_NOT;
223 self.draw = Draw_Rain;
225 self.draw = Draw_Snow;
228 void Net_ReadVortexBeamParticle()
230 vector shotorg, endpos;
232 shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord();
233 endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord();
234 charge = ReadByte() / 255.0;
236 pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1);
238 //draw either the old v2.3 beam or the new beam
239 charge = sqrt(charge); // divide evenly among trail spacing and alpha
240 particles_alphamin = particles_alphamax = particles_fade = charge;
242 if (autocvar_cl_particles_oldnexbeam && (getstati(STAT_ALLOW_OLDNEXBEAM) || isdemo()))
243 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("TE_TEI_G3"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
245 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("nex_beam"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
250 .float sw_spread_max;
251 .float sw_spread_min;
254 void Draw_Shockwave()
256 float a = bound(0, (0.5 - ((time - self.sw_time) / 0.4)), 0.5);
258 if(!a) { remove(self); }
260 vector deviation, angle;
262 vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
264 vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
265 vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
267 float new_max_dist, new_min_dist;
269 vector shotdir = normalize(self.sw_endpos - self.sw_shotorg);
270 vectorvectors(shotdir);
271 vector right = v_right;
274 float counter, dist_before_normal = 200, shots = 20;
276 vector min_end = ((self.sw_shotorg + (shotdir * dist_before_normal)) + (up * self.sw_spread_min));
277 vector max_end = (self.sw_endpos + (up * self.sw_spread_max));
279 float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - shotdir);
280 float spread_to_max = vlen(normalize(max_end - min_end) - shotdir);
282 for(counter = 0; counter < shots; ++counter)
284 // perfect circle effect lines
286 makevectors('0 360 0' * (0.75 + (counter - 0.5) / shots));
287 angle_y = v_forward_x;
288 angle_z = v_forward_y;
290 // first do the spread_to_min effect
291 deviation = angle * spread_to_min;
292 deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
293 new_min_dist = dist_before_normal;
294 new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
295 //te_lightning2(world, new_min_end, self.sw_shotorg);
297 // then calculate spread_to_max effect
298 deviation = angle * spread_to_max;
299 deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
300 new_max_dist = vlen(new_min_end - self.sw_endpos);
301 new_max_end = (new_min_end + (deviation * new_max_dist));
302 //te_lightning2(world, new_end, prev_min_end);
307 first_min_end = new_min_end;
308 first_max_end = new_max_end;
313 R_BeginPolygon("", DRAWFLAG_NORMAL);
314 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
315 R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
316 R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
319 R_BeginPolygon("", DRAWFLAG_NORMAL);
320 R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
321 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
322 R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
323 R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
327 prev_min_end = new_min_end;
328 prev_max_end = new_max_end;
330 if((counter + 1) == shots)
332 R_BeginPolygon("", DRAWFLAG_NORMAL);
333 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
334 R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
335 R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
338 R_BeginPolygon("", DRAWFLAG_NORMAL);
339 R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
340 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
341 R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
342 R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
348 void Net_ReadShockwaveParticle()
352 shockwave.draw = Draw_Shockwave;
354 shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
355 shockwave.sw_endpos_x = ReadCoord(); shockwave.sw_endpos_y = ReadCoord(); shockwave.sw_endpos_z = ReadCoord();
357 shockwave.sw_spread_max = ReadByte();
358 shockwave.sw_spread_min = ReadByte();
360 shockwave.sv_entnum = ReadByte();
362 shockwave.sw_time = time;
367 .float beam_thickness;
368 .float beam_traileffect;
369 .float beam_hiteffect;
370 .float beam_muzzleflash;
373 .entity beam_muzzleentity;
375 .float beam_usevieworigin;
376 .float beam_initialized;
377 .float beam_maxangle;
379 .float beam_returnspeed;
380 .float beam_tightness;
381 .vector beam_shotorigin;
385 InterpolateOrigin_Do();
387 // origin = beam starting origin
388 // v_angle = wanted/aim direction
389 // angles = current direction of beam
392 vector wantdir; //= view_forward;
393 vector beamdir; //= self.beam_dir;
396 if(self.beam_usevieworigin)
399 // Currently we have to replicate nearly the same method of figuring
400 // out the shotdir that the server does... Ideally in the future we
401 // should be able to acquire this from a generalized function built
402 // into a weapon system for client code.
404 // find where we are aiming
405 makevectors(view_angles);
407 // decide upon start position
408 if(self.beam_usevieworigin == 2)
409 { start_pos = view_origin; }
411 { start_pos = self.origin; }
413 // trace forward with an estimation
414 WarpZone_TraceLine(start_pos, start_pos + view_forward * self.beam_range, MOVE_NOMONSTERS, self);
416 // untransform in case our trace went through a warpzone
421 vector shothitpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
426 // un-adjust trueaim if shotend is too close
427 if(vlen(shothitpos - view_origin) < g_trueaim_minrange)
428 shothitpos = view_origin + (view_forward * g_trueaim_minrange);
430 // move shot origin to the actual gun muzzle origin
431 vector origin_offset = view_forward * self.beam_shotorigin_x + view_right * -self.beam_shotorigin_y + view_up * self.beam_shotorigin_z;
432 start_pos = start_pos + origin_offset;
434 // calculate the aim direction now
435 wantdir = normalize(shothitpos - start_pos);
437 if(!self.beam_initialized)
439 self.beam_dir = wantdir;
440 self.beam_initialized = TRUE;
443 // WEAPONTODO: Calculate segments dyanmically similarly to the server code
445 if(self.beam_dir != wantdir)
447 float angle = ceil(vlen(wantdir - self.beam_dir) * RAD2DEG);
449 if(angle && (angle > self.beam_maxangle))
451 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
452 anglelimit = min(self.beam_maxangle / angle, 1);
456 // the radius is not too far yet, no worries :D
460 // calculate how much we're going to move the end of the beam to the want position
461 float blendfactor = bound(0, anglelimit * (1 - (self.beam_returnspeed * frametime)), 1);
462 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
464 // WEAPONTODO (server and client):
465 // blendfactor never actually becomes 0 in this situation, which is a problem
466 // regarding precision... this means that self.beam_dir and w_shotdir approach
467 // eachother, however they never actually become the same value with this method.
469 // Perhaps we should do some form of rounding/snapping?
471 // printf("blendfactor = %f\n", blendfactor);
474 // calculate how many segments are needed
475 float max_allowed_segments;
477 if(WEP_CVAR(arc, beam_distancepersegment))
478 max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment))));
480 max_allowed_segments = ARC_MAX_SEGMENTS;
482 if(WEP_CVAR(arc, beam_degreespersegment))
484 segments = min( max(1, ( min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment) ) ), max_allowed_segments );
499 // set the beam direction which the rest of the code will refer to
500 beamdir = self.beam_dir;
502 // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
503 self.angles = fixedvectoangles2(view_forward, view_up);
507 // set the values from the provided info from the networked entity
508 start_pos = self.origin;
509 wantdir = self.v_angle;
510 beamdir = self.angles;
512 // WEAPONTODO: Calculate segments dyanmically similarly to the server code
515 if(beamdir != wantdir)
517 // calculate how many segments are needed
518 float max_allowed_segments;
520 if(WEP_CVAR(arc, beam_distancepersegment))
521 max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment))));
523 max_allowed_segments = ARC_MAX_SEGMENTS;
525 if(WEP_CVAR(arc, beam_degreespersegment))
527 segments = min( max(1, ( min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment) ) ), max_allowed_segments );
541 setorigin(self, start_pos);
542 self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
544 vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
546 float maxthickness = self.beam_thickness;
548 vector thickdir = normalize(cross(beamdir, view_origin - start_pos));
550 vector last_origin = start_pos;
552 float lastthickness = 0;
554 vector last_top = start_pos + (thickdir * lastthickness);
555 vector last_bottom = start_pos - (thickdir * lastthickness);
557 vector hitorigin = start_pos;
560 for(i = 1; i <= segments; ++i)
562 // WEAPONTODO (server and client):
563 // Segment blend and distance should probably really be calculated in a better way,
564 // however I am not sure how to do it properly. There are a few things I have tried,
565 // but most of them do not work properly due to my lack of understanding regarding
566 // the mathematics behind them.
568 // Ideally, we should calculate the positions along a perfect curve
569 // between wantdir and self.beam_dir with an option for depth of arc
571 // Another issue is that (on the client code) we must separate the
572 // curve into multiple rendered curves when handling warpzones.
574 // I can handle this by detecting it for each segment, however that
575 // is a fairly inefficient method in comparison to having a curved line
576 // drawing function similar to Draw_CylindricLine that accepts
577 // top and bottom origins as input, this way there would be no
578 // overlapping edges when connecting the curved pieces.
580 // WEAPONTODO (client):
581 // In order to do nice fading and pointing on the starting segment, we must always
582 // have that drawn as a separate triangle... However, that is difficult to do when
583 // keeping in mind the above problems and also optimizing the amount of segments
584 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
586 // calculate this on every segment to ensure that we always reach the full length of the attack
587 float segmentblend = bound(0, (i/segments) + self.beam_tightness, 1);
588 float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
590 vector new_dir = normalize( (wantdir * (1 - segmentblend)) + (normalize(beam_endpos_estimate - last_origin) * segmentblend) );
591 vector new_origin = last_origin + (new_dir * segmentdist);
601 if(trace_fraction != 1)
603 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
604 hitorigin = last_origin + (new_dir * segmentdist * trace_fraction);
608 hitorigin = new_origin;
612 float falloff = ExponentialFalloff(
613 WEP_CVAR(arc, beam_falloff_mindist),
614 WEP_CVAR(arc, beam_falloff_maxdist),
615 WEP_CVAR(arc, beam_falloff_halflifedist),
616 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - start_pos)
622 vector top = hitorigin + (thickdir * self.beam_thickness);
623 vector bottom = hitorigin - (thickdir * self.beam_thickness);
625 R_BeginPolygon(self.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
626 R_PolygonVertex(top, '0 0.5 0' + ('0 0.5 0' * (self.beam_thickness / maxthickness)), self.beam_color, self.beam_alpha);
627 R_PolygonVertex(last_top, '0 0.5 0' + ('0 0.5 0' * (lastthickness / maxthickness)), self.beam_color, self.beam_alpha);
628 R_PolygonVertex(last_bottom, '0 0.5 0' * (1 - (lastthickness / maxthickness)), self.beam_color, self.beam_alpha);
629 R_PolygonVertex(bottom, '0 0.5 0' * (1 - (self.beam_thickness / maxthickness)), self.beam_color, self.beam_alpha);
632 // check if we're going to proceed with drawing
633 if(trace_fraction != 1)
635 // we're done with drawing this frame
640 // continue onto the next segment
641 last_origin = new_origin;
643 last_bottom = bottom;
644 lastthickness = self.beam_thickness;
648 if(self.beam_hiteffect)
650 pointparticles(self.beam_hiteffect, hitorigin, beamdir * -1, frametime * 2);
652 if(self.beam_muzzleflash)
654 pointparticles(self.beam_muzzleflash, start_pos + wantdir * 20, wantdir * 1000, frametime * 0.1);
658 void Remove_ArcBeam(void)
660 remove(self.beam_muzzleentity);
661 sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
664 void Ent_ReadArcBeam(float isnew)
666 float sf = ReadByte();
669 // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
670 self.iflags = IFLAG_ORIGIN;
672 InterpolateOrigin_Undo();
676 // calculate shot origin offset from gun alignment
677 float gunalign = autocvar_cl_gunalign;
678 if(gunalign != 1 && gunalign != 2 && gunalign != 4)
679 gunalign = 3; // default value
682 self.beam_shotorigin = arc_shotorigin[gunalign];
684 // set other main attributes of the beam
685 self.draw = Draw_ArcBeam;
686 self.entremove = Remove_ArcBeam;
687 sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
691 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
692 flash.drawmask = MASK_NORMAL;
693 flash.solid = SOLID_NOT;
694 setattachment(flash, self, "");
695 setorigin(flash, '0 0 0');
697 self.beam_muzzleentity = flash;
701 flash = self.beam_muzzleentity;
704 if(sf & 1) // settings information
706 self.beam_maxangle = ReadShort();
707 self.beam_range = ReadCoord();
708 self.beam_returnspeed = ReadShort();
709 self.beam_tightness = (ReadByte() / 10);
713 if(autocvar_chase_active)
714 { self.beam_usevieworigin = 1; }
715 else // use view origin
716 { self.beam_usevieworigin = 2; }
720 self.beam_usevieworigin = 0;
724 if(sf & 2) // starting location
726 self.origin_x = ReadCoord();
727 self.origin_y = ReadCoord();
728 self.origin_z = ReadCoord();
730 else if(self.beam_usevieworigin) // infer the location from player location
732 if(self.beam_usevieworigin == 2)
735 self.origin = view_origin;
739 // use player origin so that third person display still works
740 self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
744 setorigin(self, self.origin);
746 if(sf & 4) // want/aim direction
748 self.v_angle_x = ReadCoord();
749 self.v_angle_y = ReadCoord();
750 self.v_angle_z = ReadCoord();
753 if(sf & 8) // beam direction
755 self.angles_x = ReadCoord();
756 self.angles_y = ReadCoord();
757 self.angles_z = ReadCoord();
760 if(sf & 16) // beam type
762 self.beam_type = ReadByte();
763 switch(self.beam_type)
767 self.beam_color = '-1 -1 1';
768 self.beam_alpha = 0.5;
769 self.beam_thickness = 8;
770 self.beam_traileffect = FALSE;
771 self.beam_hiteffect = particleeffectnum("electro_lightning");
772 self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
773 self.beam_image = "particles/lgbeam";
774 setmodel(flash, "models/flash.md3");
775 flash.alpha = self.beam_alpha;
776 flash.colormod = self.beam_color;
780 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
782 self.beam_color = '0.5 0.5 1';
783 self.beam_alpha = 0.5;
784 self.beam_thickness = 8;
785 self.beam_traileffect = FALSE;
786 self.beam_hiteffect = particleeffectnum("electro_lightning");
787 self.beam_muzzleflash = FALSE; // particleeffectnum("grenadelauncher_muzzleflash");
788 self.beam_image = "particles/lgbeam";
789 setmodel(flash, "models/flash.md3");
790 flash.alpha = self.beam_alpha;
791 flash.colormod = self.beam_color;
797 self.beam_color = '0 1 0';
798 self.beam_alpha = 0.5;
799 self.beam_thickness = 8;
800 self.beam_traileffect = FALSE;
801 self.beam_hiteffect = particleeffectnum("healray_impact");
802 self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
803 self.beam_image = "particles/lgbeam";
804 setmodel(flash, "models/flash.md3");
805 flash.alpha = self.beam_alpha;
806 flash.colormod = self.beam_color;
812 self.beam_color = '1 0 1';
813 self.beam_alpha = 0.5;
814 self.beam_thickness = 8;
815 self.beam_traileffect = FALSE;
816 self.beam_hiteffect = particleeffectnum("electro_lightning");
817 self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
818 self.beam_image = "particles/lgbeam";
819 setmodel(flash, "models/flash.md3");
820 flash.alpha = self.beam_alpha;
821 flash.colormod = self.beam_color;
825 case ARC_BT_BURST_MISS:
827 self.beam_color = '-1 -1 1';
828 self.beam_alpha = 0.5;
829 self.beam_thickness = 14;
830 self.beam_traileffect = FALSE;
831 self.beam_hiteffect = particleeffectnum("electro_lightning");
832 self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
833 self.beam_image = "particles/lgbeam";
834 setmodel(flash, "models/flash.md3");
835 flash.alpha = self.beam_alpha;
836 flash.colormod = self.beam_color;
840 case ARC_BT_BURST_WALL:
842 self.beam_color = '0.5 0.5 1';
843 self.beam_alpha = 0.5;
844 self.beam_thickness = 14;
845 self.beam_traileffect = FALSE;
846 self.beam_hiteffect = particleeffectnum("electro_lightning");
847 self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
848 self.beam_image = "particles/lgbeam";
849 setmodel(flash, "models/flash.md3");
850 flash.alpha = self.beam_alpha;
851 flash.colormod = self.beam_color;
855 case ARC_BT_BURST_HEAL:
857 self.beam_color = '0 1 0';
858 self.beam_alpha = 0.5;
859 self.beam_thickness = 14;
860 self.beam_traileffect = FALSE;
861 self.beam_hiteffect = particleeffectnum("electro_lightning");
862 self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
863 self.beam_image = "particles/lgbeam";
864 setmodel(flash, "models/flash.md3");
865 flash.alpha = self.beam_alpha;
866 flash.colormod = self.beam_color;
870 case ARC_BT_BURST_HIT:
872 self.beam_color = '1 0 1';
873 self.beam_alpha = 0.5;
874 self.beam_thickness = 14;
875 self.beam_traileffect = FALSE;
876 self.beam_hiteffect = particleeffectnum("electro_lightning");
877 self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
878 self.beam_image = "particles/lgbeam";
879 setmodel(flash, "models/flash.md3");
880 flash.alpha = self.beam_alpha;
881 flash.colormod = self.beam_color;
886 // shouldn't be possible, but lets make it colorful if it does :D
889 self.beam_color = randomvec();
891 self.beam_thickness = 8;
892 self.beam_traileffect = FALSE;
893 self.beam_hiteffect = FALSE;
894 self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
895 self.beam_image = "particles/lgbeam";
896 setmodel(flash, "models/flash.md3");
897 flash.alpha = self.beam_alpha;
898 flash.colormod = self.beam_color;
905 InterpolateOrigin_Note();
909 "Ent_ReadArcBeam(%d): sf = %d, start = %s, want = %s, dir = %s, type = %d\n",
912 vtos(self.beam_start),