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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ ARC,
4 /* function  */ W_Arc,
5 /* ammotype  */ ammo_cells,
6 /* impulse   */ 3,
7 /* flags     */ WEP_FLAG_NORMAL,
8 /* rating    */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '1 1 1',
10 /* modelname */ "arc",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairhlac 0.7",
13 /* wepimg    */ "weaponarc",
14 /* refname   */ "arc",
15 /* wepname   */ _("Arc")
16 );
17
18 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
19 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, NONE, beam_ammo) \
21         w_cvar(id, sn, NONE, beam_animtime) \
22         w_cvar(id, sn, NONE, beam_botaimspeed) \
23         w_cvar(id, sn, NONE, beam_botaimlifetime) \
24         w_cvar(id, sn, NONE, beam_damage) \
25         w_cvar(id, sn, NONE, beam_degreespersegment) \
26         w_cvar(id, sn, NONE, beam_distancepersegment) \
27         w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
28         w_cvar(id, sn, NONE, beam_falloff_maxdist) \
29         w_cvar(id, sn, NONE, beam_falloff_mindist) \
30         w_cvar(id, sn, NONE, beam_force) \
31         w_cvar(id, sn, NONE, beam_healing_amax) \
32         w_cvar(id, sn, NONE, beam_healing_aps) \
33         w_cvar(id, sn, NONE, beam_healing_hmax) \
34         w_cvar(id, sn, NONE, beam_healing_hps) \
35         w_cvar(id, sn, NONE, beam_maxangle) \
36         w_cvar(id, sn, NONE, beam_nonplayerdamage) \
37         w_cvar(id, sn, NONE, beam_range) \
38         w_cvar(id, sn, NONE, beam_refire) \
39         w_cvar(id, sn, NONE, beam_returnspeed) \
40         w_cvar(id, sn, NONE, beam_tightness) \
41         w_cvar(id, sn, NONE, burst_ammo) \
42         w_cvar(id, sn, NONE, burst_damage) \
43         w_cvar(id, sn, NONE, burst_healing_aps) \
44         w_cvar(id, sn, NONE, burst_healing_hps) \
45         w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \
46         w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \
47         w_cvar(id, sn, NONE, beam_heat)   /* heat increase per second (primary) */ \
48         w_cvar(id, sn, NONE, burst_heat)  /* heat increase per second (secondary) */ \
49         w_cvar(id, sn, NONE, cooldown)    /* heat decrease per second when resting */ \
50         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
51         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
52         w_prop(id, sn, string, weaponreplace, weaponreplace) \
53         w_prop(id, sn, float,  weaponstart, weaponstart) \
54         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
55         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
56
57 #ifndef MENUQC
58 const float ARC_MAX_SEGMENTS = 20;
59 vector arc_shotorigin[4];
60 .vector beam_start;
61 .vector beam_dir;
62 .vector beam_wantdir;
63 .int beam_type;
64
65 const int ARC_BT_MISS =        0x00;
66 const int ARC_BT_WALL =        0x01;
67 const int ARC_BT_HEAL =        0x02;
68 const int ARC_BT_HIT =         0x03;
69 const int ARC_BT_BURST_MISS =  0x10;
70 const int ARC_BT_BURST_WALL =  0x11;
71 const int ARC_BT_BURST_HEAL =  0x12;
72 const int ARC_BT_BURST_HIT =   0x13;
73 const int ARC_BT_BURSTMASK =   0x10;
74
75 const int ARC_SF_SETTINGS =    1;
76 const int ARC_SF_START =       2;
77 const int ARC_SF_WANTDIR =     4;
78 const int ARC_SF_BEAMDIR =     8;
79 const int ARC_SF_BEAMTYPE =    16;
80 const int ARC_SF_LOCALMASK =   14;
81 #endif
82 #ifdef SVQC
83 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
84 .entity arc_beam;
85 .float arc_BUTTON_ATCK_prev; // for better animation control
86 .float beam_prev;
87 .float beam_initialized;
88 .float beam_bursting;
89 .float beam_teleporttime;
90 .float beam_heat; // (beam) amount of heat produced
91 .float arc_overheat; // (dropped arc/player) time during which it's too hot
92 .float arc_cooldown; // (dropped arc/player) cooling speed
93 .float arc_heat_percent; // (player) arc heat in [0,1] (stat)
94 .float arc_smoke_sound;
95 #endif
96 #ifdef CSQC
97 void Ent_ReadArcBeam(float isnew);
98
99 .vector beam_color;
100 .float beam_alpha;
101 .float beam_thickness;
102 .float beam_traileffect;
103 .float beam_hiteffect;
104 .float beam_hitlight[4]; // 0: radius, 123: rgb
105 .float beam_muzzleeffect;
106 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
107 .string beam_image;
108
109 .entity beam_muzzleentity;
110
111 .float beam_degreespersegment;
112 .float beam_distancepersegment;
113 .float beam_usevieworigin;
114 .float beam_initialized;
115 .float beam_maxangle;
116 .float beam_range;
117 .float beam_returnspeed;
118 .float beam_tightness;
119 .vector beam_shotorigin;
120
121 entity Draw_ArcBeam_callback_entity;
122 float Draw_ArcBeam_callback_last_thickness;
123 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
124 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
125 #endif
126 #else
127 #ifdef SVQC
128 void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC); }
129
130 float W_Arc_Beam_Send(entity to, float sf)
131 {
132         WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
133
134         // Truncate information when this beam is displayed to the owner client
135         // - The owner client has no use for beam start position or directions,
136         //    it always figures this information out for itself with csqc code.
137         // - Spectating the owner also truncates this information.
138         float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
139         if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
140
141         WriteByte(MSG_ENTITY, sf);
142
143         if(sf & ARC_SF_SETTINGS) // settings information
144         {
145                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
146                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
147                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
148                 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
149                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
150                 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
151
152                 WriteByte(MSG_ENTITY, drawlocal);
153         }
154         if(sf & ARC_SF_START) // starting location
155         {
156                 WriteCoord(MSG_ENTITY, self.beam_start.x);
157                 WriteCoord(MSG_ENTITY, self.beam_start.y);
158                 WriteCoord(MSG_ENTITY, self.beam_start.z);
159         }
160         if(sf & ARC_SF_WANTDIR) // want/aim direction
161         {
162                 WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
163                 WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
164                 WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
165         }
166         if(sf & ARC_SF_BEAMDIR) // beam direction
167         {
168                 WriteCoord(MSG_ENTITY, self.beam_dir.x);
169                 WriteCoord(MSG_ENTITY, self.beam_dir.y);
170                 WriteCoord(MSG_ENTITY, self.beam_dir.z);
171         }
172         if(sf & ARC_SF_BEAMTYPE) // beam type
173         {
174                 WriteByte(MSG_ENTITY, self.beam_type);
175         }
176
177         return true;
178 }
179
180 void Reset_ArcBeam(entity player, vector forward)
181 {
182         if (!player.arc_beam) {
183                 return;
184         }
185         player.arc_beam.beam_dir = forward;
186         player.arc_beam.beam_teleporttime = time;
187 }
188
189 float Arc_GetHeat_Percent(entity player)
190 {
191         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
192         {
193                 player.arc_overheat = 0;
194                 return 0;
195         }
196
197         if ( player.arc_beam )
198                 return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
199
200         if ( player.arc_overheat > time )
201         {
202                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
203                         * player.arc_cooldown;
204         }
205
206         return 0;
207 }
208 void Arc_Player_SetHeat(entity player)
209 {
210         player.arc_heat_percent = Arc_GetHeat_Percent(player);
211         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
212 }
213
214 void W_Arc_Beam_Think(void)
215 {
216         if(self != self.owner.arc_beam)
217         {
218                 remove(self);
219                 return;
220         }
221
222
223         float burst = 0;
224         if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
225         {
226                 if(!self.beam_bursting)
227                         self.beam_bursting = true;
228                 burst = ARC_BT_BURSTMASK;
229         }
230
231         if(
232                 !IS_PLAYER(self.owner)
233                 ||
234                 (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
235                 ||
236                 self.owner.deadflag != DEAD_NO
237                 ||
238                 (!self.owner.BUTTON_ATCK && !burst )
239                 ||
240                 self.owner.frozen
241                 ||
242                 self.owner.vehicle
243                 ||
244                 (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
245         )
246         {
247                 if ( WEP_CVAR(arc, cooldown) > 0 )
248                 {
249                         float cooldown_speed = 0;
250                         if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
251                         {
252                                 cooldown_speed = WEP_CVAR(arc, cooldown);
253                         }
254                         else if ( !burst )
255                         {
256                                 cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
257                         }
258
259                         if ( cooldown_speed )
260                         {
261                                 self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
262                                 self.owner.arc_cooldown = cooldown_speed;
263                         }
264
265                         if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
266                         {
267                                 pointparticles( particleeffectnum("arc_overheat"),
268                                         self.beam_start, self.beam_wantdir, 1 );
269                                 sound(self, CH_WEAPON_A, "weapons/arc_stop.wav", VOL_BASE, ATTN_NORM);
270                         }
271                 }
272
273                 if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
274                 entity oldself = self;
275                 self = self.owner;
276                 if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
277                 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
278                 {
279                         // note: this doesn't force the switch
280                         W_SwitchToOtherWeapon(self);
281                 }
282                 self = oldself;
283                 remove(self);
284                 return;
285         }
286
287         // decrease ammo
288         float coefficient = frametime;
289         if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
290         {
291                 float rootammo;
292                 if(burst)
293                         { rootammo = WEP_CVAR(arc, burst_ammo); }
294                 else
295                         { rootammo = WEP_CVAR(arc, beam_ammo); }
296
297                 if(rootammo)
298                 {
299                         coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
300                         self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
301                 }
302         }
303         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
304         self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
305
306         makevectors(self.owner.v_angle);
307
308         W_SetupShot_Range(
309                 self.owner,
310                 true,
311                 0,
312                 "",
313                 0,
314                 WEP_CVAR(arc, beam_damage) * coefficient,
315                 WEP_CVAR(arc, beam_range)
316         );
317
318         // After teleport, "lock" the beam until the teleport is confirmed.
319         if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
320                 w_shotdir = self.beam_dir;
321         }
322
323         // network information: shot origin and want/aim direction
324         if(self.beam_start != w_shotorg)
325         {
326                 self.SendFlags |= ARC_SF_START;
327                 self.beam_start = w_shotorg;
328         }
329         if(self.beam_wantdir != w_shotdir)
330         {
331                 self.SendFlags |= ARC_SF_WANTDIR;
332                 self.beam_wantdir = w_shotdir;
333         }
334
335         if(!self.beam_initialized)
336         {
337                 self.beam_dir = w_shotdir;
338                 self.beam_initialized = true;
339         }
340
341         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
342         // idea: blend together self.beam_dir with the inverted direction the player is moving in
343         // might have to make some special accomodation so that it only uses view_right and view_up
344
345         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
346
347         float segments;
348         if(self.beam_dir != w_shotdir)
349         {
350                 // calculate how much we're going to move the end of the beam to the want position
351                 // WEAPONTODO (server and client):
352                 // blendfactor never actually becomes 0 in this situation, which is a problem
353                 // regarding precision... this means that self.beam_dir and w_shotdir approach
354                 // eachother, however they never actually become the same value with this method.
355                 // Perhaps we should do some form of rounding/snapping?
356                 float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
357                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
358                 {
359                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
360                         float blendfactor = bound(
361                                 0,
362                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
363                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
364                         );
365                         self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
366                 }
367                 else
368                 {
369                         // the radius is not too far yet, no worries :D
370                         float blendfactor = bound(
371                                 0,
372                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
373                                 1
374                         );
375                         self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
376                 }
377
378                 // network information: beam direction
379                 self.SendFlags |= ARC_SF_BEAMDIR;
380
381                 // calculate how many segments are needed
382                 float max_allowed_segments;
383
384                 if(WEP_CVAR(arc, beam_distancepersegment))
385                 {
386                         max_allowed_segments = min(
387                                 ARC_MAX_SEGMENTS,
388                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
389                         );
390                 }
391                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
392
393                 if(WEP_CVAR(arc, beam_degreespersegment))
394                 {
395                         segments = bound(
396                                 1,
397                                 (
398                                         min(
399                                                 angle,
400                                                 WEP_CVAR(arc, beam_maxangle)
401                                         )
402                                         /
403                                         WEP_CVAR(arc, beam_degreespersegment)
404                                 ),
405                                 max_allowed_segments
406                         );
407                 }
408                 else { segments = 1; }
409         }
410         else { segments = 1; }
411
412         vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
413         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
414
415         float i;
416         float new_beam_type = 0;
417         vector last_origin = w_shotorg;
418         for(i = 1; i <= segments; ++i)
419         {
420                 // WEAPONTODO (client):
421                 // In order to do nice fading and pointing on the starting segment, we must always
422                 // have that drawn as a separate triangle... However, that is difficult to do when
423                 // keeping in mind the above problems and also optimizing the amount of segments
424                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
425
426                 vector new_origin = bezier_quadratic_getpoint(
427                         w_shotorg,
428                         beam_controlpoint,
429                         beam_endpos,
430                         i / segments);
431                 vector new_dir = normalize(new_origin - last_origin);
432
433                 WarpZone_traceline_antilag(
434                         self.owner,
435                         last_origin,
436                         new_origin,
437                         MOVE_NORMAL,
438                         self.owner,
439                         ANTILAG_LATENCY(self.owner)
440                 );
441
442                 // Do all the transforms for warpzones right now, as we already
443                 // "are" in the post-trace system (if we hit a player, that's
444                 // always BEHIND the last passed wz).
445                 last_origin = trace_endpos;
446                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
447                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
448                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
449                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
450
451                 float is_player = (
452                         trace_ent.classname == "player"
453                         ||
454                         trace_ent.classname == "body"
455                         ||
456                         (trace_ent.flags & FL_MONSTER)
457                 );
458
459                 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
460                 {
461                         // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
462                         // NO. trace_endpos should be just fine. If not,
463                         // that's an engine bug that needs proper debugging.
464                         vector hitorigin = trace_endpos;
465
466                         float falloff = ExponentialFalloff(
467                                 WEP_CVAR(arc, beam_falloff_mindist),
468                                 WEP_CVAR(arc, beam_falloff_maxdist),
469                                 WEP_CVAR(arc, beam_falloff_halflifedist),
470                                 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
471                         );
472
473                         if(is_player && SAME_TEAM(self.owner, trace_ent))
474                         {
475                                 float roothealth, rootarmor;
476                                 if(burst)
477                                 {
478                                         roothealth = WEP_CVAR(arc, burst_healing_hps);
479                                         rootarmor = WEP_CVAR(arc, burst_healing_aps);
480                                 }
481                                 else
482                                 {
483                                         roothealth = WEP_CVAR(arc, beam_healing_hps);
484                                         rootarmor = WEP_CVAR(arc, beam_healing_aps);
485                                 }
486
487                                 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
488                                 {
489                                         trace_ent.health = min(
490                                                 trace_ent.health + (roothealth * coefficient),
491                                                 WEP_CVAR(arc, beam_healing_hmax)
492                                         );
493                                 }
494                                 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
495                                 {
496                                         trace_ent.armorvalue = min(
497                                                 trace_ent.armorvalue + (rootarmor * coefficient),
498                                                 WEP_CVAR(arc, beam_healing_amax)
499                                         );
500                                 }
501
502                                 // stop rot, set visual effect
503                                 if(roothealth || rootarmor)
504                                 {
505                                         trace_ent.pauserothealth_finished = max(
506                                                 trace_ent.pauserothealth_finished,
507                                                 time + autocvar_g_balance_pause_health_rot
508                                         );
509                                         trace_ent.pauserotarmor_finished = max(
510                                                 trace_ent.pauserotarmor_finished,
511                                                 time + autocvar_g_balance_pause_armor_rot
512                                         );
513                                         new_beam_type = ARC_BT_HEAL;
514                                 }
515                         }
516                         else
517                         {
518                                 float rootdamage;
519                                 if(is_player)
520                                 {
521                                         if(burst)
522                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
523                                         else
524                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
525                                 }
526                                 else
527                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
528
529                                 if(accuracy_isgooddamage(self.owner, trace_ent))
530                                 {
531                                         accuracy_add(
532                                                 self.owner,
533                                                 WEP_ARC,
534                                                 0,
535                                                 rootdamage * coefficient * falloff
536                                         );
537                                 }
538
539                                 Damage(
540                                         trace_ent,
541                                         self.owner,
542                                         self.owner,
543                                         rootdamage * coefficient * falloff,
544                                         WEP_ARC,
545                                         hitorigin,
546                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
547                                 );
548
549                                 new_beam_type = ARC_BT_HIT;
550                         }
551                         break;
552                 }
553                 else if(trace_fraction != 1)
554                 {
555                         // we collided with geometry
556                         new_beam_type = ARC_BT_WALL;
557                         break;
558                 }
559         }
560
561         // te_explosion(trace_endpos);
562
563         // if we're bursting, use burst visual effects
564         new_beam_type |= burst;
565
566         // network information: beam type
567         if(new_beam_type != self.beam_type)
568         {
569                 self.SendFlags |= ARC_SF_BEAMTYPE;
570                 self.beam_type = new_beam_type;
571         }
572
573         self.owner.beam_prev = time;
574         self.nextthink = time;
575 }
576
577 void W_Arc_Beam(float burst)
578 {
579
580         // only play fire sound if 1 sec has passed since player let go the fire button
581         if(time - self.beam_prev > 1)
582         {
583                 sound(self, CH_WEAPON_A, "weapons/arc_fire.wav", VOL_BASE, ATTN_NORM);
584         }
585
586         entity beam = self.arc_beam = spawn();
587         beam.classname = "W_Arc_Beam";
588         beam.solid = SOLID_NOT;
589         beam.think = W_Arc_Beam_Think;
590         beam.owner = self;
591         beam.movetype = MOVETYPE_NONE;
592         beam.bot_dodge = true;
593         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
594         beam.beam_bursting = burst;
595         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
596
597         entity oldself = self;
598         self = beam;
599         self.think();
600         self = oldself;
601 }
602
603 void Arc_Smoke()
604 {
605         makevectors(self.v_angle);
606         W_SetupShot_Range(self,true,0,"",0,0,0);
607
608         vector smoke_origin = w_shotorg + self.velocity*frametime;
609         if ( self.arc_overheat > time )
610         {
611                 if ( random() < self.arc_heat_percent )
612                         pointparticles( particleeffectnum("arc_smoke"), smoke_origin, '0 0 0', 1 );
613                 if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
614                 {
615                         pointparticles( particleeffectnum("arc_overheat_fire"), smoke_origin, w_shotdir, 1 );
616                         if ( !self.arc_smoke_sound )
617                         {
618                                 self.arc_smoke_sound = 1;
619                                 sound(self, CH_SHOTS_SINGLE, "weapons/arc_loop_overheat.wav", VOL_BASE, ATTN_NORM);
620                         }
621                 }
622         }
623         else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
624                         self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
625         {
626                 if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
627                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
628                         pointparticles( particleeffectnum("arc_smoke"), smoke_origin, '0 0 0', 1 );
629         }
630
631         if (  self.arc_smoke_sound && ( self.arc_overheat <= time ||
632                 !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC )
633         {
634                 self.arc_smoke_sound = 0;
635                 sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
636         }
637 }
638
639 float W_Arc(float req)
640 {
641         switch(req)
642         {
643                 case WR_AIM:
644                 {
645                         if(WEP_CVAR(arc, beam_botaimspeed))
646                         {
647                                 self.BUTTON_ATCK = bot_aim(
648                                         WEP_CVAR(arc, beam_botaimspeed),
649                                         0,
650                                         WEP_CVAR(arc, beam_botaimlifetime),
651                                         false
652                                 );
653                         }
654                         else
655                         {
656                                 self.BUTTON_ATCK = bot_aim(
657                                         1000000,
658                                         0,
659                                         0.001,
660                                         false
661                                 );
662                         }
663                         return true;
664                 }
665                 case WR_THINK:
666                 {
667                         Arc_Player_SetHeat(self);
668                         Arc_Smoke();
669
670                         if ( self.arc_overheat <= time )
671                         if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting )
672                         {
673
674                                 if(self.arc_BUTTON_ATCK_prev)
675                                 {
676                                         #if 0
677                                         if(self.animstate_startframe == self.anim_shoot.x && self.animstate_numframes == self.anim_shoot.y)
678                                                 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
679                                         else
680                                         #endif
681                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
682                                 }
683
684                                 if((!self.arc_beam) || wasfreed(self.arc_beam))
685                                 {
686                                         if(weapon_prepareattack(!!self.BUTTON_ATCK2, 0))
687                                         {
688                                                 W_Arc_Beam(!!self.BUTTON_ATCK2);
689
690                                                 if(!self.arc_BUTTON_ATCK_prev)
691                                                 {
692                                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
693                                                         self.arc_BUTTON_ATCK_prev = 1;
694                                                 }
695                                         }
696                                 }
697
698                                 return true;
699                         }
700
701                         if(self.arc_BUTTON_ATCK_prev != 0)
702                         {
703                                 sound(self, CH_WEAPON_A, "weapons/arc_stop.wav", VOL_BASE, ATTN_NORM);
704                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
705                                 ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
706                         }
707                         self.arc_BUTTON_ATCK_prev = 0;
708
709                         #if 0
710                         if(self.BUTTON_ATCK2)
711                         if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
712                         {
713                                 W_Arc_Attack2();
714                                 self.arc_count = autocvar_g_balance_arc_secondary_count;
715                                 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
716                                 self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
717                         }
718                         #endif
719
720                         return true;
721                 }
722                 case WR_INIT:
723                 {
724                         precache_model("models/weapons/g_arc.md3");
725                         precache_model("models/weapons/v_arc.md3");
726                         precache_model("models/weapons/h_arc.iqm");
727                         precache_sound("weapons/arc_fire.wav");
728                         precache_sound("weapons/arc_loop.wav");
729                         precache_sound("weapons/arc_stop.wav");
730                         precache_sound("weapons/arc_loop_overheat.wav");
731                         if(!arc_shotorigin[0])
732                         {
733                                 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 1);
734                                 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 2);
735                                 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 3);
736                                 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), false, false, 4);
737                         }
738                         ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
739                         return true;
740                 }
741                 case WR_CHECKAMMO1:
742                 {
743                         return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
744                 }
745                 case WR_CHECKAMMO2:
746                 {
747                         return WEP_CVAR(arc, overheat_max) > 0 &&
748                                 ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
749                 }
750                 case WR_CONFIG:
751                 {
752                         ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
753                         return true;
754                 }
755                 case WR_KILLMESSAGE:
756                 {
757                         return WEAPON_ARC_MURDER;
758                 }
759                 case WR_DROP:
760                 {
761                         weapon_dropevent_item.arc_overheat = self.arc_overheat;
762                         weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
763                         self.arc_overheat = 0;
764                         self.arc_cooldown = 0;
765                         return true;
766                 }
767                 case WR_PICKUP:
768                 {
769                         if ( !client_hasweapon(self, WEP_ARC, false, false) &&
770                                 weapon_dropevent_item.arc_overheat > time )
771                         {
772                                 self.arc_overheat = weapon_dropevent_item.arc_overheat;
773                                 self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
774                         }
775                         return true;
776                 }
777         }
778         return false;
779 }
780 #endif
781 #ifdef CSQC
782 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
783 {
784         entity beam = Draw_ArcBeam_callback_entity;
785         vector transformed_view_org;
786         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
787
788         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
789         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
790         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
791
792         vector hitorigin;
793
794         // draw segment
795         #if 0
796         if(trace_fraction != 1)
797         {
798                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
799                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
800                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
801         }
802         else
803         {
804                 hitorigin = hit;
805         }
806         #else
807         hitorigin = hit;
808         #endif
809
810         // decide upon thickness
811         float thickness = beam.beam_thickness;
812
813         // draw primary beam render
814         vector top    = hitorigin + (thickdir * thickness);
815         vector bottom = hitorigin - (thickdir * thickness);
816
817         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
818         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
819
820         R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
821         R_PolygonVertex(
822                 top,
823                 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
824                 beam.beam_color,
825                 beam.beam_alpha
826         );
827         R_PolygonVertex(
828                 last_top,
829                 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
830                 beam.beam_color,
831                 beam.beam_alpha
832         );
833         R_PolygonVertex(
834                 last_bottom,
835                 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
836                 beam.beam_color,
837                 beam.beam_alpha
838         );
839         R_PolygonVertex(
840                 bottom,
841                 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
842                 beam.beam_color,
843                 beam.beam_alpha
844         );
845         R_EndPolygon();
846
847         // draw trailing particles
848         // NOTES:
849         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
850         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
851         if(beam.beam_traileffect)
852         {
853                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
854         }
855
856         // set up for the next
857         Draw_ArcBeam_callback_last_thickness = thickness;
858         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
859         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
860 }
861
862 void Reset_ArcBeam(void)
863 {
864         entity e;
865         for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
866                 e.beam_initialized = false;
867         }
868         for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
869                 e.beam_initialized = false;
870         }
871 }
872
873 void Draw_ArcBeam(void)
874 {
875         float dt = time - self.move_time;
876         self.move_time = time;
877         if(dt <= 0) { return; }
878
879         if(!self.beam_usevieworigin)
880         {
881                 InterpolateOrigin_Do();
882         }
883
884         // origin = beam starting origin
885         // v_angle = wanted/aim direction
886         // angles = current direction of beam
887
888         vector start_pos;
889         vector wantdir; //= view_forward;
890         vector beamdir; //= self.beam_dir;
891
892         float segments;
893         if(self.beam_usevieworigin)
894         {
895                 // WEAPONTODO:
896                 // Currently we have to replicate nearly the same method of figuring
897                 // out the shotdir that the server does... Ideally in the future we
898                 // should be able to acquire this from a generalized function built
899                 // into a weapon system for client code.
900
901                 // find where we are aiming
902                 makevectors(warpzone_save_view_angles);
903                 vector forward = v_forward;
904                 vector right = v_right;
905                 vector up = v_up;
906
907                 // decide upon start position
908                 if(self.beam_usevieworigin == 2)
909                         { start_pos = warpzone_save_view_origin; }
910                 else
911                         { start_pos = self.origin; }
912
913                 // trace forward with an estimation
914                 WarpZone_TraceLine(
915                         start_pos,
916                         start_pos + forward * self.beam_range,
917                         MOVE_NOMONSTERS,
918                         self
919                 );
920
921                 // untransform in case our trace went through a warpzone
922                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
923
924                 // un-adjust trueaim if shotend is too close
925                 if(vlen(end_pos - start_pos) < g_trueaim_minrange)
926                         end_pos = start_pos + (forward * g_trueaim_minrange);
927
928                 // move shot origin to the actual gun muzzle origin
929                 vector origin_offset =
930                           right * -self.beam_shotorigin.y
931                         + up * self.beam_shotorigin.z;
932
933                 start_pos = start_pos + origin_offset;
934
935                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
936                 traceline(start_pos, start_pos + forward * self.beam_shotorigin.x, MOVE_NORMAL, self);
937                 start_pos = trace_endpos;
938
939                 // calculate the aim direction now
940                 wantdir = normalize(end_pos - start_pos);
941
942                 if(!self.beam_initialized)
943                 {
944                         self.beam_dir = wantdir;
945                         self.beam_initialized = true;
946                 }
947
948                 if(self.beam_dir != wantdir)
949                 {
950                         // calculate how much we're going to move the end of the beam to the want position
951                         // WEAPONTODO (server and client):
952                         // blendfactor never actually becomes 0 in this situation, which is a problem
953                         // regarding precision... this means that self.beam_dir and w_shotdir approach
954                         // eachother, however they never actually become the same value with this method.
955                         // Perhaps we should do some form of rounding/snapping?
956                         float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
957                         if(angle && (angle > self.beam_maxangle))
958                         {
959                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
960                                 float blendfactor = bound(
961                                         0,
962                                         (1 - (self.beam_returnspeed * frametime)),
963                                         min(self.beam_maxangle / angle, 1)
964                                 );
965                                 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
966                         }
967                         else
968                         {
969                                 // the radius is not too far yet, no worries :D
970                                 float blendfactor = bound(
971                                         0,
972                                         (1 - (self.beam_returnspeed * frametime)),
973                                         1
974                                 );
975                                 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
976                         }
977
978                         // calculate how many segments are needed
979                         float max_allowed_segments;
980
981                         if(self.beam_distancepersegment)
982                         {
983                                 max_allowed_segments = min(
984                                         ARC_MAX_SEGMENTS,
985                                         1 + (vlen(wantdir / self.beam_distancepersegment))
986                                 );
987                         }
988                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
989
990                         if(self.beam_degreespersegment)
991                         {
992                                 segments = bound(
993                                         1,
994                                         (
995                                                 min(
996                                                         angle,
997                                                         self.beam_maxangle
998                                                 )
999                                                 /
1000                                                 self.beam_degreespersegment
1001                                         ),
1002                                         max_allowed_segments
1003                                 );
1004                         }
1005                         else { segments = 1; }
1006                 }
1007                 else { segments = 1; }
1008
1009                 // set the beam direction which the rest of the code will refer to
1010                 beamdir = self.beam_dir;
1011
1012                 // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
1013                 self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1014         }
1015         else
1016         {
1017                 // set the values from the provided info from the networked entity
1018                 start_pos = self.origin;
1019                 wantdir = self.v_angle;
1020                 beamdir = self.angles;
1021
1022                 if(beamdir != wantdir)
1023                 {
1024                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1025
1026                         // calculate how many segments are needed
1027                         float max_allowed_segments;
1028
1029                         if(self.beam_distancepersegment)
1030                         {
1031                                 max_allowed_segments = min(
1032                                         ARC_MAX_SEGMENTS,
1033                                         1 + (vlen(wantdir / self.beam_distancepersegment))
1034                                 );
1035                         }
1036                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1037
1038                         if(self.beam_degreespersegment)
1039                         {
1040                                 segments = bound(
1041                                         1,
1042                                         (
1043                                                 min(
1044                                                         angle,
1045                                                         self.beam_maxangle
1046                                                 )
1047                                                 /
1048                                                 self.beam_degreespersegment
1049                                         ),
1050                                         max_allowed_segments
1051                                 );
1052                         }
1053                         else { segments = 1; }
1054                 }
1055                 else { segments = 1; }
1056         }
1057
1058         setorigin(self, start_pos);
1059         self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1060
1061         vector beam_endpos = (start_pos + (beamdir * self.beam_range));
1062         vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
1063
1064         Draw_ArcBeam_callback_entity = self;
1065         Draw_ArcBeam_callback_last_thickness = 0;
1066         Draw_ArcBeam_callback_last_top = start_pos;
1067         Draw_ArcBeam_callback_last_bottom = start_pos;
1068
1069         vector last_origin = start_pos;
1070         vector original_start_pos = start_pos;
1071
1072         float i;
1073         for(i = 1; i <= segments; ++i)
1074         {
1075                 // WEAPONTODO (client):
1076                 // In order to do nice fading and pointing on the starting segment, we must always
1077                 // have that drawn as a separate triangle... However, that is difficult to do when
1078                 // keeping in mind the above problems and also optimizing the amount of segments
1079                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1080
1081                 vector new_origin = bezier_quadratic_getpoint(
1082                         start_pos,
1083                         beam_controlpoint,
1084                         beam_endpos,
1085                         i / segments);
1086
1087                 WarpZone_TraceBox_ThroughZone(
1088                         last_origin,
1089                         '0 0 0',
1090                         '0 0 0',
1091                         new_origin,
1092                         MOVE_NORMAL,
1093                         world,
1094                         world,
1095                         Draw_ArcBeam_callback
1096                 );
1097
1098                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1099                 // system (if we hit a player, that's always BEHIND the last passed wz).
1100                 last_origin = trace_endpos;
1101                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1102                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1103                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1104                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1105                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1106                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1107
1108                 if(trace_fraction < 1) { break; }
1109         }
1110
1111         // visual effects for startpoint and endpoint
1112         if(self.beam_hiteffect)
1113         {
1114                 // FIXME we really should do this on the server so it actually
1115                 // matches gameplay. What this client side stuff is doing is no
1116                 // more than guesswork.
1117                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1118                 pointparticles(
1119                         self.beam_hiteffect,
1120                         last_origin,
1121                         beamdir * -1,
1122                         frametime * 2
1123                 );
1124         }
1125         if(self.beam_hitlight[0])
1126         {
1127                 adddynamiclight(
1128                         last_origin,
1129                         self.beam_hitlight[0],
1130                         vec3(
1131                                 self.beam_hitlight[1],
1132                                 self.beam_hitlight[2],
1133                                 self.beam_hitlight[3]
1134                         )
1135                 );
1136         }
1137         if(self.beam_muzzleeffect)
1138         {
1139                 pointparticles(
1140                         self.beam_muzzleeffect,
1141                         original_start_pos + wantdir * 20,
1142                         wantdir * 1000,
1143                         frametime * 0.1
1144                 );
1145         }
1146         if(self.beam_muzzlelight[0])
1147         {
1148                 adddynamiclight(
1149                         original_start_pos + wantdir * 20,
1150                         self.beam_muzzlelight[0],
1151                         vec3(
1152                                 self.beam_muzzlelight[1],
1153                                 self.beam_muzzlelight[2],
1154                                 self.beam_muzzlelight[3]
1155                         )
1156                 );
1157         }
1158
1159         // cleanup
1160         Draw_ArcBeam_callback_entity = world;
1161         Draw_ArcBeam_callback_last_thickness = 0;
1162         Draw_ArcBeam_callback_last_top = '0 0 0';
1163         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1164 }
1165
1166 void Remove_ArcBeam(void)
1167 {
1168         remove(self.beam_muzzleentity);
1169         sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
1170 }
1171
1172 void Ent_ReadArcBeam(float isnew)
1173 {
1174         int sf = ReadByte();
1175         entity flash;
1176
1177         if(isnew)
1178         {
1179                 // calculate shot origin offset from gun alignment
1180                 int gunalign = autocvar_cl_gunalign;
1181                 if(gunalign != 1 && gunalign != 2 && gunalign != 4)
1182                         gunalign = 3; // default value
1183                 --gunalign;
1184
1185                 self.beam_shotorigin = arc_shotorigin[gunalign];
1186
1187                 // set other main attributes of the beam
1188                 self.draw = Draw_ArcBeam;
1189                 self.entremove = Remove_ArcBeam;
1190                 self.move_time = time;
1191                 loopsound(self, CH_SHOTS_SINGLE, "weapons/arc_loop.wav", VOL_BASE, ATTEN_NORM);
1192
1193                 flash = spawn();
1194                 flash.owner = self;
1195                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1196                 flash.drawmask = MASK_NORMAL;
1197                 flash.solid = SOLID_NOT;
1198                 flash.avelocity_z = 5000;
1199                 setattachment(flash, self, "");
1200                 setorigin(flash, '0 0 0');
1201
1202                 self.beam_muzzleentity = flash;
1203         }
1204         else
1205         {
1206                 flash = self.beam_muzzleentity;
1207         }
1208
1209         if(sf & ARC_SF_SETTINGS) // settings information
1210         {
1211                 self.beam_degreespersegment = ReadShort();
1212                 self.beam_distancepersegment = ReadShort();
1213                 self.beam_maxangle = ReadShort();
1214                 self.beam_range = ReadCoord();
1215                 self.beam_returnspeed = ReadShort();
1216                 self.beam_tightness = (ReadByte() / 10);
1217
1218                 if(ReadByte())
1219                 {
1220                         if(autocvar_chase_active)
1221                                 { self.beam_usevieworigin = 1; }
1222                         else // use view origin
1223                                 { self.beam_usevieworigin = 2; }
1224                 }
1225                 else
1226                 {
1227                         self.beam_usevieworigin = 0;
1228                 }
1229         }
1230
1231         if(!self.beam_usevieworigin)
1232         {
1233                 // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1234                 self.iflags = IFLAG_ORIGIN;
1235
1236                 InterpolateOrigin_Undo();
1237         }
1238
1239         if(sf & ARC_SF_START) // starting location
1240         {
1241                 self.origin_x = ReadCoord();
1242                 self.origin_y = ReadCoord();
1243                 self.origin_z = ReadCoord();
1244         }
1245         else if(self.beam_usevieworigin) // infer the location from player location
1246         {
1247                 if(self.beam_usevieworigin == 2)
1248                 {
1249                         // use view origin
1250                         self.origin = view_origin;
1251                 }
1252                 else
1253                 {
1254                         // use player origin so that third person display still works
1255                         self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
1256                 }
1257         }
1258
1259         setorigin(self, self.origin);
1260
1261         if(sf & ARC_SF_WANTDIR) // want/aim direction
1262         {
1263                 self.v_angle_x = ReadCoord();
1264                 self.v_angle_y = ReadCoord();
1265                 self.v_angle_z = ReadCoord();
1266         }
1267
1268         if(sf & ARC_SF_BEAMDIR) // beam direction
1269         {
1270                 self.angles_x = ReadCoord();
1271                 self.angles_y = ReadCoord();
1272                 self.angles_z = ReadCoord();
1273         }
1274
1275         if(sf & ARC_SF_BEAMTYPE) // beam type
1276         {
1277                 self.beam_type = ReadByte();
1278                 switch(self.beam_type)
1279                 {
1280                         case ARC_BT_MISS:
1281                         {
1282                                 self.beam_color = '1 1 1';
1283                                 self.beam_alpha = 0.5;
1284                                 self.beam_thickness = 8;
1285                                 self.beam_traileffect = particleeffectnum("arc_beam");
1286                                 self.beam_hiteffect = particleeffectnum("arc_lightning");
1287                                 self.beam_hitlight[0] = 0;
1288                                 self.beam_hitlight[1] = 1;
1289                                 self.beam_hitlight[2] = 1;
1290                                 self.beam_hitlight[3] = 1;
1291                                 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1292                                 self.beam_muzzlelight[0] = 0;
1293                                 self.beam_muzzlelight[1] = 1;
1294                                 self.beam_muzzlelight[2] = 1;
1295                                 self.beam_muzzlelight[3] = 1;
1296                                 if(self.beam_muzzleeffect >= 0)
1297                                 {
1298                                         setmodel(flash, "models/flash.md3");
1299                                         flash.alpha = self.beam_alpha;
1300                                         flash.colormod = self.beam_color;
1301                                         flash.scale = 0.5;
1302                                 }
1303                                 break;
1304                         }
1305                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1306                         {
1307                                 self.beam_color = '1 1 1';
1308                                 self.beam_alpha = 0.5;
1309                                 self.beam_thickness = 8;
1310                                 self.beam_traileffect = particleeffectnum("arc_beam");
1311                                 self.beam_hiteffect = particleeffectnum("arc_lightning");
1312                                 self.beam_hitlight[0] = 0;
1313                                 self.beam_hitlight[1] = 1;
1314                                 self.beam_hitlight[2] = 1;
1315                                 self.beam_hitlight[3] = 1;
1316                                 self.beam_muzzleeffect = -1; // particleeffectnum("grenadelauncher_muzzleflash");
1317                                 self.beam_muzzlelight[0] = 0;
1318                                 self.beam_muzzlelight[1] = 1;
1319                                 self.beam_muzzlelight[2] = 1;
1320                                 self.beam_muzzlelight[3] = 1;
1321                                 self.beam_image = "particles/lgbeam";
1322                                 if(self.beam_muzzleeffect >= 0)
1323                                 {
1324                                         setmodel(flash, "models/flash.md3");
1325                                         flash.alpha = self.beam_alpha;
1326                                         flash.colormod = self.beam_color;
1327                                         flash.scale = 0.5;
1328                                 }
1329                                 break;
1330                         }
1331                         case ARC_BT_HEAL:
1332                         {
1333                                 self.beam_color = '1 1 1';
1334                                 self.beam_alpha = 0.5;
1335                                 self.beam_thickness = 8;
1336                                 self.beam_traileffect = particleeffectnum("arc_beam_heal");
1337                                 self.beam_hiteffect = particleeffectnum("arc_beam_healimpact");
1338                                 self.beam_hitlight[0] = 0;
1339                                 self.beam_hitlight[1] = 1;
1340                                 self.beam_hitlight[2] = 1;
1341                                 self.beam_hitlight[3] = 1;
1342                                 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1343                                 self.beam_muzzlelight[0] = 0;
1344                                 self.beam_muzzlelight[1] = 1;
1345                                 self.beam_muzzlelight[2] = 1;
1346                                 self.beam_muzzlelight[3] = 1;
1347                                 self.beam_image = "particles/lgbeam";
1348                                 if(self.beam_muzzleeffect >= 0)
1349                                 {
1350                                         setmodel(flash, "models/flash.md3");
1351                                         flash.alpha = self.beam_alpha;
1352                                         flash.colormod = self.beam_color;
1353                                         flash.scale = 0.5;
1354                                 }
1355                                 break;
1356                         }
1357                         case ARC_BT_HIT:
1358                         {
1359                                 self.beam_color = '1 1 1';
1360                                 self.beam_alpha = 0.5;
1361                                 self.beam_thickness = 8;
1362                                 self.beam_traileffect = particleeffectnum("arc_beam");
1363                                 self.beam_hiteffect = particleeffectnum("arc_lightning");
1364                                 self.beam_hitlight[0] = 20;
1365                                 self.beam_hitlight[1] = 1;
1366                                 self.beam_hitlight[2] = 0;
1367                                 self.beam_hitlight[3] = 0;
1368                                 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1369                                 self.beam_muzzlelight[0] = 50;
1370                                 self.beam_muzzlelight[1] = 1;
1371                                 self.beam_muzzlelight[2] = 0;
1372                                 self.beam_muzzlelight[3] = 0;
1373                                 self.beam_image = "particles/lgbeam";
1374                                 if(self.beam_muzzleeffect >= 0)
1375                                 {
1376                                         setmodel(flash, "models/flash.md3");
1377                                         flash.alpha = self.beam_alpha;
1378                                         flash.colormod = self.beam_color;
1379                                         flash.scale = 0.5;
1380                                 }
1381                                 break;
1382                         }
1383                         case ARC_BT_BURST_MISS:
1384                         {
1385                                 self.beam_color = '1 1 1';
1386                                 self.beam_alpha = 0.5;
1387                                 self.beam_thickness = 14;
1388                                 self.beam_traileffect = particleeffectnum("arc_beam");
1389                                 self.beam_hiteffect = particleeffectnum("arc_lightning");
1390                                 self.beam_hitlight[0] = 0;
1391                                 self.beam_hitlight[1] = 1;
1392                                 self.beam_hitlight[2] = 1;
1393                                 self.beam_hitlight[3] = 1;
1394                                 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1395                                 self.beam_muzzlelight[0] = 0;
1396                                 self.beam_muzzlelight[1] = 1;
1397                                 self.beam_muzzlelight[2] = 1;
1398                                 self.beam_muzzlelight[3] = 1;
1399                                 self.beam_image = "particles/lgbeam";
1400                                 if(self.beam_muzzleeffect >= 0)
1401                                 {
1402                                         setmodel(flash, "models/flash.md3");
1403                                         flash.alpha = self.beam_alpha;
1404                                         flash.colormod = self.beam_color;
1405                                         flash.scale = 0.5;
1406                                 }
1407                                 break;
1408                         }
1409                         case ARC_BT_BURST_WALL:
1410                         {
1411                                 self.beam_color = '1 1 1';
1412                                 self.beam_alpha = 0.5;
1413                                 self.beam_thickness = 14;
1414                                 self.beam_traileffect = particleeffectnum("arc_beam");
1415                                 self.beam_hiteffect = particleeffectnum("arc_lightning");
1416                                 self.beam_hitlight[0] = 0;
1417                                 self.beam_hitlight[1] = 1;
1418                                 self.beam_hitlight[2] = 1;
1419                                 self.beam_hitlight[3] = 1;
1420                                 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1421                                 self.beam_muzzlelight[0] = 0;
1422                                 self.beam_muzzlelight[1] = 1;
1423                                 self.beam_muzzlelight[2] = 1;
1424                                 self.beam_muzzlelight[3] = 1;
1425                                 self.beam_image = "particles/lgbeam";
1426                                 if(self.beam_muzzleeffect >= 0)
1427                                 {
1428                                         setmodel(flash, "models/flash.md3");
1429                                         flash.alpha = self.beam_alpha;
1430                                         flash.colormod = self.beam_color;
1431                                         flash.scale = 0.5;
1432                                 }
1433                                 break;
1434                         }
1435                         case ARC_BT_BURST_HEAL:
1436                         {
1437                                 self.beam_color = '1 1 1';
1438                                 self.beam_alpha = 0.5;
1439                                 self.beam_thickness = 14;
1440                                 self.beam_traileffect = particleeffectnum("arc_beam_heal");
1441                                 self.beam_hiteffect = particleeffectnum("healray_impact");
1442                                 self.beam_hitlight[0] = 0;
1443                                 self.beam_hitlight[1] = 1;
1444                                 self.beam_hitlight[2] = 1;
1445                                 self.beam_hitlight[3] = 1;
1446                                 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1447                                 self.beam_muzzlelight[0] = 0;
1448                                 self.beam_muzzlelight[1] = 1;
1449                                 self.beam_muzzlelight[2] = 1;
1450                                 self.beam_muzzlelight[3] = 1;
1451                                 self.beam_image = "particles/lgbeam";
1452                                 if(self.beam_muzzleeffect >= 0)
1453                                 {
1454                                         setmodel(flash, "models/flash.md3");
1455                                         flash.alpha = self.beam_alpha;
1456                                         flash.colormod = self.beam_color;
1457                                         flash.scale = 0.5;
1458                                 }
1459                                 break;
1460                         }
1461                         case ARC_BT_BURST_HIT:
1462                         {
1463                                 self.beam_color = '1 1 1';
1464                                 self.beam_alpha = 0.5;
1465                                 self.beam_thickness = 14;
1466                                 self.beam_traileffect = particleeffectnum("arc_beam");
1467                                 self.beam_hiteffect = particleeffectnum("arc_lightning");
1468                                 self.beam_hitlight[0] = 0;
1469                                 self.beam_hitlight[1] = 1;
1470                                 self.beam_hitlight[2] = 1;
1471                                 self.beam_hitlight[3] = 1;
1472                                 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1473                                 self.beam_muzzlelight[0] = 0;
1474                                 self.beam_muzzlelight[1] = 1;
1475                                 self.beam_muzzlelight[2] = 1;
1476                                 self.beam_muzzlelight[3] = 1;
1477                                 self.beam_image = "particles/lgbeam";
1478                                 if(self.beam_muzzleeffect >= 0)
1479                                 {
1480                                         setmodel(flash, "models/flash.md3");
1481                                         flash.alpha = self.beam_alpha;
1482                                         flash.colormod = self.beam_color;
1483                                         flash.scale = 0.5;
1484                                 }
1485                                 break;
1486                         }
1487
1488                         // shouldn't be possible, but lets make it colorful if it does :D
1489                         default:
1490                         {
1491                                 self.beam_color = randomvec();
1492                                 self.beam_alpha = 1;
1493                                 self.beam_thickness = 8;
1494                                 self.beam_traileffect = false;
1495                                 self.beam_hiteffect = false;
1496                                 self.beam_hitlight[0] = 0;
1497                                 self.beam_hitlight[1] = 1;
1498                                 self.beam_hitlight[2] = 1;
1499                                 self.beam_hitlight[3] = 1;
1500                                 self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
1501                                 self.beam_muzzlelight[0] = 0;
1502                                 self.beam_muzzlelight[1] = 1;
1503                                 self.beam_muzzlelight[2] = 1;
1504                                 self.beam_muzzlelight[3] = 1;
1505                                 self.beam_image = "particles/lgbeam";
1506                                 if(self.beam_muzzleeffect >= 0)
1507                                 {
1508                                         setmodel(flash, "models/flash.md3");
1509                                         flash.alpha = self.beam_alpha;
1510                                         flash.colormod = self.beam_color;
1511                                         flash.scale = 0.5;
1512                                 }
1513                                 break;
1514                         }
1515                 }
1516         }
1517
1518         if(!self.beam_usevieworigin)
1519         {
1520                 InterpolateOrigin_Note();
1521         }
1522 }
1523
1524 float W_Arc(float req)
1525 {
1526         switch(req)
1527         {
1528                 case WR_IMPACTEFFECT:
1529                 {
1530                         // todo
1531                         return true;
1532                 }
1533                 case WR_INIT:
1534                 {
1535                         precache_sound("weapons/arc_loop.wav");
1536                         return true;
1537                 }
1538                 case WR_ZOOMRETICLE:
1539                 {
1540                         // no weapon specific image for this weapon
1541                         return false;
1542                 }
1543         }
1544         return false;
1545 }
1546 #endif
1547 #endif