Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
1 #include "arc.qh"
2
3 #ifdef SVQC
4
5 bool W_Arc_Beam_Send(entity this, entity to, int sf)
6 {
7         WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
8
9         // Truncate information when this beam is displayed to the owner client
10         // - The owner client has no use for beam start position or directions,
11         //    it always figures this information out for itself with csqc code.
12         // - Spectating the owner also truncates this information.
13         float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
14         if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
15
16         WriteByte(MSG_ENTITY, sf);
17         WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
18
19         if(sf & ARC_SF_SETTINGS) // settings information
20         {
21                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
22                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
23                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
24                 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
25                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
26                 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
27
28                 WriteByte(MSG_ENTITY, drawlocal);
29                 WriteByte(MSG_ENTITY, etof(this.owner));
30         }
31         if(sf & ARC_SF_START) // starting location
32         {
33                 WriteCoord(MSG_ENTITY, this.beam_start.x);
34                 WriteCoord(MSG_ENTITY, this.beam_start.y);
35                 WriteCoord(MSG_ENTITY, this.beam_start.z);
36         }
37         if(sf & ARC_SF_WANTDIR) // want/aim direction
38         {
39                 WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
40                 WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
41                 WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
42         }
43         if(sf & ARC_SF_BEAMDIR) // beam direction
44         {
45                 WriteCoord(MSG_ENTITY, this.beam_dir.x);
46                 WriteCoord(MSG_ENTITY, this.beam_dir.y);
47                 WriteCoord(MSG_ENTITY, this.beam_dir.z);
48         }
49         if(sf & ARC_SF_BEAMTYPE) // beam type
50         {
51                 WriteByte(MSG_ENTITY, this.beam_type);
52         }
53
54         return true;
55 }
56
57 void Reset_ArcBeam(entity player, vector forward)
58 {
59         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
60         {
61                 .entity weaponentity = weaponentities[slot];
62                 if(!player.(weaponentity).arc_beam)
63                         continue;
64                 player.(weaponentity).arc_beam.beam_dir = forward;
65                 player.(weaponentity).arc_beam.beam_teleporttime = time;
66         }
67 }
68
69 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
70 {
71         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
72         {
73                 player.arc_overheat = 0;
74                 return 0;
75         }
76
77         if ( player.(weaponentity).arc_beam )
78                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
79
80         if ( player.arc_overheat > time )
81         {
82                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
83                         * player.arc_cooldown;
84         }
85
86         return 0;
87 }
88 void Arc_Player_SetHeat(entity player, .entity weaponentity)
89 {
90         player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
91         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
92 }
93
94 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
95 {
96         this.event_damage = func_null;
97         RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
98
99         delete(this);
100 }
101
102 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
103 {
104         W_Arc_Bolt_Explode(this, trigger);
105 }
106
107 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
108 {
109         if(this.health <= 0)
110                 return;
111
112         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
113                 return; // g_projectiles_damage says to halt
114
115         this.health = this.health - damage;
116         this.angles = vectoangles(this.velocity);
117
118         if(this.health <= 0)
119                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
120 }
121
122 void W_Arc_Bolt_Touch(entity this, entity toucher)
123 {
124         PROJECTILE_TOUCH(this, toucher);
125         this.use(this, NULL, toucher);
126 }
127
128 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
129 {
130         entity missile;
131
132         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
133
134         W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
135
136         Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
137
138         missile = new(missile);
139         missile.owner = missile.realowner = actor;
140         missile.bot_dodge = true;
141         IL_PUSH(g_bot_dodge, missile);
142         missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
143
144         missile.takedamage = DAMAGE_YES;
145         missile.health = WEP_CVAR(arc, bolt_health);
146         missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
147         missile.event_damage = W_Arc_Bolt_Damage;
148         missile.damagedbycontents = true;
149         IL_PUSH(g_damagedbycontents, missile);
150
151         settouch(missile, W_Arc_Bolt_Touch);
152         missile.use = W_Arc_Bolt_Explode_use;
153         setthink(missile, adaptor_think2use_hittype_splash);
154         missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
155         PROJECTILE_MAKETRIGGER(missile);
156         missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
157         missile.weaponentity_fld = weaponentity;
158         setorigin(missile, w_shotorg);
159         setsize(missile, '0 0 0', '0 0 0');
160
161         set_movetype(missile, MOVETYPE_FLY);
162         W_SetupProjVelocity_PRE(missile, arc, bolt_);
163
164         missile.angles = vectoangles(missile.velocity);
165         missile.flags = FL_PROJECTILE;
166         missile.missile_flags = MIF_SPLASH;
167
168         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
169
170         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
171 }
172
173 void W_Arc_Beam_Think(entity this)
174 {
175         .entity weaponentity = this.weaponentity_fld;
176         entity own = this.owner;
177         if(this != own.(weaponentity).arc_beam)
178         {
179                 delete(this);
180                 return;
181         }
182
183         float burst = 0;
184         if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
185         {
186                 if(!this.beam_bursting)
187                         this.beam_bursting = true;
188                 burst = ARC_BT_BURSTMASK;
189         }
190
191         Weapon thiswep = WEP_ARC;
192
193         if(
194                 !IS_PLAYER(own)
195                 ||
196                 (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
197                 ||
198                 IS_DEAD(own)
199                 ||
200                 forbidWeaponUse(own)
201                 ||
202                 own.(weaponentity).m_switchweapon != WEP_ARC
203                 ||
204                 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
205                 ||
206                 own.vehicle
207                 ||
208                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
209         )
210         {
211                 if ( WEP_CVAR(arc, cooldown) > 0 )
212                 {
213                         float cooldown_speed = 0;
214                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
215                         {
216                                 cooldown_speed = WEP_CVAR(arc, cooldown);
217                         }
218                         else if ( !burst )
219                         {
220                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
221                         }
222
223                         if ( cooldown_speed )
224                         {
225                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
226                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
227                                 own.arc_cooldown = cooldown_speed;
228                         }
229
230                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
231                         {
232                                 Send_Effect(EFFECT_ARC_OVERHEAT,
233                                         this.beam_start, this.beam_wantdir, 1 );
234                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
235                         }
236                 }
237
238                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
239                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
240                 {
241                         // note: this doesn't force the switch
242                         W_SwitchToOtherWeapon(own, weaponentity);
243                         own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
244                 }
245                 delete(this);
246                 return;
247         }
248
249         // decrease ammo
250         float coefficient = frametime;
251         if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
252         {
253                 float rootammo;
254                 if(burst)
255                         { rootammo = WEP_CVAR(arc, burst_ammo); }
256                 else
257                         { rootammo = WEP_CVAR(arc, beam_ammo); }
258
259                 if(rootammo)
260                 {
261                         coefficient = min(coefficient, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
262                         SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(own, thiswep.ammo_type) - (rootammo * frametime)));
263                 }
264         }
265         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
266         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
267
268         makevectors(own.v_angle);
269
270         W_SetupShot_Range(
271                 own,
272                 weaponentity, // TODO
273                 true,
274                 0,
275                 SND_Null,
276                 0,
277                 WEP_CVAR(arc, beam_damage) * coefficient,
278                 WEP_CVAR(arc, beam_range),
279                 WEP_ARC.m_id
280         );
281
282         // After teleport, "lock" the beam until the teleport is confirmed.
283         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
284                 w_shotdir = this.beam_dir;
285         }
286
287         // network information: shot origin and want/aim direction
288         if(this.beam_start != w_shotorg)
289         {
290                 this.SendFlags |= ARC_SF_START;
291                 this.beam_start = w_shotorg;
292         }
293         if(this.beam_wantdir != w_shotdir)
294         {
295                 this.SendFlags |= ARC_SF_WANTDIR;
296                 this.beam_wantdir = w_shotdir;
297         }
298
299         if(!this.beam_initialized)
300         {
301                 this.beam_dir = w_shotdir;
302                 this.beam_initialized = true;
303         }
304
305         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
306         // idea: blend together this.beam_dir with the inverted direction the player is moving in
307         // might have to make some special accomodation so that it only uses view_right and view_up
308
309         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
310
311         float segments;
312         if(this.beam_dir != w_shotdir)
313         {
314                 // calculate how much we're going to move the end of the beam to the want position
315                 // WEAPONTODO (server and client):
316                 // blendfactor never actually becomes 0 in this situation, which is a problem
317                 // regarding precision... this means that this.beam_dir and w_shotdir approach
318                 // eachother, however they never actually become the same value with this method.
319                 // Perhaps we should do some form of rounding/snapping?
320                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
321                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
322                 {
323                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
324                         float blendfactor = bound(
325                                 0,
326                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
327                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
328                         );
329                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
330                 }
331                 else
332                 {
333                         // the radius is not too far yet, no worries :D
334                         float blendfactor = bound(
335                                 0,
336                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
337                                 1
338                         );
339                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
340                 }
341
342                 // network information: beam direction
343                 this.SendFlags |= ARC_SF_BEAMDIR;
344
345                 // calculate how many segments are needed
346                 float max_allowed_segments;
347
348                 if(WEP_CVAR(arc, beam_distancepersegment))
349                 {
350                         max_allowed_segments = min(
351                                 ARC_MAX_SEGMENTS,
352                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
353                         );
354                 }
355                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
356
357                 if(WEP_CVAR(arc, beam_degreespersegment))
358                 {
359                         segments = bound(
360                                 1,
361                                 (
362                                         min(
363                                                 angle,
364                                                 WEP_CVAR(arc, beam_maxangle)
365                                         )
366                                         /
367                                         WEP_CVAR(arc, beam_degreespersegment)
368                                 ),
369                                 max_allowed_segments
370                         );
371                 }
372                 else { segments = 1; }
373         }
374         else { segments = 1; }
375
376         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
377         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
378
379         float i;
380         float new_beam_type = 0;
381         vector last_origin = w_shotorg;
382         for(i = 1; i <= segments; ++i)
383         {
384                 // WEAPONTODO (client):
385                 // In order to do nice fading and pointing on the starting segment, we must always
386                 // have that drawn as a separate triangle... However, that is difficult to do when
387                 // keeping in mind the above problems and also optimizing the amount of segments
388                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
389
390                 vector new_origin = bezier_quadratic_getpoint(
391                         w_shotorg,
392                         beam_controlpoint,
393                         beam_endpos,
394                         i / segments);
395                 vector new_dir = normalize(new_origin - last_origin);
396
397                 WarpZone_traceline_antilag(
398                         own,
399                         last_origin,
400                         new_origin,
401                         MOVE_NORMAL,
402                         own,
403                         ANTILAG_LATENCY(own)
404                 );
405
406                 // Do all the transforms for warpzones right now, as we already
407                 // "are" in the post-trace system (if we hit a player, that's
408                 // always BEHIND the last passed wz).
409                 last_origin = trace_endpos;
410                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
411                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
412                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
413                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
414
415                 float is_player = (
416                         IS_PLAYER(trace_ent)
417                         ||
418                         trace_ent.classname == "body"
419                         ||
420                         IS_MONSTER(trace_ent)
421                 );
422
423                 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
424                 {
425                         // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
426                         // NO. trace_endpos should be just fine. If not,
427                         // that's an engine bug that needs proper debugging.
428                         vector hitorigin = trace_endpos;
429
430                         float falloff = ExponentialFalloff(
431                                 WEP_CVAR(arc, beam_falloff_mindist),
432                                 WEP_CVAR(arc, beam_falloff_maxdist),
433                                 WEP_CVAR(arc, beam_falloff_halflifedist),
434                                 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
435                         );
436
437                         if(is_player && SAME_TEAM(own, trace_ent))
438                         {
439                                 float roothealth, rootarmor;
440                                 if(burst)
441                                 {
442                                         roothealth = WEP_CVAR(arc, burst_healing_hps);
443                                         rootarmor = WEP_CVAR(arc, burst_healing_aps);
444                                 }
445                                 else
446                                 {
447                                         roothealth = WEP_CVAR(arc, beam_healing_hps);
448                                         rootarmor = WEP_CVAR(arc, beam_healing_aps);
449                                 }
450
451                                 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
452                                 {
453                                         trace_ent.health = min(
454                                                 trace_ent.health + (roothealth * coefficient),
455                                                 WEP_CVAR(arc, beam_healing_hmax)
456                                         );
457                                 }
458                                 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
459                                 {
460                                         trace_ent.armorvalue = min(
461                                                 trace_ent.armorvalue + (rootarmor * coefficient),
462                                                 WEP_CVAR(arc, beam_healing_amax)
463                                         );
464                                 }
465
466                                 // stop rot, set visual effect
467                                 if(roothealth || rootarmor)
468                                 {
469                                         trace_ent.pauserothealth_finished = max(
470                                                 trace_ent.pauserothealth_finished,
471                                                 time + autocvar_g_balance_pause_health_rot
472                                         );
473                                         trace_ent.pauserotarmor_finished = max(
474                                                 trace_ent.pauserotarmor_finished,
475                                                 time + autocvar_g_balance_pause_armor_rot
476                                         );
477                                         new_beam_type = ARC_BT_HEAL;
478                                 }
479                         }
480                         else
481                         {
482                                 float rootdamage;
483                                 if(is_player)
484                                 {
485                                         if(burst)
486                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
487                                         else
488                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
489                                 }
490                                 else
491                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
492
493                                 if(accuracy_isgooddamage(own, trace_ent))
494                                 {
495                                         accuracy_add(
496                                                 own,
497                                                 WEP_ARC.m_id,
498                                                 0,
499                                                 rootdamage * coefficient * falloff
500                                         );
501                                 }
502
503                                 Damage(
504                                         trace_ent,
505                                         own,
506                                         own,
507                                         rootdamage * coefficient * falloff,
508                                         WEP_ARC.m_id,
509                                         weaponentity,
510                                         hitorigin,
511                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
512                                 );
513
514                                 new_beam_type = ARC_BT_HIT;
515                         }
516                         break;
517                 }
518                 else if(trace_fraction != 1)
519                 {
520                         // we collided with geometry
521                         new_beam_type = ARC_BT_WALL;
522                         break;
523                 }
524         }
525
526         // te_explosion(trace_endpos);
527
528         // if we're bursting, use burst visual effects
529         new_beam_type |= burst;
530
531         // network information: beam type
532         if(new_beam_type != this.beam_type)
533         {
534                 this.SendFlags |= ARC_SF_BEAMTYPE;
535                 this.beam_type = new_beam_type;
536         }
537
538         own.(weaponentity).beam_prev = time;
539         this.nextthink = time;
540 }
541
542 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
543 {
544
545         // only play fire sound if 1 sec has passed since player let go the fire button
546         if(time - actor.(weaponentity).beam_prev > 1)
547                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
548
549         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
550         beam.weaponentity_fld = weaponentity;
551         beam.solid = SOLID_NOT;
552         setthink(beam, W_Arc_Beam_Think);
553         beam.owner = actor;
554         set_movetype(beam, MOVETYPE_NONE);
555         beam.bot_dodge = true;
556         IL_PUSH(g_bot_dodge, beam);
557         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
558         beam.beam_bursting = burst;
559         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
560
561         getthink(beam)(beam);
562 }
563 void Arc_Smoke(entity actor, .entity weaponentity)
564 {
565         makevectors(actor.v_angle);
566         W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
567
568         vector smoke_origin = w_shotorg + actor.velocity*frametime;
569         if ( actor.arc_overheat > time )
570         {
571                 if ( random() < actor.(weaponentity).arc_heat_percent )
572                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
573                 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
574                 {
575                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
576                         if ( !actor.arc_smoke_sound )
577                         {
578                                 actor.arc_smoke_sound = 1;
579                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
580                         }
581                 }
582         }
583         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
584                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
585         {
586                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
587                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
588                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
589         }
590
591         if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
592                 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
593         {
594                 actor.arc_smoke_sound = 0;
595                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
596         }
597 }
598
599 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
600 {
601     if(WEP_CVAR(arc, beam_botaimspeed))
602     {
603         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
604                 actor,
605                 weaponentity,
606             WEP_CVAR(arc, beam_botaimspeed),
607             0,
608             WEP_CVAR(arc, beam_botaimlifetime),
609             false
610         );
611     }
612     else
613     {
614         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
615                 actor,
616                 weaponentity,
617             1000000,
618             0,
619             0.001,
620             false
621         );
622     }
623 }
624 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
625 {
626     Arc_Player_SetHeat(actor, weaponentity);
627     Arc_Smoke(actor, weaponentity);
628
629     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
630
631     if (time >= actor.arc_overheat)
632     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
633     {
634
635         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
636         {
637             #if 0
638             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
639                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
640             else
641             #endif
642                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
643         }
644
645         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
646         {
647             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
648             {
649                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
650
651                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
652                 {
653                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
654                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
655                 }
656             }
657         }
658
659         return;
660     }
661     else if(fire & 2)
662     {
663         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
664         {
665             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
666             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
667         }
668     }
669
670     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
671     {
672         int slot = weaponslot(weaponentity);
673         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
674         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
675         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
676     }
677     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
678
679     #if 0
680     if(fire & 2)
681     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
682     {
683         W_Arc_Attack2();
684         actor.arc_count = autocvar_g_balance_arc_secondary_count;
685         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
686         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
687     }
688     #endif
689 }
690 METHOD(Arc, wr_init, void(entity thiswep))
691 {
692     if(!arc_shotorigin[0])
693     {
694         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
695         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
696         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
697         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
698     }
699 }
700 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
701 {
702     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
703 }
704 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
705 {
706     if(WEP_CVAR(arc, bolt))
707     {
708         float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
709         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
710         return ammo_amount;
711     }
712     else
713         return WEP_CVAR(arc, overheat_max) > 0 &&
714             ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
715 }
716 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
717 {
718     if(w_deathtype & HITTYPE_SECONDARY)
719         return WEAPON_ARC_MURDER_SPRAY;
720     else
721         return WEAPON_ARC_MURDER;
722 }
723 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
724 {
725     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
726     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
727     actor.arc_overheat = 0;
728     actor.arc_cooldown = 0;
729     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
730 }
731 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
732 {
733     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
734         weapon_dropevent_item.arc_overheat > time )
735     {
736         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
737         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
738     }
739 }
740 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
741 {
742     actor.arc_overheat = 0;
743     actor.arc_cooldown = 0;
744     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
745     {
746         .entity weaponentity = weaponentities[slot];
747         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
748     }
749 }
750 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
751 {
752     actor.arc_overheat = 0;
753     actor.arc_cooldown = 0;
754     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
755 }
756 #endif
757 #ifdef CSQC
758 bool autocvar_cl_arcbeam_teamcolor = true;
759
760 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
761 {
762     if(w_deathtype & HITTYPE_SECONDARY)
763     {
764         vector org2;
765         org2 = w_org + w_backoff * 6;
766         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
767         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
768     }
769 }
770
771 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
772 {
773         entity beam = Draw_ArcBeam_callback_entity;
774         vector transformed_view_org;
775         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
776
777         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
778         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
779         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
780
781         vector hitorigin;
782
783         // draw segment
784         #if 0
785         if(trace_fraction != 1)
786         {
787                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
788                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
789                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
790         }
791         else
792         {
793                 hitorigin = hit;
794         }
795         #else
796         hitorigin = hit;
797         #endif
798
799         // decide upon thickness
800         float thickness = beam.beam_thickness;
801
802         // draw primary beam render
803         vector top    = hitorigin + (thickdir * thickness);
804         vector bottom = hitorigin - (thickdir * thickness);
805
806         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
807         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
808
809         R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
810         R_PolygonVertex(
811                 top,
812                 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
813                 beam.beam_color,
814                 beam.beam_alpha
815         );
816         R_PolygonVertex(
817                 last_top,
818                 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
819                 beam.beam_color,
820                 beam.beam_alpha
821         );
822         R_PolygonVertex(
823                 last_bottom,
824                 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
825                 beam.beam_color,
826                 beam.beam_alpha
827         );
828         R_PolygonVertex(
829                 bottom,
830                 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
831                 beam.beam_color,
832                 beam.beam_alpha
833         );
834         R_EndPolygon();
835
836         // draw trailing particles
837         // NOTES:
838         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
839         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
840         if(beam.beam_traileffect)
841         {
842                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
843         }
844
845         // set up for the next
846         Draw_ArcBeam_callback_last_thickness = thickness;
847         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
848         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
849 }
850
851 void Reset_ArcBeam()
852 {
853         entity e;
854         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
855                 e.beam_initialized = false;
856         }
857         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
858                 e.beam_initialized = false;
859         }
860 }
861
862 void Draw_ArcBeam(entity this)
863 {
864         float dt = time - this.move_time;
865         this.move_time = time;
866         if(dt <= 0) { return; }
867
868         if(!this.beam_usevieworigin)
869         {
870                 InterpolateOrigin_Do(this);
871         }
872
873         // origin = beam starting origin
874         // v_angle = wanted/aim direction
875         // angles = current direction of beam
876
877         vector start_pos;
878         vector wantdir; //= view_forward;
879         vector beamdir; //= this.beam_dir;
880
881         float segments;
882         if(this.beam_usevieworigin)
883         {
884                 // WEAPONTODO:
885                 // Currently we have to replicate nearly the same method of figuring
886                 // out the shotdir that the server does... Ideally in the future we
887                 // should be able to acquire this from a generalized function built
888                 // into a weapon system for client code.
889
890                 // find where we are aiming
891                 makevectors(warpzone_save_view_angles);
892                 vector forward = v_forward;
893                 vector right = v_right;
894                 vector up = v_up;
895
896                 // decide upon start position
897                 if(this.beam_usevieworigin == 2)
898                         { start_pos = warpzone_save_view_origin; }
899                 else
900                         { start_pos = this.origin; }
901
902                 // trace forward with an estimation
903                 WarpZone_TraceLine(
904                         start_pos,
905                         start_pos + forward * this.beam_range,
906                         MOVE_NOMONSTERS,
907                         this
908                 );
909
910                 // untransform in case our trace went through a warpzone
911                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
912
913                 // un-adjust trueaim if shotend is too close
914                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
915                         end_pos = start_pos + (forward * g_trueaim_minrange);
916
917                 // move shot origin to the actual gun muzzle origin
918                 vector origin_offset =
919                           right * -this.beam_shotorigin.y
920                         + up * this.beam_shotorigin.z;
921
922                 start_pos = start_pos + origin_offset;
923
924                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
925                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
926                 start_pos = trace_endpos;
927
928                 // calculate the aim direction now
929                 wantdir = normalize(end_pos - start_pos);
930
931                 if(!this.beam_initialized)
932                 {
933                         this.beam_dir = wantdir;
934                         this.beam_initialized = true;
935                 }
936
937                 if(this.beam_dir != wantdir)
938                 {
939                         // calculate how much we're going to move the end of the beam to the want position
940                         // WEAPONTODO (server and client):
941                         // blendfactor never actually becomes 0 in this situation, which is a problem
942                         // regarding precision... this means that this.beam_dir and w_shotdir approach
943                         // eachother, however they never actually become the same value with this method.
944                         // Perhaps we should do some form of rounding/snapping?
945                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
946                         if(angle && (angle > this.beam_maxangle))
947                         {
948                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
949                                 float blendfactor = bound(
950                                         0,
951                                         (1 - (this.beam_returnspeed * frametime)),
952                                         min(this.beam_maxangle / angle, 1)
953                                 );
954                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
955                         }
956                         else
957                         {
958                                 // the radius is not too far yet, no worries :D
959                                 float blendfactor = bound(
960                                         0,
961                                         (1 - (this.beam_returnspeed * frametime)),
962                                         1
963                                 );
964                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
965                         }
966
967                         // calculate how many segments are needed
968                         float max_allowed_segments;
969
970                         if(this.beam_distancepersegment)
971                         {
972                                 max_allowed_segments = min(
973                                         ARC_MAX_SEGMENTS,
974                                         1 + (vlen(wantdir / this.beam_distancepersegment))
975                                 );
976                         }
977                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
978
979                         if(this.beam_degreespersegment)
980                         {
981                                 segments = bound(
982                                         1,
983                                         (
984                                                 min(
985                                                         angle,
986                                                         this.beam_maxangle
987                                                 )
988                                                 /
989                                                 this.beam_degreespersegment
990                                         ),
991                                         max_allowed_segments
992                                 );
993                         }
994                         else { segments = 1; }
995                 }
996                 else { segments = 1; }
997
998                 // set the beam direction which the rest of the code will refer to
999                 beamdir = this.beam_dir;
1000
1001                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1002                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1003         }
1004         else
1005         {
1006                 // set the values from the provided info from the networked entity
1007                 start_pos = this.origin;
1008                 wantdir = this.v_angle;
1009                 beamdir = this.angles;
1010
1011                 if(beamdir != wantdir)
1012                 {
1013                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1014
1015                         // calculate how many segments are needed
1016                         float max_allowed_segments;
1017
1018                         if(this.beam_distancepersegment)
1019                         {
1020                                 max_allowed_segments = min(
1021                                         ARC_MAX_SEGMENTS,
1022                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1023                                 );
1024                         }
1025                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1026
1027                         if(this.beam_degreespersegment)
1028                         {
1029                                 segments = bound(
1030                                         1,
1031                                         (
1032                                                 min(
1033                                                         angle,
1034                                                         this.beam_maxangle
1035                                                 )
1036                                                 /
1037                                                 this.beam_degreespersegment
1038                                         ),
1039                                         max_allowed_segments
1040                                 );
1041                         }
1042                         else { segments = 1; }
1043                 }
1044                 else { segments = 1; }
1045         }
1046
1047         setorigin(this, start_pos);
1048         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1049
1050         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1051         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1052
1053         Draw_ArcBeam_callback_entity = this;
1054         Draw_ArcBeam_callback_last_thickness = 0;
1055         Draw_ArcBeam_callback_last_top = start_pos;
1056         Draw_ArcBeam_callback_last_bottom = start_pos;
1057
1058         vector last_origin = start_pos;
1059         vector original_start_pos = start_pos;
1060
1061         float i;
1062         for(i = 1; i <= segments; ++i)
1063         {
1064                 // WEAPONTODO (client):
1065                 // In order to do nice fading and pointing on the starting segment, we must always
1066                 // have that drawn as a separate triangle... However, that is difficult to do when
1067                 // keeping in mind the above problems and also optimizing the amount of segments
1068                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1069
1070                 vector new_origin = bezier_quadratic_getpoint(
1071                         start_pos,
1072                         beam_controlpoint,
1073                         beam_endpos,
1074                         i / segments);
1075
1076                 WarpZone_TraceBox_ThroughZone(
1077                         last_origin,
1078                         '0 0 0',
1079                         '0 0 0',
1080                         new_origin,
1081                         MOVE_NORMAL,
1082                         NULL,
1083                         NULL,
1084                         Draw_ArcBeam_callback
1085                 );
1086
1087                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1088                 // system (if we hit a player, that's always BEHIND the last passed wz).
1089                 last_origin = trace_endpos;
1090                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1091                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1092                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1093                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1094                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1095                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1096
1097                 if(trace_fraction < 1) { break; }
1098         }
1099
1100         // visual effects for startpoint and endpoint
1101         if(this.beam_hiteffect)
1102         {
1103                 // FIXME we really should do this on the server so it actually
1104                 // matches gameplay. What this client side stuff is doing is no
1105                 // more than guesswork.
1106                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1107                 pointparticles(
1108                         this.beam_hiteffect,
1109                         last_origin,
1110                         beamdir * -1,
1111                         frametime * 2
1112                 );
1113         }
1114         if(this.beam_hitlight[0])
1115         {
1116                 adddynamiclight(
1117                         last_origin,
1118                         this.beam_hitlight[0],
1119                         vec3(
1120                                 this.beam_hitlight[1],
1121                                 this.beam_hitlight[2],
1122                                 this.beam_hitlight[3]
1123                         )
1124                 );
1125         }
1126         if(this.beam_muzzleeffect)
1127         {
1128                 pointparticles(
1129                         this.beam_muzzleeffect,
1130                         original_start_pos + wantdir * 20,
1131                         wantdir * 1000,
1132                         frametime * 0.1
1133                 );
1134         }
1135         if(this.beam_muzzlelight[0])
1136         {
1137                 adddynamiclight(
1138                         original_start_pos + wantdir * 20,
1139                         this.beam_muzzlelight[0],
1140                         vec3(
1141                                 this.beam_muzzlelight[1],
1142                                 this.beam_muzzlelight[2],
1143                                 this.beam_muzzlelight[3]
1144                         )
1145                 );
1146         }
1147
1148         // cleanup
1149         Draw_ArcBeam_callback_entity = NULL;
1150         Draw_ArcBeam_callback_last_thickness = 0;
1151         Draw_ArcBeam_callback_last_top = '0 0 0';
1152         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1153 }
1154
1155 void Remove_ArcBeam(entity this)
1156 {
1157         delete(this.beam_muzzleentity);
1158         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1159 }
1160
1161 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1162 {
1163         int sf = ReadByte();
1164         int slot = ReadByte();
1165         entity flash;
1166
1167         if(isnew)
1168         {
1169                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1170
1171                 this.beam_shotorigin = arc_shotorigin[gunalign];
1172
1173                 // set other main attributes of the beam
1174                 this.draw = Draw_ArcBeam;
1175                 IL_PUSH(g_drawables, this);
1176                 this.entremove = Remove_ArcBeam;
1177                 this.move_time = time;
1178                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1179
1180                 flash = spawn();
1181                 flash.owner = this;
1182                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1183                 flash.drawmask = MASK_NORMAL;
1184                 flash.solid = SOLID_NOT;
1185                 flash.avelocity_z = 5000;
1186                 setattachment(flash, this, "");
1187                 setorigin(flash, '0 0 0');
1188
1189                 this.beam_muzzleentity = flash;
1190         }
1191         else
1192         {
1193                 flash = this.beam_muzzleentity;
1194         }
1195
1196         if(sf & ARC_SF_SETTINGS) // settings information
1197         {
1198                 this.beam_degreespersegment = ReadShort();
1199                 this.beam_distancepersegment = ReadShort();
1200                 this.beam_maxangle = ReadShort();
1201                 this.beam_range = ReadCoord();
1202                 this.beam_returnspeed = ReadShort();
1203                 this.beam_tightness = (ReadByte() / 10);
1204
1205                 if(ReadByte())
1206                 {
1207                         if(autocvar_chase_active)
1208                                 { this.beam_usevieworigin = 1; }
1209                         else // use view origin
1210                                 { this.beam_usevieworigin = 2; }
1211                 }
1212                 else
1213                 {
1214                         this.beam_usevieworigin = 0;
1215                 }
1216
1217                 this.sv_entnum = ReadByte();
1218         }
1219
1220         if(!this.beam_usevieworigin)
1221         {
1222                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1223                 this.iflags = IFLAG_ORIGIN;
1224
1225                 InterpolateOrigin_Undo(this);
1226         }
1227
1228         if(sf & ARC_SF_START) // starting location
1229         {
1230                 this.origin_x = ReadCoord();
1231                 this.origin_y = ReadCoord();
1232                 this.origin_z = ReadCoord();
1233         }
1234         else if(this.beam_usevieworigin) // infer the location from player location
1235         {
1236                 if(this.beam_usevieworigin == 2)
1237                 {
1238                         // use view origin
1239                         this.origin = view_origin;
1240                 }
1241                 else
1242                 {
1243                         // use player origin so that third person display still works
1244                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1245                 }
1246         }
1247
1248         setorigin(this, this.origin);
1249
1250         if(sf & ARC_SF_WANTDIR) // want/aim direction
1251         {
1252                 this.v_angle_x = ReadCoord();
1253                 this.v_angle_y = ReadCoord();
1254                 this.v_angle_z = ReadCoord();
1255         }
1256
1257         if(sf & ARC_SF_BEAMDIR) // beam direction
1258         {
1259                 this.angles_x = ReadCoord();
1260                 this.angles_y = ReadCoord();
1261                 this.angles_z = ReadCoord();
1262         }
1263
1264         if(sf & ARC_SF_BEAMTYPE) // beam type
1265         {
1266                 this.beam_type = ReadByte();
1267
1268                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1269                 switch(this.beam_type)
1270                 {
1271                         case ARC_BT_MISS:
1272                         {
1273                                 this.beam_color = beamcolor;
1274                                 this.beam_alpha = 0.5;
1275                                 this.beam_thickness = 8;
1276                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1277                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1278                                 this.beam_hitlight[0] = 0;
1279                                 this.beam_hitlight[1] = 1;
1280                                 this.beam_hitlight[2] = 1;
1281                                 this.beam_hitlight[3] = 1;
1282                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1283                                 this.beam_muzzlelight[0] = 0;
1284                                 this.beam_muzzlelight[1] = 1;
1285                                 this.beam_muzzlelight[2] = 1;
1286                                 this.beam_muzzlelight[3] = 1;
1287                                 if(this.beam_muzzleeffect)
1288                                 {
1289                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1290                                         flash.alpha = this.beam_alpha;
1291                                         flash.colormod = this.beam_color;
1292                                         flash.scale = 0.5;
1293                                 }
1294                                 break;
1295                         }
1296                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1297                         {
1298                                 this.beam_color = beamcolor;
1299                                 this.beam_alpha = 0.5;
1300                                 this.beam_thickness = 8;
1301                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1302                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1303                                 this.beam_hitlight[0] = 0;
1304                                 this.beam_hitlight[1] = 1;
1305                                 this.beam_hitlight[2] = 1;
1306                                 this.beam_hitlight[3] = 1;
1307                                 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1308                                 this.beam_muzzlelight[0] = 0;
1309                                 this.beam_muzzlelight[1] = 1;
1310                                 this.beam_muzzlelight[2] = 1;
1311                                 this.beam_muzzlelight[3] = 1;
1312                                 this.beam_image = "particles/lgbeam";
1313                                 if(this.beam_muzzleeffect)
1314                                 {
1315                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1316                                         flash.alpha = this.beam_alpha;
1317                                         flash.colormod = this.beam_color;
1318                                         flash.scale = 0.5;
1319                                 }
1320                                 break;
1321                         }
1322                         case ARC_BT_HEAL:
1323                         {
1324                                 this.beam_color = beamcolor;
1325                                 this.beam_alpha = 0.5;
1326                                 this.beam_thickness = 8;
1327                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1328                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1329                                 this.beam_hitlight[0] = 0;
1330                                 this.beam_hitlight[1] = 1;
1331                                 this.beam_hitlight[2] = 1;
1332                                 this.beam_hitlight[3] = 1;
1333                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1334                                 this.beam_muzzlelight[0] = 0;
1335                                 this.beam_muzzlelight[1] = 1;
1336                                 this.beam_muzzlelight[2] = 1;
1337                                 this.beam_muzzlelight[3] = 1;
1338                                 this.beam_image = "particles/lgbeam";
1339                                 if(this.beam_muzzleeffect)
1340                                 {
1341                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1342                                         flash.alpha = this.beam_alpha;
1343                                         flash.colormod = this.beam_color;
1344                                         flash.scale = 0.5;
1345                                 }
1346                                 break;
1347                         }
1348                         case ARC_BT_HIT:
1349                         {
1350                                 this.beam_color = beamcolor;
1351                                 this.beam_alpha = 0.5;
1352                                 this.beam_thickness = 8;
1353                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1354                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1355                                 this.beam_hitlight[0] = 20;
1356                                 this.beam_hitlight[1] = 1;
1357                                 this.beam_hitlight[2] = 0;
1358                                 this.beam_hitlight[3] = 0;
1359                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1360                                 this.beam_muzzlelight[0] = 50;
1361                                 this.beam_muzzlelight[1] = 1;
1362                                 this.beam_muzzlelight[2] = 0;
1363                                 this.beam_muzzlelight[3] = 0;
1364                                 this.beam_image = "particles/lgbeam";
1365                                 if(this.beam_muzzleeffect)
1366                                 {
1367                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1368                                         flash.alpha = this.beam_alpha;
1369                                         flash.colormod = this.beam_color;
1370                                         flash.scale = 0.5;
1371                                 }
1372                                 break;
1373                         }
1374                         case ARC_BT_BURST_MISS:
1375                         {
1376                                 this.beam_color = beamcolor;
1377                                 this.beam_alpha = 0.5;
1378                                 this.beam_thickness = 14;
1379                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1380                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1381                                 this.beam_hitlight[0] = 0;
1382                                 this.beam_hitlight[1] = 1;
1383                                 this.beam_hitlight[2] = 1;
1384                                 this.beam_hitlight[3] = 1;
1385                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1386                                 this.beam_muzzlelight[0] = 0;
1387                                 this.beam_muzzlelight[1] = 1;
1388                                 this.beam_muzzlelight[2] = 1;
1389                                 this.beam_muzzlelight[3] = 1;
1390                                 this.beam_image = "particles/lgbeam";
1391                                 if(this.beam_muzzleeffect)
1392                                 {
1393                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1394                                         flash.alpha = this.beam_alpha;
1395                                         flash.colormod = this.beam_color;
1396                                         flash.scale = 0.5;
1397                                 }
1398                                 break;
1399                         }
1400                         case ARC_BT_BURST_WALL:
1401                         {
1402                                 this.beam_color = beamcolor;
1403                                 this.beam_alpha = 0.5;
1404                                 this.beam_thickness = 14;
1405                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1406                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1407                                 this.beam_hitlight[0] = 0;
1408                                 this.beam_hitlight[1] = 1;
1409                                 this.beam_hitlight[2] = 1;
1410                                 this.beam_hitlight[3] = 1;
1411                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1412                                 this.beam_muzzlelight[0] = 0;
1413                                 this.beam_muzzlelight[1] = 1;
1414                                 this.beam_muzzlelight[2] = 1;
1415                                 this.beam_muzzlelight[3] = 1;
1416                                 this.beam_image = "particles/lgbeam";
1417                                 if(this.beam_muzzleeffect)
1418                                 {
1419                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1420                                         flash.alpha = this.beam_alpha;
1421                                         flash.colormod = this.beam_color;
1422                                         flash.scale = 0.5;
1423                                 }
1424                                 break;
1425                         }
1426                         case ARC_BT_BURST_HEAL:
1427                         {
1428                                 this.beam_color = beamcolor;
1429                                 this.beam_alpha = 0.5;
1430                                 this.beam_thickness = 14;
1431                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1432                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1433                                 this.beam_hitlight[0] = 0;
1434                                 this.beam_hitlight[1] = 1;
1435                                 this.beam_hitlight[2] = 1;
1436                                 this.beam_hitlight[3] = 1;
1437                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1438                                 this.beam_muzzlelight[0] = 0;
1439                                 this.beam_muzzlelight[1] = 1;
1440                                 this.beam_muzzlelight[2] = 1;
1441                                 this.beam_muzzlelight[3] = 1;
1442                                 this.beam_image = "particles/lgbeam";
1443                                 if(this.beam_muzzleeffect)
1444                                 {
1445                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1446                                         flash.alpha = this.beam_alpha;
1447                                         flash.colormod = this.beam_color;
1448                                         flash.scale = 0.5;
1449                                 }
1450                                 break;
1451                         }
1452                         case ARC_BT_BURST_HIT:
1453                         {
1454                                 this.beam_color = beamcolor;
1455                                 this.beam_alpha = 0.5;
1456                                 this.beam_thickness = 14;
1457                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1458                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1459                                 this.beam_hitlight[0] = 0;
1460                                 this.beam_hitlight[1] = 1;
1461                                 this.beam_hitlight[2] = 1;
1462                                 this.beam_hitlight[3] = 1;
1463                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1464                                 this.beam_muzzlelight[0] = 0;
1465                                 this.beam_muzzlelight[1] = 1;
1466                                 this.beam_muzzlelight[2] = 1;
1467                                 this.beam_muzzlelight[3] = 1;
1468                                 this.beam_image = "particles/lgbeam";
1469                                 if(this.beam_muzzleeffect)
1470                                 {
1471                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1472                                         flash.alpha = this.beam_alpha;
1473                                         flash.colormod = this.beam_color;
1474                                         flash.scale = 0.5;
1475                                 }
1476                                 break;
1477                         }
1478
1479                         // shouldn't be possible, but lets make it colorful if it does :D
1480                         default:
1481                         {
1482                                 this.beam_color = randomvec();
1483                                 this.beam_alpha = 1;
1484                                 this.beam_thickness = 8;
1485                                 this.beam_traileffect = NULL;
1486                                 this.beam_hiteffect = NULL;
1487                                 this.beam_hitlight[0] = 0;
1488                                 this.beam_hitlight[1] = 1;
1489                                 this.beam_hitlight[2] = 1;
1490                                 this.beam_hitlight[3] = 1;
1491                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1492                                 this.beam_muzzlelight[0] = 0;
1493                                 this.beam_muzzlelight[1] = 1;
1494                                 this.beam_muzzlelight[2] = 1;
1495                                 this.beam_muzzlelight[3] = 1;
1496                                 this.beam_image = "particles/lgbeam";
1497                                 if(this.beam_muzzleeffect)
1498                                 {
1499                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1500                                         flash.alpha = this.beam_alpha;
1501                                         flash.colormod = this.beam_color;
1502                                         flash.scale = 0.5;
1503                                 }
1504                                 break;
1505                         }
1506                 }
1507         }
1508
1509         if(!this.beam_usevieworigin)
1510         {
1511                 InterpolateOrigin_Note(this);
1512         }
1513         return true;
1514 }
1515
1516 #endif