]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/arc.qc
Make uses of R_BeginPolygon explicit as to whether they're 2D or 3D
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
1 #include "arc.qh"
2
3 #ifdef SVQC
4 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
6
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
8 {
9         WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
10
11         // Truncate information when this beam is displayed to the owner client
12         // - The owner client has no use for beam start position or directions,
13         //    it always figures this information out for itself with csqc code.
14         // - Spectating the owner also truncates this information.
15         float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
16         if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
17
18         WriteByte(MSG_ENTITY, sf);
19         WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
20
21         if(sf & ARC_SF_SETTINGS) // settings information
22         {
23                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
24                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
25                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
26                 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
27                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
28                 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
29
30                 WriteByte(MSG_ENTITY, drawlocal);
31                 WriteByte(MSG_ENTITY, etof(this.owner));
32         }
33         if(sf & ARC_SF_START) // starting location
34         {
35                 WriteVector(MSG_ENTITY, this.beam_start);
36         }
37         if(sf & ARC_SF_WANTDIR) // want/aim direction
38         {
39                 WriteVector(MSG_ENTITY, this.beam_wantdir);
40         }
41         if(sf & ARC_SF_BEAMDIR) // beam direction
42         {
43                 WriteAngle(MSG_ENTITY, this.beam_dir.x);
44                 WriteAngle(MSG_ENTITY, this.beam_dir.y);
45                 WriteAngle(MSG_ENTITY, this.beam_dir.z);
46         }
47         if(sf & ARC_SF_BEAMTYPE) // beam type
48         {
49                 WriteByte(MSG_ENTITY, this.beam_type);
50         }
51
52         return true;
53 }
54
55 void Reset_ArcBeam(entity player, vector forward)
56 {
57         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
58         {
59                 .entity weaponentity = weaponentities[slot];
60                 if(!player.(weaponentity).arc_beam)
61                         continue;
62                 player.(weaponentity).arc_beam.beam_dir = forward;
63                 player.(weaponentity).arc_beam.beam_teleporttime = time;
64         }
65 }
66
67 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
68 {
69         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
70         {
71                 player.arc_overheat = 0;
72                 return 0;
73         }
74
75         if ( player.(weaponentity).arc_beam )
76                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
77
78         if ( player.arc_overheat > time )
79         {
80                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
81                         * player.arc_cooldown;
82         }
83
84         return 0;
85 }
86 void Arc_Player_SetHeat(entity player, .entity weaponentity)
87 {
88         player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
89         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
90 }
91
92 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
93 {
94         this.event_damage = func_null;
95         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);
96
97         delete(this);
98 }
99
100 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
101 {
102         W_Arc_Bolt_Explode(this, trigger);
103 }
104
105 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
106 {
107         if(GetResource(this, RES_HEALTH) <= 0)
108                 return;
109
110         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
111                 return; // g_projectiles_damage says to halt
112
113         TakeResource(this, RES_HEALTH, damage);
114         this.angles = vectoangles(this.velocity);
115
116         if(GetResource(this, RES_HEALTH) <= 0)
117                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
118 }
119
120 void W_Arc_Bolt_Touch(entity this, entity toucher)
121 {
122         PROJECTILE_TOUCH(this, toucher);
123         this.use(this, NULL, toucher);
124 }
125
126 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
127 {
128         entity missile;
129
130         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
131
132         W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
133
134         Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
135
136         missile = new(missile);
137         missile.owner = missile.realowner = actor;
138         missile.bot_dodge = true;
139         IL_PUSH(g_bot_dodge, missile);
140         missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
141
142         missile.takedamage = DAMAGE_YES;
143         SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
144         missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
145         missile.event_damage = W_Arc_Bolt_Damage;
146         missile.damagedbycontents = true;
147         IL_PUSH(g_damagedbycontents, missile);
148
149         settouch(missile, W_Arc_Bolt_Touch);
150         missile.use = W_Arc_Bolt_Explode_use;
151         setthink(missile, adaptor_think2use_hittype_splash);
152         missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
153         PROJECTILE_MAKETRIGGER(missile);
154         missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
155         missile.weaponentity_fld = weaponentity;
156         setorigin(missile, w_shotorg);
157         setsize(missile, '0 0 0', '0 0 0');
158
159         set_movetype(missile, MOVETYPE_FLY);
160         W_SetupProjVelocity_PRE(missile, arc, bolt_);
161
162         missile.angles = vectoangles(missile.velocity);
163         missile.flags = FL_PROJECTILE;
164         missile.missile_flags = MIF_SPLASH;
165
166         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
167
168         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
169 }
170
171 void W_Arc_Beam_Think(entity this)
172 {
173         .entity weaponentity = this.weaponentity_fld;
174         entity own = this.owner;
175         if(this != own.(weaponentity).arc_beam)
176         {
177                 delete(this);
178                 return;
179         }
180
181         float burst = 0;
182         if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
183         {
184                 if(!this.beam_bursting)
185                         this.beam_bursting = true;
186                 burst = ARC_BT_BURSTMASK;
187         }
188
189         Weapon thiswep = WEP_ARC;
190
191         if(
192                 !IS_PLAYER(own)
193                 ||
194                 IS_DEAD(own)
195                 ||
196                 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
197                 ||
198                 own.(weaponentity).m_switchweapon != WEP_ARC
199                 ||
200                 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
201                 ||
202                 own.vehicle
203                 ||
204                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
205         )
206         {
207                 if ( WEP_CVAR(arc, cooldown) > 0 )
208                 {
209                         float cooldown_speed = 0;
210                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
211                         {
212                                 cooldown_speed = WEP_CVAR(arc, cooldown);
213                         }
214                         else if ( !burst )
215                         {
216                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
217                         }
218
219                         if ( cooldown_speed )
220                         {
221                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
222                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
223                                 own.arc_cooldown = cooldown_speed;
224                         }
225
226                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
227                         {
228                                 Send_Effect(EFFECT_ARC_OVERHEAT,
229                                         this.beam_start, this.beam_wantdir, 1 );
230                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
231                         }
232                 }
233
234                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
235                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
236                 {
237                         // note: this doesn't force the switch
238                         W_SwitchToOtherWeapon(own, weaponentity);
239                 }
240                 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
241                 delete(this);
242                 return;
243         }
244
245         // decrease ammo
246         float coefficient = frametime;
247         if(!(own.items & IT_UNLIMITED_AMMO))
248         {
249                 float rootammo;
250                 if(burst)
251                         { rootammo = WEP_CVAR(arc, burst_ammo); }
252                 else
253                         { rootammo = WEP_CVAR(arc, beam_ammo); }
254
255                 if(rootammo)
256                 {
257                         coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
258                         SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
259                 }
260         }
261         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
262         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
263
264         makevectors(own.v_angle);
265
266         W_SetupShot_Range(
267                 own,
268                 weaponentity,
269                 true,
270                 0,
271                 SND_Null,
272                 0,
273                 WEP_CVAR(arc, beam_damage) * coefficient,
274                 WEP_CVAR(arc, beam_range),
275                 thiswep.m_id
276         );
277
278         // After teleport, "lock" the beam until the teleport is confirmed.
279         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
280                 w_shotdir = this.beam_dir;
281         }
282
283         // network information: shot origin and want/aim direction
284         if(this.beam_start != w_shotorg)
285         {
286                 this.SendFlags |= ARC_SF_START;
287                 this.beam_start = w_shotorg;
288         }
289         if(this.beam_wantdir != w_shotdir)
290         {
291                 this.SendFlags |= ARC_SF_WANTDIR;
292                 this.beam_wantdir = w_shotdir;
293         }
294
295         if(!this.beam_initialized)
296         {
297                 this.beam_dir = w_shotdir;
298                 this.beam_initialized = true;
299         }
300
301         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
302         // idea: blend together this.beam_dir with the inverted direction the player is moving in
303         // might have to make some special accomodation so that it only uses view_right and view_up
304
305         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
306
307         float segments;
308         if(this.beam_dir != w_shotdir)
309         {
310                 // calculate how much we're going to move the end of the beam to the want position
311                 // WEAPONTODO (server and client):
312                 // blendfactor never actually becomes 0 in this situation, which is a problem
313                 // regarding precision... this means that this.beam_dir and w_shotdir approach
314                 // eachother, however they never actually become the same value with this method.
315                 // Perhaps we should do some form of rounding/snapping?
316                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
317                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
318                 {
319                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
320                         float blendfactor = bound(
321                                 0,
322                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
323                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
324                         );
325                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
326                                 this.beam_dir = w_shotdir;
327                         else
328                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
329                 }
330                 else
331                 {
332                         // the radius is not too far yet, no worries :D
333                         float blendfactor = bound(
334                                 0,
335                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
336                                 1
337                         );
338                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
339                                 this.beam_dir = w_shotdir;
340                         else
341                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
342                 }
343
344                 // network information: beam direction
345                 this.SendFlags |= ARC_SF_BEAMDIR;
346
347                 // calculate how many segments are needed
348                 float max_allowed_segments;
349
350                 if(WEP_CVAR(arc, beam_distancepersegment))
351                 {
352                         max_allowed_segments = min(
353                                 ARC_MAX_SEGMENTS,
354                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
355                         );
356                 }
357                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
358
359                 if(WEP_CVAR(arc, beam_degreespersegment))
360                 {
361                         segments = bound(
362                                 1,
363                                 (
364                                         min(
365                                                 angle,
366                                                 WEP_CVAR(arc, beam_maxangle)
367                                         )
368                                         /
369                                         WEP_CVAR(arc, beam_degreespersegment)
370                                 ),
371                                 max_allowed_segments
372                         );
373                 }
374                 else { segments = 1; }
375         }
376         else { segments = 1; }
377
378         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
379         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
380
381         float i;
382         float new_beam_type = 0;
383         vector last_origin = w_shotorg;
384         for(i = 1; i <= segments; ++i)
385         {
386                 // WEAPONTODO (client):
387                 // In order to do nice fading and pointing on the starting segment, we must always
388                 // have that drawn as a separate triangle... However, that is difficult to do when
389                 // keeping in mind the above problems and also optimizing the amount of segments
390                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
391
392                 vector new_origin = bezier_quadratic_getpoint(
393                         w_shotorg,
394                         beam_controlpoint,
395                         beam_endpos,
396                         i / segments);
397                 vector new_dir = normalize(new_origin - last_origin);
398
399                 WarpZone_traceline_antilag(
400                         own,
401                         last_origin,
402                         new_origin,
403                         MOVE_NORMAL,
404                         own,
405                         ANTILAG_LATENCY(own)
406                 );
407
408                 // Do all the transforms for warpzones right now, as we already
409                 // "are" in the post-trace system (if we hit a player, that's
410                 // always BEHIND the last passed wz).
411                 last_origin = trace_endpos;
412                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
413                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
414                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
415                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
416
417                 bool is_player = (
418                         IS_PLAYER(trace_ent)
419                         ||
420                         trace_ent.classname == "body"
421                         ||
422                         IS_MONSTER(trace_ent)
423                 );
424
425                 if(trace_ent)
426                 {
427                         if(SAME_TEAM(own, trace_ent))
428                         {
429                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
430                                 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
431                                 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
432                                 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
433                                 if(IS_PLAYER(trace_ent) && rootarmor)
434                                 {
435                                         if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
436                                         {
437                                                 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
438                                                 trace_ent.pauserotarmor_finished = max(
439                                                         trace_ent.pauserotarmor_finished,
440                                                         time + autocvar_g_balance_pause_armor_rot
441                                                 );
442                                         }
443                                 }
444                                 if(roothealth || rootarmor)
445                                         new_beam_type = ARC_BT_HEAL;
446                         }
447                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
448                         {
449                                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
450                                 // NO. trace_endpos should be just fine. If not,
451                                 // that's an engine bug that needs proper debugging.
452                                 vector hitorigin = trace_endpos;
453
454                                 float falloff = ExponentialFalloff(
455                                         WEP_CVAR(arc, beam_falloff_mindist),
456                                         WEP_CVAR(arc, beam_falloff_maxdist),
457                                         WEP_CVAR(arc, beam_falloff_halflifedist),
458                                         vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
459                                 );
460
461                                 float rootdamage;
462                                 if(is_player)
463                                 {
464                                         if(burst)
465                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
466                                         else
467                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
468                                 }
469                                 else
470                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
471
472                                 if(accuracy_isgooddamage(own, trace_ent))
473                                 {
474                                         accuracy_add(
475                                                 own,
476                                                 WEP_ARC,
477                                                 0,
478                                                 rootdamage * coefficient * falloff
479                                         );
480                                 }
481
482                                 Damage(
483                                         trace_ent,
484                                         own,
485                                         own,
486                                         rootdamage * coefficient * falloff,
487                                         WEP_ARC.m_id,
488                                         weaponentity,
489                                         hitorigin,
490                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
491                                 );
492
493                                 new_beam_type = ARC_BT_HIT;
494                         }
495                         break;
496                 }
497                 else if(trace_fraction != 1)
498                 {
499                         // we collided with geometry
500                         new_beam_type = ARC_BT_WALL;
501                         break;
502                 }
503         }
504
505         // te_explosion(trace_endpos);
506
507         // if we're bursting, use burst visual effects
508         new_beam_type |= burst;
509
510         // network information: beam type
511         if(new_beam_type != this.beam_type)
512         {
513                 this.SendFlags |= ARC_SF_BEAMTYPE;
514                 this.beam_type = new_beam_type;
515         }
516
517         own.(weaponentity).beam_prev = time;
518         this.nextthink = time;
519 }
520
521 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
522 {
523
524         // only play fire sound if 1 sec has passed since player let go the fire button
525         if(time - actor.(weaponentity).beam_prev > 1)
526                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
527
528         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
529         beam.weaponentity_fld = weaponentity;
530         beam.solid = SOLID_NOT;
531         setthink(beam, W_Arc_Beam_Think);
532         beam.owner = actor;
533         set_movetype(beam, MOVETYPE_NONE);
534         beam.bot_dodge = true;
535         IL_PUSH(g_bot_dodge, beam);
536         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
537         beam.beam_bursting = burst;
538         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
539
540         getthink(beam)(beam);
541 }
542 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
543 {
544         if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
545         {
546                 w_ready(thiswep, actor, weaponentity, fire);
547                 return;
548         }
549
550         // attack handled by the beam itself, this is just a loop to keep the attack happening!
551
552         // NOTE: arc doesn't use a refire
553         //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
554         actor.(weaponentity).wframe = WFRAME_FIRE1;
555         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
556 }
557 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
558 {
559         // TODO: spamming this without checking any refires is asking for trouble!
560         makevectors(actor.v_angle);
561         W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
562
563         vector smoke_origin = w_shotorg + actor.velocity*frametime;
564         if ( actor.arc_overheat > time )
565         {
566                 if ( random() < actor.(weaponentity).arc_heat_percent )
567                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
568                 if ( (fire & 1) || (fire & 2) )
569                 {
570                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
571                         if ( !actor.arc_smoke_sound )
572                         {
573                                 actor.arc_smoke_sound = 1;
574                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
575                         }
576                 }
577         }
578         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
579                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
580         {
581                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
582                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
583                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
584         }
585
586         if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
587                 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != thiswep )
588         {
589                 actor.arc_smoke_sound = 0;
590                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
591         }
592 }
593
594 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
595 {
596     if(WEP_CVAR(arc, beam_botaimspeed))
597     {
598         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
599                 actor,
600                 weaponentity,
601             WEP_CVAR(arc, beam_botaimspeed),
602             0,
603             WEP_CVAR(arc, beam_botaimlifetime),
604             false
605         );
606     }
607     else
608     {
609         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
610                 actor,
611                 weaponentity,
612             1000000,
613             0,
614             0.001,
615             false
616         );
617     }
618 }
619 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
620 {
621     Arc_Player_SetHeat(actor, weaponentity);
622     Arc_Smoke(thiswep, actor, weaponentity, fire);
623
624     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
625
626     if (time >= actor.arc_overheat)
627     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
628     {
629         #if 0
630         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
631         {
632             #if 0
633             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
634                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
635             else
636             #endif
637                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
638         }
639         #endif
640
641         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
642         {
643             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
644             {
645                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
646
647                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
648                 {
649                         actor.(weaponentity).wframe = WFRAME_FIRE1;
650                     weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
651                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
652                 }
653             }
654         }
655
656         return;
657     }
658     else if(fire & 2)
659     {
660         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
661         {
662             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
663             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
664         }
665     }
666
667     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
668     {
669         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
670         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
671         ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
672     }
673     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
674
675     #if 0
676     if(fire & 2)
677     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
678     {
679         W_Arc_Attack2();
680         actor.arc_count = autocvar_g_balance_arc_secondary_count;
681         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
682         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
683     }
684     #endif
685 }
686 METHOD(Arc, wr_init, void(entity thiswep))
687 {
688     if(!arc_shotorigin[0])
689     {
690         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
691         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
692         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
693         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
694     }
695 }
696 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
697 {
698     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
699 }
700 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
701 {
702     if(WEP_CVAR(arc, bolt))
703     {
704         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
705         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
706         return ammo_amount;
707     }
708     else
709         return WEP_CVAR(arc, overheat_max) > 0 &&
710             ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
711 }
712 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
713 {
714     if(w_deathtype & HITTYPE_SECONDARY)
715         return WEAPON_ARC_MURDER_SPRAY;
716     else
717         return WEAPON_ARC_MURDER;
718 }
719 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
720 {
721     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
722     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
723     actor.arc_overheat = 0;
724     actor.arc_cooldown = 0;
725     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
726 }
727 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
728 {
729     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
730         weapon_dropevent_item.arc_overheat > time )
731     {
732         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
733         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
734     }
735 }
736 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
737 {
738     actor.arc_overheat = 0;
739     actor.arc_cooldown = 0;
740     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
741     {
742         .entity weaponentity = weaponentities[slot];
743         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
744     }
745 }
746 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
747 {
748     actor.arc_overheat = 0;
749     actor.arc_cooldown = 0;
750     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
751 }
752 #endif
753 #ifdef CSQC
754 bool autocvar_cl_arcbeam_teamcolor = true;
755 bool autocvar_cl_arcbeam_simple = true;
756
757 .int beam_slot;
758
759 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
760 {
761     if(w_deathtype & HITTYPE_SECONDARY)
762     {
763         vector org2;
764         org2 = w_org + w_backoff * 6;
765         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
766         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
767     }
768 }
769
770 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
771 {
772         entity beam = Draw_ArcBeam_callback_entity;
773         vector transformed_view_org;
774         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
775
776         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
777         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
778         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
779
780         vector hitorigin;
781
782         // draw segment
783         #if 0
784         if(trace_fraction != 1)
785         {
786                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
787                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
788                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
789         }
790         else
791         {
792                 hitorigin = hit;
793         }
794         #else
795         hitorigin = hit;
796         #endif
797
798         // decide upon thickness
799         float thickness = beam.beam_thickness;
800
801         // draw primary beam render
802         vector top    = hitorigin + (thickdir * thickness);
803         vector bottom = hitorigin - (thickdir * thickness);
804
805         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
806         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
807
808         if(autocvar_cl_arcbeam_simple)
809                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
810         else
811         {
812                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
813                 R_PolygonVertex(
814                         top,
815                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
816                         beam.beam_color,
817                         beam.beam_alpha
818                 );
819                 R_PolygonVertex(
820                         last_top,
821                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
822                         beam.beam_color,
823                         beam.beam_alpha
824                 );
825                 R_PolygonVertex(
826                         last_bottom,
827                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
828                         beam.beam_color,
829                         beam.beam_alpha
830                 );
831                 R_PolygonVertex(
832                         bottom,
833                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
834                         beam.beam_color,
835                         beam.beam_alpha
836                 );
837                 R_EndPolygon();
838         }
839
840         // draw trailing particles
841         // NOTES:
842         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
843         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
844         if(beam.beam_traileffect)
845         {
846                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
847         }
848
849         // set up for the next
850         Draw_ArcBeam_callback_last_thickness = thickness;
851         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
852         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
853 }
854
855 void Reset_ArcBeam()
856 {
857         entity e;
858         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
859                 e.beam_initialized = false;
860         }
861         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
862                 e.beam_initialized = false;
863         }
864 }
865
866 void Draw_ArcBeam(entity this)
867 {
868         float dt = time - this.move_time;
869         this.move_time = time;
870         if(dt <= 0) { return; }
871
872         if(!this.beam_usevieworigin)
873         {
874                 InterpolateOrigin_Do(this);
875         }
876
877         // origin = beam starting origin
878         // v_angle = wanted/aim direction
879         // angles = current direction of beam
880
881         vector start_pos;
882         vector wantdir; //= view_forward;
883         vector beamdir; //= this.beam_dir;
884
885         float segments;
886         if(this.beam_usevieworigin)
887         {
888                 // WEAPONTODO:
889                 // Currently we have to replicate nearly the same method of figuring
890                 // out the shotdir that the server does... Ideally in the future we
891                 // should be able to acquire this from a generalized function built
892                 // into a weapon system for client code.
893
894                 // find where we are aiming
895                 vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
896                 vector forward, right, up;
897                 MAKE_VECTORS(myviewangle, forward, right, up);
898                 entity wepent = viewmodels[this.beam_slot];
899
900                 if(autocvar_chase_active)
901                         this.beam_usevieworigin = 1;
902                 else
903                         this.beam_usevieworigin = 2;
904
905                 // decide upon start position
906                 if(this.beam_usevieworigin == 2)
907                         { start_pos = warpzone_save_view_origin; }
908                 else if(csqcplayer)
909                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
910                 else
911                         { start_pos = this.origin; }
912
913                 // trace forward with an estimation
914                 WarpZone_TraceLine(
915                         start_pos,
916                         start_pos + forward * this.beam_range,
917                         MOVE_NOMONSTERS,
918                         this
919                 );
920
921                 int v_shot_idx;  // used later
922                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
923                 if(v_shot_idx && this.beam_usevieworigin == 2)
924                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
925
926                 // untransform in case our trace went through a warpzone
927                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
928
929                 // un-adjust trueaim if shotend is too close
930                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
931                         end_pos = start_pos + (forward * g_trueaim_minrange);
932
933                 // move shot origin to the actual gun muzzle origin
934                 vector origin_offset = '0 0 0';
935                 if(!v_shot_idx || this.beam_usevieworigin != 2)
936                 {
937                         this.beam_shotorigin = wepent.movedir;
938                         origin_offset =
939                                  right * -this.beam_shotorigin.y
940                                 + up * this.beam_shotorigin.z;
941                 }
942                 else
943                         this.beam_shotorigin = '0 0 0';
944
945                 start_pos = start_pos + origin_offset;
946
947                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
948                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
949                 start_pos = trace_endpos;
950
951                 // calculate the aim direction now
952                 wantdir = normalize(end_pos - start_pos);
953
954                 if(!this.beam_initialized)
955                 {
956                         this.beam_dir = wantdir;
957                         this.beam_initialized = true;
958
959                         this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
960                 }
961
962                 if(this.beam_dir != wantdir)
963                 {
964                         // calculate how much we're going to move the end of the beam to the want position
965                         // WEAPONTODO (server and client):
966                         // blendfactor never actually becomes 0 in this situation, which is a problem
967                         // regarding precision... this means that this.beam_dir and w_shotdir approach
968                         // eachother, however they never actually become the same value with this method.
969                         // Perhaps we should do some form of rounding/snapping?
970                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
971                         if(angle && (angle > this.beam_maxangle))
972                         {
973                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
974                                 float blendfactor = bound(
975                                         0,
976                                         (1 - (this.beam_returnspeed * dt)),
977                                         min(this.beam_maxangle / angle, 1)
978                                 );
979                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
980                         }
981                         else
982                         {
983                                 // the radius is not too far yet, no worries :D
984                                 float blendfactor = bound(
985                                         0,
986                                         (1 - (this.beam_returnspeed * dt)),
987                                         1
988                                 );
989                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
990                         }
991
992                         // calculate how many segments are needed
993                         float max_allowed_segments;
994
995                         if(this.beam_distancepersegment)
996                         {
997                                 max_allowed_segments = min(
998                                         ARC_MAX_SEGMENTS,
999                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1000                                 );
1001                         }
1002                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1003
1004                         if(this.beam_degreespersegment)
1005                         {
1006                                 segments = bound(
1007                                         1,
1008                                         (
1009                                                 min(
1010                                                         angle,
1011                                                         this.beam_maxangle
1012                                                 )
1013                                                 /
1014                                                 this.beam_degreespersegment
1015                                         ),
1016                                         max_allowed_segments
1017                                 );
1018                         }
1019                         else { segments = 1; }
1020                 }
1021                 else { segments = 1; }
1022
1023                 // set the beam direction which the rest of the code will refer to
1024                 beamdir = this.beam_dir;
1025
1026                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1027                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1028         }
1029         else
1030         {
1031                 // set the values from the provided info from the networked entity
1032                 start_pos = this.origin;
1033                 wantdir = this.v_angle;
1034                 beamdir = this.angles;
1035
1036                 if(beamdir != wantdir)
1037                 {
1038                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1039
1040                         // calculate how many segments are needed
1041                         float max_allowed_segments;
1042
1043                         if(this.beam_distancepersegment)
1044                         {
1045                                 max_allowed_segments = min(
1046                                         ARC_MAX_SEGMENTS,
1047                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1048                                 );
1049                         }
1050                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1051
1052                         if(this.beam_degreespersegment)
1053                         {
1054                                 segments = bound(
1055                                         1,
1056                                         (
1057                                                 min(
1058                                                         angle,
1059                                                         this.beam_maxangle
1060                                                 )
1061                                                 /
1062                                                 this.beam_degreespersegment
1063                                         ),
1064                                         max_allowed_segments
1065                                 );
1066                         }
1067                         else { segments = 1; }
1068                 }
1069                 else { segments = 1; }
1070         }
1071
1072         setorigin(this, start_pos);
1073         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1074
1075         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1076         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1077
1078         Draw_ArcBeam_callback_entity = this;
1079         Draw_ArcBeam_callback_last_thickness = 0;
1080         Draw_ArcBeam_callback_last_top = start_pos;
1081         Draw_ArcBeam_callback_last_bottom = start_pos;
1082
1083         vector last_origin = start_pos;
1084         vector original_start_pos = start_pos;
1085
1086         float i;
1087         for(i = 1; i <= segments; ++i)
1088         {
1089                 // WEAPONTODO (client):
1090                 // In order to do nice fading and pointing on the starting segment, we must always
1091                 // have that drawn as a separate triangle... However, that is difficult to do when
1092                 // keeping in mind the above problems and also optimizing the amount of segments
1093                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1094
1095                 vector new_origin = bezier_quadratic_getpoint(
1096                         start_pos,
1097                         beam_controlpoint,
1098                         beam_endpos,
1099                         i / segments);
1100
1101                 WarpZone_TraceBox_ThroughZone(
1102                         last_origin,
1103                         '0 0 0',
1104                         '0 0 0',
1105                         new_origin,
1106                         MOVE_NORMAL,
1107                         NULL,
1108                         NULL,
1109                         Draw_ArcBeam_callback
1110                 );
1111
1112                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1113                 // system (if we hit a player, that's always BEHIND the last passed wz).
1114                 last_origin = trace_endpos;
1115                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1116                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1117                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1118                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1119                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1120                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1121
1122                 if(trace_fraction < 1) { break; }
1123         }
1124
1125         // visual effects for startpoint and endpoint
1126         if(this.beam_hiteffect)
1127         {
1128                 // FIXME we really should do this on the server so it actually
1129                 // matches gameplay. What this client side stuff is doing is no
1130                 // more than guesswork.
1131                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1132                 pointparticles(
1133                         this.beam_hiteffect,
1134                         last_origin,
1135                         beamdir * -1,
1136                         dt * 2
1137                 );
1138         }
1139         if(this.beam_hitlight[0])
1140         {
1141                 adddynamiclight(
1142                         last_origin,
1143                         this.beam_hitlight[0],
1144                         vec3(
1145                                 this.beam_hitlight[1],
1146                                 this.beam_hitlight[2],
1147                                 this.beam_hitlight[3]
1148                         )
1149                 );
1150         }
1151         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1152         {
1153                 pointparticles(
1154                         this.beam_muzzleeffect,
1155                         original_start_pos + wantdir * 20,
1156                         wantdir * 1000,
1157                         dt * 0.1
1158                 );
1159         }
1160         if(this.beam_muzzlelight[0])
1161         {
1162                 adddynamiclight(
1163                         original_start_pos + wantdir * 20,
1164                         this.beam_muzzlelight[0],
1165                         vec3(
1166                                 this.beam_muzzlelight[1],
1167                                 this.beam_muzzlelight[2],
1168                                 this.beam_muzzlelight[3]
1169                         )
1170                 );
1171         }
1172
1173         // cleanup
1174         Draw_ArcBeam_callback_entity = NULL;
1175         Draw_ArcBeam_callback_last_thickness = 0;
1176         Draw_ArcBeam_callback_last_top = '0 0 0';
1177         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1178 }
1179
1180 void Remove_ArcBeam(entity this)
1181 {
1182         delete(this.beam_muzzleentity);
1183         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1184 }
1185
1186 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1187 {
1188         int sf = ReadByte();
1189         int slot = ReadByte();
1190         entity flash;
1191
1192         this.beam_slot = slot;
1193
1194         if(isnew)
1195         {
1196                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1197
1198                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1199
1200                 // set other main attributes of the beam
1201                 this.draw = Draw_ArcBeam;
1202                 IL_PUSH(g_drawables, this);
1203                 this.entremove = Remove_ArcBeam;
1204                 this.move_time = time;
1205                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1206
1207                 flash = spawn();
1208                 flash.owner = this;
1209                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1210                 //flash.drawmask = MASK_NORMAL;
1211                 flash.solid = SOLID_NOT;
1212                 flash.avelocity_z = 5000;
1213                 setattachment(flash, this, "");
1214                 setorigin(flash, '0 0 0');
1215
1216                 this.beam_muzzleentity = flash;
1217         }
1218         else
1219         {
1220                 flash = this.beam_muzzleentity;
1221         }
1222
1223         if(sf & ARC_SF_SETTINGS) // settings information
1224         {
1225                 this.beam_degreespersegment = ReadShort();
1226                 this.beam_distancepersegment = ReadShort();
1227                 this.beam_maxangle = ReadShort();
1228                 this.beam_range = ReadCoord();
1229                 this.beam_returnspeed = ReadShort();
1230                 this.beam_tightness = (ReadByte() / 10);
1231
1232                 if(ReadByte())
1233                 {
1234                         if(autocvar_chase_active)
1235                                 { this.beam_usevieworigin = 1; }
1236                         else // use view origin
1237                                 { this.beam_usevieworigin = 2; }
1238                 }
1239                 else
1240                 {
1241                         this.beam_usevieworigin = 0;
1242                 }
1243
1244                 this.sv_entnum = ReadByte();
1245         }
1246
1247         if(!this.beam_usevieworigin)
1248         {
1249                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1250                 this.iflags = IFLAG_ORIGIN;
1251
1252                 InterpolateOrigin_Undo(this);
1253         }
1254
1255         if(sf & ARC_SF_START) // starting location
1256         {
1257                 this.origin = ReadVector();
1258         }
1259         else if(this.beam_usevieworigin) // infer the location from player location
1260         {
1261                 if(this.beam_usevieworigin == 2)
1262                 {
1263                         // use view origin
1264                         this.origin = view_origin;
1265                 }
1266                 else
1267                 {
1268                         // use player origin so that third person display still works
1269                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1270                 }
1271         }
1272
1273         setorigin(this, this.origin);
1274
1275         if(sf & ARC_SF_WANTDIR) // want/aim direction
1276         {
1277                 this.v_angle = ReadVector();
1278         }
1279
1280         if(sf & ARC_SF_BEAMDIR) // beam direction
1281         {
1282                 this.angles_x = ReadAngle();
1283                 this.angles_y = ReadAngle();
1284                 this.angles_z = ReadAngle();
1285         }
1286
1287         if(sf & ARC_SF_BEAMTYPE) // beam type
1288         {
1289                 this.beam_type = ReadByte();
1290
1291                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1292                 switch(this.beam_type)
1293                 {
1294                         case ARC_BT_MISS:
1295                         {
1296                                 this.beam_color = beamcolor;
1297                                 this.beam_alpha = 0.5;
1298                                 this.beam_thickness = 8;
1299                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1300                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1301                                 this.beam_hitlight[0] = 0;
1302                                 this.beam_hitlight[1] = 1;
1303                                 this.beam_hitlight[2] = 1;
1304                                 this.beam_hitlight[3] = 1;
1305                                 this.beam_muzzleeffect = EFFECT_Null;
1306                                 this.beam_muzzlelight[0] = 0;
1307                                 this.beam_muzzlelight[1] = 1;
1308                                 this.beam_muzzlelight[2] = 1;
1309                                 this.beam_muzzlelight[3] = 1;
1310                                 this.beam_image = "particles/lgbeam";
1311                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1312                                 {
1313                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1314                                         flash.alpha = this.beam_alpha;
1315                                         flash.colormod = this.beam_color;
1316                                         flash.scale = 0.35;
1317                                 }
1318                                 break;
1319                         }
1320                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1321                         {
1322                                 this.beam_color = beamcolor;
1323                                 this.beam_alpha = 0.5;
1324                                 this.beam_thickness = 8;
1325                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1326                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1327                                 this.beam_hitlight[0] = 0;
1328                                 this.beam_hitlight[1] = 1;
1329                                 this.beam_hitlight[2] = 1;
1330                                 this.beam_hitlight[3] = 1;
1331                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1332                                 this.beam_muzzlelight[0] = 0;
1333                                 this.beam_muzzlelight[1] = 1;
1334                                 this.beam_muzzlelight[2] = 1;
1335                                 this.beam_muzzlelight[3] = 1;
1336                                 this.beam_image = "particles/lgbeam";
1337                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1338                                 {
1339                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1340                                         flash.alpha = this.beam_alpha;
1341                                         flash.colormod = this.beam_color;
1342                                         flash.scale = 0.35;
1343                                 }
1344                                 break;
1345                         }
1346                         case ARC_BT_HEAL:
1347                         {
1348                                 this.beam_color = beamcolor;
1349                                 this.beam_alpha = 0.5;
1350                                 this.beam_thickness = 8;
1351                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1352                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1353                                 this.beam_hitlight[0] = 0;
1354                                 this.beam_hitlight[1] = 1;
1355                                 this.beam_hitlight[2] = 1;
1356                                 this.beam_hitlight[3] = 1;
1357                                 this.beam_muzzleeffect = EFFECT_Null;
1358                                 this.beam_muzzlelight[0] = 0;
1359                                 this.beam_muzzlelight[1] = 1;
1360                                 this.beam_muzzlelight[2] = 1;
1361                                 this.beam_muzzlelight[3] = 1;
1362                                 this.beam_image = "particles/lgbeam";
1363                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1364                                 {
1365                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1366                                         flash.alpha = this.beam_alpha;
1367                                         flash.colormod = this.beam_color;
1368                                         flash.scale = 0.35;
1369                                 }
1370                                 break;
1371                         }
1372                         case ARC_BT_HIT:
1373                         {
1374                                 this.beam_color = beamcolor;
1375                                 this.beam_alpha = 0.5;
1376                                 this.beam_thickness = 8;
1377                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1378                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1379                                 this.beam_hitlight[0] = 20;
1380                                 this.beam_hitlight[1] = 1;
1381                                 this.beam_hitlight[2] = 0;
1382                                 this.beam_hitlight[3] = 0;
1383                                 this.beam_muzzleeffect = EFFECT_Null;
1384                                 this.beam_muzzlelight[0] = 50;
1385                                 this.beam_muzzlelight[1] = 1;
1386                                 this.beam_muzzlelight[2] = 0;
1387                                 this.beam_muzzlelight[3] = 0;
1388                                 this.beam_image = "particles/lgbeam";
1389                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1390                                 {
1391                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1392                                         flash.alpha = this.beam_alpha;
1393                                         flash.colormod = this.beam_color;
1394                                         flash.scale = 0.35;
1395                                 }
1396                                 break;
1397                         }
1398                         case ARC_BT_BURST_MISS:
1399                         {
1400                                 this.beam_color = beamcolor;
1401                                 this.beam_alpha = 0.5;
1402                                 this.beam_thickness = 14;
1403                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1404                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1405                                 this.beam_hitlight[0] = 0;
1406                                 this.beam_hitlight[1] = 1;
1407                                 this.beam_hitlight[2] = 1;
1408                                 this.beam_hitlight[3] = 1;
1409                                 this.beam_muzzleeffect = EFFECT_Null;
1410                                 this.beam_muzzlelight[0] = 0;
1411                                 this.beam_muzzlelight[1] = 1;
1412                                 this.beam_muzzlelight[2] = 1;
1413                                 this.beam_muzzlelight[3] = 1;
1414                                 this.beam_image = "particles/lgbeam";
1415                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1416                                 {
1417                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1418                                         flash.alpha = this.beam_alpha;
1419                                         flash.colormod = this.beam_color;
1420                                         flash.scale = 0.35;
1421                                 }
1422                                 break;
1423                         }
1424                         case ARC_BT_BURST_WALL:
1425                         {
1426                                 this.beam_color = beamcolor;
1427                                 this.beam_alpha = 0.5;
1428                                 this.beam_thickness = 14;
1429                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1430                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1431                                 this.beam_hitlight[0] = 0;
1432                                 this.beam_hitlight[1] = 1;
1433                                 this.beam_hitlight[2] = 1;
1434                                 this.beam_hitlight[3] = 1;
1435                                 this.beam_muzzleeffect = EFFECT_Null;
1436                                 this.beam_muzzlelight[0] = 0;
1437                                 this.beam_muzzlelight[1] = 1;
1438                                 this.beam_muzzlelight[2] = 1;
1439                                 this.beam_muzzlelight[3] = 1;
1440                                 this.beam_image = "particles/lgbeam";
1441                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1442                                 {
1443                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1444                                         flash.alpha = this.beam_alpha;
1445                                         flash.colormod = this.beam_color;
1446                                         flash.scale = 0.35;
1447                                 }
1448                                 break;
1449                         }
1450                         case ARC_BT_BURST_HEAL:
1451                         {
1452                                 this.beam_color = beamcolor;
1453                                 this.beam_alpha = 0.5;
1454                                 this.beam_thickness = 14;
1455                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1456                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1457                                 this.beam_hitlight[0] = 0;
1458                                 this.beam_hitlight[1] = 1;
1459                                 this.beam_hitlight[2] = 1;
1460                                 this.beam_hitlight[3] = 1;
1461                                 this.beam_muzzleeffect = EFFECT_Null;
1462                                 this.beam_muzzlelight[0] = 0;
1463                                 this.beam_muzzlelight[1] = 1;
1464                                 this.beam_muzzlelight[2] = 1;
1465                                 this.beam_muzzlelight[3] = 1;
1466                                 this.beam_image = "particles/lgbeam";
1467                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1468                                 {
1469                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1470                                         flash.alpha = this.beam_alpha;
1471                                         flash.colormod = this.beam_color;
1472                                         flash.scale = 0.35;
1473                                 }
1474                                 break;
1475                         }
1476                         case ARC_BT_BURST_HIT:
1477                         {
1478                                 this.beam_color = beamcolor;
1479                                 this.beam_alpha = 0.5;
1480                                 this.beam_thickness = 14;
1481                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1482                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1483                                 this.beam_hitlight[0] = 0;
1484                                 this.beam_hitlight[1] = 1;
1485                                 this.beam_hitlight[2] = 1;
1486                                 this.beam_hitlight[3] = 1;
1487                                 this.beam_muzzleeffect = EFFECT_Null;
1488                                 this.beam_muzzlelight[0] = 0;
1489                                 this.beam_muzzlelight[1] = 1;
1490                                 this.beam_muzzlelight[2] = 1;
1491                                 this.beam_muzzlelight[3] = 1;
1492                                 this.beam_image = "particles/lgbeam";
1493                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1494                                 {
1495                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1496                                         flash.alpha = this.beam_alpha;
1497                                         flash.colormod = this.beam_color;
1498                                         flash.scale = 0.35;
1499                                 }
1500                                 break;
1501                         }
1502
1503                         // shouldn't be possible, but lets make it colorful if it does :D
1504                         default:
1505                         {
1506                                 this.beam_color = randomvec();
1507                                 this.beam_alpha = 1;
1508                                 this.beam_thickness = 8;
1509                                 this.beam_traileffect = NULL;
1510                                 this.beam_hiteffect = NULL;
1511                                 this.beam_hitlight[0] = 0;
1512                                 this.beam_hitlight[1] = 1;
1513                                 this.beam_hitlight[2] = 1;
1514                                 this.beam_hitlight[3] = 1;
1515                                 this.beam_muzzleeffect = EFFECT_Null;
1516                                 this.beam_muzzlelight[0] = 0;
1517                                 this.beam_muzzlelight[1] = 1;
1518                                 this.beam_muzzlelight[2] = 1;
1519                                 this.beam_muzzlelight[3] = 1;
1520                                 this.beam_image = "particles/lgbeam";
1521                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1522                                 {
1523                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1524                                         flash.alpha = this.beam_alpha;
1525                                         flash.colormod = this.beam_color;
1526                                         flash.scale = 0.35;
1527                                 }
1528                                 break;
1529                         }
1530                 }
1531         }
1532
1533         if(!this.beam_usevieworigin)
1534         {
1535                 InterpolateOrigin_Note(this);
1536         }
1537         return true;
1538 }
1539
1540 #endif