]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/arc.qc
Merge branch 'martin-t/bullet-trails' into 'master'
[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(GetResourceAmount(this, RESOURCE_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, RESOURCE_HEALTH, damage);
114         this.angles = vectoangles(this.velocity);
115
116         if(GetResourceAmount(this, RESOURCE_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         SetResourceAmountExplicit(missile, RESOURCE_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_WEAPON_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_WEAPON_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, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
258                         SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(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) : RESOURCE_LIMIT_NONE);
432                                 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
433                                 if(IS_PLAYER(trace_ent) && rootarmor)
434                                 {
435                                         if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
436                                         {
437                                                 GiveResourceWithLimit(trace_ent, RESOURCE_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.m_id,
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 Arc_Smoke(entity actor, .entity weaponentity)
543 {
544         makevectors(actor.v_angle);
545         W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
546
547         vector smoke_origin = w_shotorg + actor.velocity*frametime;
548         if ( actor.arc_overheat > time )
549         {
550                 if ( random() < actor.(weaponentity).arc_heat_percent )
551                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
552                 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
553                 {
554                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
555                         if ( !actor.arc_smoke_sound )
556                         {
557                                 actor.arc_smoke_sound = 1;
558                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
559                         }
560                 }
561         }
562         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
563                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
564         {
565                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
566                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
567                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
568         }
569
570         if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
571                 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
572         {
573                 actor.arc_smoke_sound = 0;
574                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
575         }
576 }
577
578 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
579 {
580     if(WEP_CVAR(arc, beam_botaimspeed))
581     {
582         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
583                 actor,
584                 weaponentity,
585             WEP_CVAR(arc, beam_botaimspeed),
586             0,
587             WEP_CVAR(arc, beam_botaimlifetime),
588             false
589         );
590     }
591     else
592     {
593         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
594                 actor,
595                 weaponentity,
596             1000000,
597             0,
598             0.001,
599             false
600         );
601     }
602 }
603 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
604 {
605     Arc_Player_SetHeat(actor, weaponentity);
606     Arc_Smoke(actor, weaponentity);
607
608     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
609
610     if (time >= actor.arc_overheat)
611     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
612     {
613
614         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
615         {
616             #if 0
617             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
618                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
619             else
620             #endif
621                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
622         }
623
624         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
625         {
626             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
627             {
628                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
629
630                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
631                 {
632                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
633                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
634                 }
635             }
636         }
637
638         return;
639     }
640     else if(fire & 2)
641     {
642         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
643         {
644             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
645             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
646         }
647     }
648
649     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
650     {
651         int slot = weaponslot(weaponentity);
652         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
653         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
654         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
655     }
656     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
657
658     #if 0
659     if(fire & 2)
660     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
661     {
662         W_Arc_Attack2();
663         actor.arc_count = autocvar_g_balance_arc_secondary_count;
664         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
665         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
666     }
667     #endif
668 }
669 METHOD(Arc, wr_init, void(entity thiswep))
670 {
671     if(!arc_shotorigin[0])
672     {
673         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
674         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
675         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
676         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
677     }
678 }
679 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
680 {
681     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
682 }
683 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
684 {
685     if(WEP_CVAR(arc, bolt))
686     {
687         float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
688         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
689         return ammo_amount;
690     }
691     else
692         return WEP_CVAR(arc, overheat_max) > 0 &&
693             ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
694 }
695 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
696 {
697     if(w_deathtype & HITTYPE_SECONDARY)
698         return WEAPON_ARC_MURDER_SPRAY;
699     else
700         return WEAPON_ARC_MURDER;
701 }
702 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
703 {
704     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
705     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
706     actor.arc_overheat = 0;
707     actor.arc_cooldown = 0;
708     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
709 }
710 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
711 {
712     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
713         weapon_dropevent_item.arc_overheat > time )
714     {
715         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
716         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
717     }
718 }
719 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
720 {
721     actor.arc_overheat = 0;
722     actor.arc_cooldown = 0;
723     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
724     {
725         .entity weaponentity = weaponentities[slot];
726         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
727     }
728 }
729 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
730 {
731     actor.arc_overheat = 0;
732     actor.arc_cooldown = 0;
733     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
734 }
735 #endif
736 #ifdef CSQC
737 bool autocvar_cl_arcbeam_teamcolor = true;
738 bool autocvar_cl_arcbeam_simple = true;
739
740 .int beam_slot;
741
742 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
743 {
744     if(w_deathtype & HITTYPE_SECONDARY)
745     {
746         vector org2;
747         org2 = w_org + w_backoff * 6;
748         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
749         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
750     }
751 }
752
753 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
754 {
755         entity beam = Draw_ArcBeam_callback_entity;
756         vector transformed_view_org;
757         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
758
759         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
760         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
761         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
762
763         vector hitorigin;
764
765         // draw segment
766         #if 0
767         if(trace_fraction != 1)
768         {
769                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
770                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
771                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
772         }
773         else
774         {
775                 hitorigin = hit;
776         }
777         #else
778         hitorigin = hit;
779         #endif
780
781         // decide upon thickness
782         float thickness = beam.beam_thickness;
783
784         // draw primary beam render
785         vector top    = hitorigin + (thickdir * thickness);
786         vector bottom = hitorigin - (thickdir * thickness);
787
788         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
789         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
790
791         if(autocvar_cl_arcbeam_simple)
792                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
793         else
794         {
795                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
796                 R_PolygonVertex(
797                         top,
798                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
799                         beam.beam_color,
800                         beam.beam_alpha
801                 );
802                 R_PolygonVertex(
803                         last_top,
804                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
805                         beam.beam_color,
806                         beam.beam_alpha
807                 );
808                 R_PolygonVertex(
809                         last_bottom,
810                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
811                         beam.beam_color,
812                         beam.beam_alpha
813                 );
814                 R_PolygonVertex(
815                         bottom,
816                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
817                         beam.beam_color,
818                         beam.beam_alpha
819                 );
820                 R_EndPolygon();
821         }
822
823         // draw trailing particles
824         // NOTES:
825         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
826         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
827         if(beam.beam_traileffect)
828         {
829                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
830         }
831
832         // set up for the next
833         Draw_ArcBeam_callback_last_thickness = thickness;
834         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
835         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
836 }
837
838 void Reset_ArcBeam()
839 {
840         entity e;
841         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
842                 e.beam_initialized = false;
843         }
844         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
845                 e.beam_initialized = false;
846         }
847 }
848
849 void Draw_ArcBeam(entity this)
850 {
851         float dt = time - this.move_time;
852         this.move_time = time;
853         if(dt <= 0) { return; }
854
855         if(!this.beam_usevieworigin)
856         {
857                 InterpolateOrigin_Do(this);
858         }
859
860         // origin = beam starting origin
861         // v_angle = wanted/aim direction
862         // angles = current direction of beam
863
864         vector start_pos;
865         vector wantdir; //= view_forward;
866         vector beamdir; //= this.beam_dir;
867
868         float segments;
869         if(this.beam_usevieworigin)
870         {
871                 // WEAPONTODO:
872                 // Currently we have to replicate nearly the same method of figuring
873                 // out the shotdir that the server does... Ideally in the future we
874                 // should be able to acquire this from a generalized function built
875                 // into a weapon system for client code.
876
877                 // find where we are aiming
878                 makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
879                 vector forward = v_forward;
880                 vector right = v_right;
881                 vector up = v_up;
882                 entity wepent = viewmodels[this.beam_slot];
883
884                 if(autocvar_chase_active)
885                         this.beam_usevieworigin = 1;
886                 else
887                         this.beam_usevieworigin = 2;
888
889                 // decide upon start position
890                 if(this.beam_usevieworigin == 2)
891                         { start_pos = warpzone_save_view_origin; }
892                 else if(csqcplayer)
893                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
894                 else
895                         { start_pos = this.origin; }
896
897                 int v_shot_idx;  // used later
898                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
899                 if(v_shot_idx && this.beam_usevieworigin == 2)
900                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
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 = '0 0 0';
919                 if(!v_shot_idx || this.beam_usevieworigin != 2)
920                 {
921                         this.beam_shotorigin = wepent.movedir;
922                         origin_offset =
923                                  right * -this.beam_shotorigin.y
924                                 + up * this.beam_shotorigin.z;
925                 }
926                 else
927                         this.beam_shotorigin = '0 0 0';
928
929                 start_pos = start_pos + origin_offset;
930
931                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
932                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
933                 start_pos = trace_endpos;
934
935                 // calculate the aim direction now
936                 wantdir = normalize(end_pos - start_pos);
937
938                 if(!this.beam_initialized)
939                 {
940                         this.beam_dir = wantdir;
941                         this.beam_initialized = true;
942                 }
943
944                 if(this.beam_dir != wantdir)
945                 {
946                         // calculate how much we're going to move the end of the beam to the want position
947                         // WEAPONTODO (server and client):
948                         // blendfactor never actually becomes 0 in this situation, which is a problem
949                         // regarding precision... this means that this.beam_dir and w_shotdir approach
950                         // eachother, however they never actually become the same value with this method.
951                         // Perhaps we should do some form of rounding/snapping?
952                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
953                         if(angle && (angle > this.beam_maxangle))
954                         {
955                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
956                                 float blendfactor = bound(
957                                         0,
958                                         (1 - (this.beam_returnspeed * frametime)),
959                                         min(this.beam_maxangle / angle, 1)
960                                 );
961                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
962                         }
963                         else
964                         {
965                                 // the radius is not too far yet, no worries :D
966                                 float blendfactor = bound(
967                                         0,
968                                         (1 - (this.beam_returnspeed * frametime)),
969                                         1
970                                 );
971                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
972                         }
973
974                         // calculate how many segments are needed
975                         float max_allowed_segments;
976
977                         if(this.beam_distancepersegment)
978                         {
979                                 max_allowed_segments = min(
980                                         ARC_MAX_SEGMENTS,
981                                         1 + (vlen(wantdir / this.beam_distancepersegment))
982                                 );
983                         }
984                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
985
986                         if(this.beam_degreespersegment)
987                         {
988                                 segments = bound(
989                                         1,
990                                         (
991                                                 min(
992                                                         angle,
993                                                         this.beam_maxangle
994                                                 )
995                                                 /
996                                                 this.beam_degreespersegment
997                                         ),
998                                         max_allowed_segments
999                                 );
1000                         }
1001                         else { segments = 1; }
1002                 }
1003                 else { segments = 1; }
1004
1005                 // set the beam direction which the rest of the code will refer to
1006                 beamdir = this.beam_dir;
1007
1008                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1009                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1010         }
1011         else
1012         {
1013                 // set the values from the provided info from the networked entity
1014                 start_pos = this.origin;
1015                 wantdir = this.v_angle;
1016                 beamdir = this.angles;
1017
1018                 if(beamdir != wantdir)
1019                 {
1020                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1021
1022                         // calculate how many segments are needed
1023                         float max_allowed_segments;
1024
1025                         if(this.beam_distancepersegment)
1026                         {
1027                                 max_allowed_segments = min(
1028                                         ARC_MAX_SEGMENTS,
1029                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1030                                 );
1031                         }
1032                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1033
1034                         if(this.beam_degreespersegment)
1035                         {
1036                                 segments = bound(
1037                                         1,
1038                                         (
1039                                                 min(
1040                                                         angle,
1041                                                         this.beam_maxangle
1042                                                 )
1043                                                 /
1044                                                 this.beam_degreespersegment
1045                                         ),
1046                                         max_allowed_segments
1047                                 );
1048                         }
1049                         else { segments = 1; }
1050                 }
1051                 else { segments = 1; }
1052         }
1053
1054         setorigin(this, start_pos);
1055         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1056
1057         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1058         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1059
1060         Draw_ArcBeam_callback_entity = this;
1061         Draw_ArcBeam_callback_last_thickness = 0;
1062         Draw_ArcBeam_callback_last_top = start_pos;
1063         Draw_ArcBeam_callback_last_bottom = start_pos;
1064
1065         vector last_origin = start_pos;
1066         vector original_start_pos = start_pos;
1067
1068         float i;
1069         for(i = 1; i <= segments; ++i)
1070         {
1071                 // WEAPONTODO (client):
1072                 // In order to do nice fading and pointing on the starting segment, we must always
1073                 // have that drawn as a separate triangle... However, that is difficult to do when
1074                 // keeping in mind the above problems and also optimizing the amount of segments
1075                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1076
1077                 vector new_origin = bezier_quadratic_getpoint(
1078                         start_pos,
1079                         beam_controlpoint,
1080                         beam_endpos,
1081                         i / segments);
1082
1083                 WarpZone_TraceBox_ThroughZone(
1084                         last_origin,
1085                         '0 0 0',
1086                         '0 0 0',
1087                         new_origin,
1088                         MOVE_NORMAL,
1089                         NULL,
1090                         NULL,
1091                         Draw_ArcBeam_callback
1092                 );
1093
1094                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1095                 // system (if we hit a player, that's always BEHIND the last passed wz).
1096                 last_origin = trace_endpos;
1097                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1098                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1099                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1100                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1101                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1102                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1103
1104                 if(trace_fraction < 1) { break; }
1105         }
1106
1107         // visual effects for startpoint and endpoint
1108         if(this.beam_hiteffect)
1109         {
1110                 // FIXME we really should do this on the server so it actually
1111                 // matches gameplay. What this client side stuff is doing is no
1112                 // more than guesswork.
1113                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1114                 pointparticles(
1115                         this.beam_hiteffect,
1116                         last_origin,
1117                         beamdir * -1,
1118                         frametime * 2
1119                 );
1120         }
1121         if(this.beam_hitlight[0])
1122         {
1123                 adddynamiclight(
1124                         last_origin,
1125                         this.beam_hitlight[0],
1126                         vec3(
1127                                 this.beam_hitlight[1],
1128                                 this.beam_hitlight[2],
1129                                 this.beam_hitlight[3]
1130                         )
1131                 );
1132         }
1133         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1134         {
1135                 pointparticles(
1136                         this.beam_muzzleeffect,
1137                         original_start_pos + wantdir * 20,
1138                         wantdir * 1000,
1139                         frametime * 0.1
1140                 );
1141         }
1142         if(this.beam_muzzlelight[0])
1143         {
1144                 adddynamiclight(
1145                         original_start_pos + wantdir * 20,
1146                         this.beam_muzzlelight[0],
1147                         vec3(
1148                                 this.beam_muzzlelight[1],
1149                                 this.beam_muzzlelight[2],
1150                                 this.beam_muzzlelight[3]
1151                         )
1152                 );
1153         }
1154
1155         // cleanup
1156         Draw_ArcBeam_callback_entity = NULL;
1157         Draw_ArcBeam_callback_last_thickness = 0;
1158         Draw_ArcBeam_callback_last_top = '0 0 0';
1159         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1160 }
1161
1162 void Remove_ArcBeam(entity this)
1163 {
1164         delete(this.beam_muzzleentity);
1165         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1166 }
1167
1168 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1169 {
1170         int sf = ReadByte();
1171         int slot = ReadByte();
1172         entity flash;
1173
1174         this.beam_slot = slot;
1175
1176         if(isnew)
1177         {
1178                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1179
1180                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1181
1182                 // set other main attributes of the beam
1183                 this.draw = Draw_ArcBeam;
1184                 IL_PUSH(g_drawables, this);
1185                 this.entremove = Remove_ArcBeam;
1186                 this.move_time = time;
1187                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1188
1189                 flash = spawn();
1190                 flash.owner = this;
1191                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1192                 flash.drawmask = MASK_NORMAL;
1193                 flash.solid = SOLID_NOT;
1194                 flash.avelocity_z = 5000;
1195                 setattachment(flash, this, "");
1196                 setorigin(flash, '0 0 0');
1197
1198                 this.beam_muzzleentity = flash;
1199         }
1200         else
1201         {
1202                 flash = this.beam_muzzleentity;
1203         }
1204
1205         if(sf & ARC_SF_SETTINGS) // settings information
1206         {
1207                 this.beam_degreespersegment = ReadShort();
1208                 this.beam_distancepersegment = ReadShort();
1209                 this.beam_maxangle = ReadShort();
1210                 this.beam_range = ReadCoord();
1211                 this.beam_returnspeed = ReadShort();
1212                 this.beam_tightness = (ReadByte() / 10);
1213
1214                 if(ReadByte())
1215                 {
1216                         if(autocvar_chase_active)
1217                                 { this.beam_usevieworigin = 1; }
1218                         else // use view origin
1219                                 { this.beam_usevieworigin = 2; }
1220                 }
1221                 else
1222                 {
1223                         this.beam_usevieworigin = 0;
1224                 }
1225
1226                 this.sv_entnum = ReadByte();
1227         }
1228
1229         if(!this.beam_usevieworigin)
1230         {
1231                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1232                 this.iflags = IFLAG_ORIGIN;
1233
1234                 InterpolateOrigin_Undo(this);
1235         }
1236
1237         if(sf & ARC_SF_START) // starting location
1238         {
1239                 this.origin = ReadVector();
1240         }
1241         else if(this.beam_usevieworigin) // infer the location from player location
1242         {
1243                 if(this.beam_usevieworigin == 2)
1244                 {
1245                         // use view origin
1246                         this.origin = view_origin;
1247                 }
1248                 else
1249                 {
1250                         // use player origin so that third person display still works
1251                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1252                 }
1253         }
1254
1255         setorigin(this, this.origin);
1256
1257         if(sf & ARC_SF_WANTDIR) // want/aim direction
1258         {
1259                 this.v_angle = ReadVector();
1260         }
1261
1262         if(sf & ARC_SF_BEAMDIR) // beam direction
1263         {
1264                 this.angles_x = ReadAngle();
1265                 this.angles_y = ReadAngle();
1266                 this.angles_z = ReadAngle();
1267         }
1268
1269         if(sf & ARC_SF_BEAMTYPE) // beam type
1270         {
1271                 this.beam_type = ReadByte();
1272
1273                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1274                 switch(this.beam_type)
1275                 {
1276                         case ARC_BT_MISS:
1277                         {
1278                                 this.beam_color = beamcolor;
1279                                 this.beam_alpha = 0.5;
1280                                 this.beam_thickness = 8;
1281                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1282                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1283                                 this.beam_hitlight[0] = 0;
1284                                 this.beam_hitlight[1] = 1;
1285                                 this.beam_hitlight[2] = 1;
1286                                 this.beam_hitlight[3] = 1;
1287                                 this.beam_muzzleeffect = EFFECT_Null;
1288                                 this.beam_muzzlelight[0] = 0;
1289                                 this.beam_muzzlelight[1] = 1;
1290                                 this.beam_muzzlelight[2] = 1;
1291                                 this.beam_muzzlelight[3] = 1;
1292                                 this.beam_image = "particles/lgbeam";
1293                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1294                                 {
1295                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1296                                         flash.alpha = this.beam_alpha;
1297                                         flash.colormod = this.beam_color;
1298                                         flash.scale = 0.35;
1299                                 }
1300                                 break;
1301                         }
1302                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1303                         {
1304                                 this.beam_color = beamcolor;
1305                                 this.beam_alpha = 0.5;
1306                                 this.beam_thickness = 8;
1307                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1308                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1309                                 this.beam_hitlight[0] = 0;
1310                                 this.beam_hitlight[1] = 1;
1311                                 this.beam_hitlight[2] = 1;
1312                                 this.beam_hitlight[3] = 1;
1313                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1314                                 this.beam_muzzlelight[0] = 0;
1315                                 this.beam_muzzlelight[1] = 1;
1316                                 this.beam_muzzlelight[2] = 1;
1317                                 this.beam_muzzlelight[3] = 1;
1318                                 this.beam_image = "particles/lgbeam";
1319                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1320                                 {
1321                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1322                                         flash.alpha = this.beam_alpha;
1323                                         flash.colormod = this.beam_color;
1324                                         flash.scale = 0.35;
1325                                 }
1326                                 break;
1327                         }
1328                         case ARC_BT_HEAL:
1329                         {
1330                                 this.beam_color = beamcolor;
1331                                 this.beam_alpha = 0.5;
1332                                 this.beam_thickness = 8;
1333                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1334                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1335                                 this.beam_hitlight[0] = 0;
1336                                 this.beam_hitlight[1] = 1;
1337                                 this.beam_hitlight[2] = 1;
1338                                 this.beam_hitlight[3] = 1;
1339                                 this.beam_muzzleeffect = EFFECT_Null;
1340                                 this.beam_muzzlelight[0] = 0;
1341                                 this.beam_muzzlelight[1] = 1;
1342                                 this.beam_muzzlelight[2] = 1;
1343                                 this.beam_muzzlelight[3] = 1;
1344                                 this.beam_image = "particles/lgbeam";
1345                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1346                                 {
1347                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1348                                         flash.alpha = this.beam_alpha;
1349                                         flash.colormod = this.beam_color;
1350                                         flash.scale = 0.35;
1351                                 }
1352                                 break;
1353                         }
1354                         case ARC_BT_HIT:
1355                         {
1356                                 this.beam_color = beamcolor;
1357                                 this.beam_alpha = 0.5;
1358                                 this.beam_thickness = 8;
1359                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1360                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1361                                 this.beam_hitlight[0] = 20;
1362                                 this.beam_hitlight[1] = 1;
1363                                 this.beam_hitlight[2] = 0;
1364                                 this.beam_hitlight[3] = 0;
1365                                 this.beam_muzzleeffect = EFFECT_Null;
1366                                 this.beam_muzzlelight[0] = 50;
1367                                 this.beam_muzzlelight[1] = 1;
1368                                 this.beam_muzzlelight[2] = 0;
1369                                 this.beam_muzzlelight[3] = 0;
1370                                 this.beam_image = "particles/lgbeam";
1371                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1372                                 {
1373                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1374                                         flash.alpha = this.beam_alpha;
1375                                         flash.colormod = this.beam_color;
1376                                         flash.scale = 0.35;
1377                                 }
1378                                 break;
1379                         }
1380                         case ARC_BT_BURST_MISS:
1381                         {
1382                                 this.beam_color = beamcolor;
1383                                 this.beam_alpha = 0.5;
1384                                 this.beam_thickness = 14;
1385                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1386                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1387                                 this.beam_hitlight[0] = 0;
1388                                 this.beam_hitlight[1] = 1;
1389                                 this.beam_hitlight[2] = 1;
1390                                 this.beam_hitlight[3] = 1;
1391                                 this.beam_muzzleeffect = EFFECT_Null;
1392                                 this.beam_muzzlelight[0] = 0;
1393                                 this.beam_muzzlelight[1] = 1;
1394                                 this.beam_muzzlelight[2] = 1;
1395                                 this.beam_muzzlelight[3] = 1;
1396                                 this.beam_image = "particles/lgbeam";
1397                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1398                                 {
1399                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1400                                         flash.alpha = this.beam_alpha;
1401                                         flash.colormod = this.beam_color;
1402                                         flash.scale = 0.35;
1403                                 }
1404                                 break;
1405                         }
1406                         case ARC_BT_BURST_WALL:
1407                         {
1408                                 this.beam_color = beamcolor;
1409                                 this.beam_alpha = 0.5;
1410                                 this.beam_thickness = 14;
1411                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1412                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1413                                 this.beam_hitlight[0] = 0;
1414                                 this.beam_hitlight[1] = 1;
1415                                 this.beam_hitlight[2] = 1;
1416                                 this.beam_hitlight[3] = 1;
1417                                 this.beam_muzzleeffect = EFFECT_Null;
1418                                 this.beam_muzzlelight[0] = 0;
1419                                 this.beam_muzzlelight[1] = 1;
1420                                 this.beam_muzzlelight[2] = 1;
1421                                 this.beam_muzzlelight[3] = 1;
1422                                 this.beam_image = "particles/lgbeam";
1423                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1424                                 {
1425                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1426                                         flash.alpha = this.beam_alpha;
1427                                         flash.colormod = this.beam_color;
1428                                         flash.scale = 0.35;
1429                                 }
1430                                 break;
1431                         }
1432                         case ARC_BT_BURST_HEAL:
1433                         {
1434                                 this.beam_color = beamcolor;
1435                                 this.beam_alpha = 0.5;
1436                                 this.beam_thickness = 14;
1437                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1438                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1439                                 this.beam_hitlight[0] = 0;
1440                                 this.beam_hitlight[1] = 1;
1441                                 this.beam_hitlight[2] = 1;
1442                                 this.beam_hitlight[3] = 1;
1443                                 this.beam_muzzleeffect = EFFECT_Null;
1444                                 this.beam_muzzlelight[0] = 0;
1445                                 this.beam_muzzlelight[1] = 1;
1446                                 this.beam_muzzlelight[2] = 1;
1447                                 this.beam_muzzlelight[3] = 1;
1448                                 this.beam_image = "particles/lgbeam";
1449                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1450                                 {
1451                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1452                                         flash.alpha = this.beam_alpha;
1453                                         flash.colormod = this.beam_color;
1454                                         flash.scale = 0.35;
1455                                 }
1456                                 break;
1457                         }
1458                         case ARC_BT_BURST_HIT:
1459                         {
1460                                 this.beam_color = beamcolor;
1461                                 this.beam_alpha = 0.5;
1462                                 this.beam_thickness = 14;
1463                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1464                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1465                                 this.beam_hitlight[0] = 0;
1466                                 this.beam_hitlight[1] = 1;
1467                                 this.beam_hitlight[2] = 1;
1468                                 this.beam_hitlight[3] = 1;
1469                                 this.beam_muzzleeffect = EFFECT_Null;
1470                                 this.beam_muzzlelight[0] = 0;
1471                                 this.beam_muzzlelight[1] = 1;
1472                                 this.beam_muzzlelight[2] = 1;
1473                                 this.beam_muzzlelight[3] = 1;
1474                                 this.beam_image = "particles/lgbeam";
1475                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1476                                 {
1477                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1478                                         flash.alpha = this.beam_alpha;
1479                                         flash.colormod = this.beam_color;
1480                                         flash.scale = 0.35;
1481                                 }
1482                                 break;
1483                         }
1484
1485                         // shouldn't be possible, but lets make it colorful if it does :D
1486                         default:
1487                         {
1488                                 this.beam_color = randomvec();
1489                                 this.beam_alpha = 1;
1490                                 this.beam_thickness = 8;
1491                                 this.beam_traileffect = NULL;
1492                                 this.beam_hiteffect = NULL;
1493                                 this.beam_hitlight[0] = 0;
1494                                 this.beam_hitlight[1] = 1;
1495                                 this.beam_hitlight[2] = 1;
1496                                 this.beam_hitlight[3] = 1;
1497                                 this.beam_muzzleeffect = EFFECT_Null;
1498                                 this.beam_muzzlelight[0] = 0;
1499                                 this.beam_muzzlelight[1] = 1;
1500                                 this.beam_muzzlelight[2] = 1;
1501                                 this.beam_muzzlelight[3] = 1;
1502                                 this.beam_image = "particles/lgbeam";
1503                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1504                                 {
1505                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1506                                         flash.alpha = this.beam_alpha;
1507                                         flash.colormod = this.beam_color;
1508                                         flash.scale = 0.35;
1509                                 }
1510                                 break;
1511                         }
1512                 }
1513         }
1514
1515         if(!this.beam_usevieworigin)
1516         {
1517                 InterpolateOrigin_Note(this);
1518         }
1519         return true;
1520 }
1521
1522 #endif