]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/arc.qc
Merge branch 'master' into Lyberta/TeamplayOverhaul
[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                         own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
240                 }
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, // TODO
269                 true,
270                 0,
271                 SND_Null,
272                 0,
273                 WEP_CVAR(arc, beam_damage) * coefficient,
274                 WEP_CVAR(arc, beam_range),
275                 WEP_ARC.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                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
326                 }
327                 else
328                 {
329                         // the radius is not too far yet, no worries :D
330                         float blendfactor = bound(
331                                 0,
332                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
333                                 1
334                         );
335                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
336                 }
337
338                 // network information: beam direction
339                 this.SendFlags |= ARC_SF_BEAMDIR;
340
341                 // calculate how many segments are needed
342                 float max_allowed_segments;
343
344                 if(WEP_CVAR(arc, beam_distancepersegment))
345                 {
346                         max_allowed_segments = min(
347                                 ARC_MAX_SEGMENTS,
348                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
349                         );
350                 }
351                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
352
353                 if(WEP_CVAR(arc, beam_degreespersegment))
354                 {
355                         segments = bound(
356                                 1,
357                                 (
358                                         min(
359                                                 angle,
360                                                 WEP_CVAR(arc, beam_maxangle)
361                                         )
362                                         /
363                                         WEP_CVAR(arc, beam_degreespersegment)
364                                 ),
365                                 max_allowed_segments
366                         );
367                 }
368                 else { segments = 1; }
369         }
370         else { segments = 1; }
371
372         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
373         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
374
375         float i;
376         float new_beam_type = 0;
377         vector last_origin = w_shotorg;
378         for(i = 1; i <= segments; ++i)
379         {
380                 // WEAPONTODO (client):
381                 // In order to do nice fading and pointing on the starting segment, we must always
382                 // have that drawn as a separate triangle... However, that is difficult to do when
383                 // keeping in mind the above problems and also optimizing the amount of segments
384                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
385
386                 vector new_origin = bezier_quadratic_getpoint(
387                         w_shotorg,
388                         beam_controlpoint,
389                         beam_endpos,
390                         i / segments);
391                 vector new_dir = normalize(new_origin - last_origin);
392
393                 WarpZone_traceline_antilag(
394                         own,
395                         last_origin,
396                         new_origin,
397                         MOVE_NORMAL,
398                         own,
399                         ANTILAG_LATENCY(own)
400                 );
401
402                 // Do all the transforms for warpzones right now, as we already
403                 // "are" in the post-trace system (if we hit a player, that's
404                 // always BEHIND the last passed wz).
405                 last_origin = trace_endpos;
406                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
407                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
408                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
409                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
410
411                 bool is_player = (
412                         IS_PLAYER(trace_ent)
413                         ||
414                         trace_ent.classname == "body"
415                         ||
416                         IS_MONSTER(trace_ent)
417                 );
418
419                 if(trace_ent)
420                 {
421                         if(SAME_TEAM(own, trace_ent))
422                         {
423                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
424                                 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
425                                 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RESOURCE_LIMIT_NONE);
426                                 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
427                                 if(IS_PLAYER(trace_ent) && rootarmor)
428                                 {
429                                         if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
430                                         {
431                                                 GiveResourceWithLimit(trace_ent, RESOURCE_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
432                                                 trace_ent.pauserotarmor_finished = max(
433                                                         trace_ent.pauserotarmor_finished,
434                                                         time + autocvar_g_balance_pause_armor_rot
435                                                 );
436                                         }
437                                 }
438                                 if(roothealth || rootarmor)
439                                         new_beam_type = ARC_BT_HEAL;
440                         }
441                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
442                         {
443                                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
444                                 // NO. trace_endpos should be just fine. If not,
445                                 // that's an engine bug that needs proper debugging.
446                                 vector hitorigin = trace_endpos;
447
448                                 float falloff = ExponentialFalloff(
449                                         WEP_CVAR(arc, beam_falloff_mindist),
450                                         WEP_CVAR(arc, beam_falloff_maxdist),
451                                         WEP_CVAR(arc, beam_falloff_halflifedist),
452                                         vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
453                                 );
454
455                                 float rootdamage;
456                                 if(is_player)
457                                 {
458                                         if(burst)
459                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
460                                         else
461                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
462                                 }
463                                 else
464                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
465
466                                 if(accuracy_isgooddamage(own, trace_ent))
467                                 {
468                                         accuracy_add(
469                                                 own,
470                                                 WEP_ARC.m_id,
471                                                 0,
472                                                 rootdamage * coefficient * falloff
473                                         );
474                                 }
475
476                                 Damage(
477                                         trace_ent,
478                                         own,
479                                         own,
480                                         rootdamage * coefficient * falloff,
481                                         WEP_ARC.m_id,
482                                         weaponentity,
483                                         hitorigin,
484                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
485                                 );
486
487                                 new_beam_type = ARC_BT_HIT;
488                         }
489                         break;
490                 }
491                 else if(trace_fraction != 1)
492                 {
493                         // we collided with geometry
494                         new_beam_type = ARC_BT_WALL;
495                         break;
496                 }
497         }
498
499         // te_explosion(trace_endpos);
500
501         // if we're bursting, use burst visual effects
502         new_beam_type |= burst;
503
504         // network information: beam type
505         if(new_beam_type != this.beam_type)
506         {
507                 this.SendFlags |= ARC_SF_BEAMTYPE;
508                 this.beam_type = new_beam_type;
509         }
510
511         own.(weaponentity).beam_prev = time;
512         this.nextthink = time;
513 }
514
515 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
516 {
517
518         // only play fire sound if 1 sec has passed since player let go the fire button
519         if(time - actor.(weaponentity).beam_prev > 1)
520                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
521
522         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
523         beam.weaponentity_fld = weaponentity;
524         beam.solid = SOLID_NOT;
525         setthink(beam, W_Arc_Beam_Think);
526         beam.owner = actor;
527         set_movetype(beam, MOVETYPE_NONE);
528         beam.bot_dodge = true;
529         IL_PUSH(g_bot_dodge, beam);
530         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
531         beam.beam_bursting = burst;
532         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
533
534         getthink(beam)(beam);
535 }
536 void Arc_Smoke(entity actor, .entity weaponentity)
537 {
538         makevectors(actor.v_angle);
539         W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
540
541         vector smoke_origin = w_shotorg + actor.velocity*frametime;
542         if ( actor.arc_overheat > time )
543         {
544                 if ( random() < actor.(weaponentity).arc_heat_percent )
545                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
546                 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
547                 {
548                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
549                         if ( !actor.arc_smoke_sound )
550                         {
551                                 actor.arc_smoke_sound = 1;
552                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
553                         }
554                 }
555         }
556         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
557                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
558         {
559                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
560                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
561                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
562         }
563
564         if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
565                 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
566         {
567                 actor.arc_smoke_sound = 0;
568                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
569         }
570 }
571
572 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
573 {
574     if(WEP_CVAR(arc, beam_botaimspeed))
575     {
576         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
577                 actor,
578                 weaponentity,
579             WEP_CVAR(arc, beam_botaimspeed),
580             0,
581             WEP_CVAR(arc, beam_botaimlifetime),
582             false
583         );
584     }
585     else
586     {
587         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
588                 actor,
589                 weaponentity,
590             1000000,
591             0,
592             0.001,
593             false
594         );
595     }
596 }
597 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
598 {
599     Arc_Player_SetHeat(actor, weaponentity);
600     Arc_Smoke(actor, weaponentity);
601
602     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
603
604     if (time >= actor.arc_overheat)
605     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
606     {
607
608         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
609         {
610             #if 0
611             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
612                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
613             else
614             #endif
615                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
616         }
617
618         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
619         {
620             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
621             {
622                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
623
624                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
625                 {
626                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
627                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
628                 }
629             }
630         }
631
632         return;
633     }
634     else if(fire & 2)
635     {
636         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
637         {
638             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
639             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
640         }
641     }
642
643     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
644     {
645         int slot = weaponslot(weaponentity);
646         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
647         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
648         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
649     }
650     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
651
652     #if 0
653     if(fire & 2)
654     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
655     {
656         W_Arc_Attack2();
657         actor.arc_count = autocvar_g_balance_arc_secondary_count;
658         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
659         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
660     }
661     #endif
662 }
663 METHOD(Arc, wr_init, void(entity thiswep))
664 {
665     if(!arc_shotorigin[0])
666     {
667         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
668         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
669         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
670         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
671     }
672 }
673 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
674 {
675     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
676 }
677 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
678 {
679     if(WEP_CVAR(arc, bolt))
680     {
681         float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
682         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
683         return ammo_amount;
684     }
685     else
686         return WEP_CVAR(arc, overheat_max) > 0 &&
687             ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
688 }
689 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
690 {
691     if(w_deathtype & HITTYPE_SECONDARY)
692         return WEAPON_ARC_MURDER_SPRAY;
693     else
694         return WEAPON_ARC_MURDER;
695 }
696 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
697 {
698     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
699     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
700     actor.arc_overheat = 0;
701     actor.arc_cooldown = 0;
702     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
703 }
704 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
705 {
706     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
707         weapon_dropevent_item.arc_overheat > time )
708     {
709         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
710         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
711     }
712 }
713 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
714 {
715     actor.arc_overheat = 0;
716     actor.arc_cooldown = 0;
717     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
718     {
719         .entity weaponentity = weaponentities[slot];
720         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
721     }
722 }
723 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
724 {
725     actor.arc_overheat = 0;
726     actor.arc_cooldown = 0;
727     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
728 }
729 #endif
730 #ifdef CSQC
731 bool autocvar_cl_arcbeam_teamcolor = true;
732 bool autocvar_cl_arcbeam_simple = true;
733
734 .int beam_slot;
735
736 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
737 {
738     if(w_deathtype & HITTYPE_SECONDARY)
739     {
740         vector org2;
741         org2 = w_org + w_backoff * 6;
742         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
743         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
744     }
745 }
746
747 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
748 {
749         entity beam = Draw_ArcBeam_callback_entity;
750         vector transformed_view_org;
751         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
752
753         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
754         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
755         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
756
757         vector hitorigin;
758
759         // draw segment
760         #if 0
761         if(trace_fraction != 1)
762         {
763                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
764                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
765                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
766         }
767         else
768         {
769                 hitorigin = hit;
770         }
771         #else
772         hitorigin = hit;
773         #endif
774
775         // decide upon thickness
776         float thickness = beam.beam_thickness;
777
778         // draw primary beam render
779         vector top    = hitorigin + (thickdir * thickness);
780         vector bottom = hitorigin - (thickdir * thickness);
781
782         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
783         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
784
785         if(autocvar_cl_arcbeam_simple)
786                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
787         else
788         {
789                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
790                 R_PolygonVertex(
791                         top,
792                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
793                         beam.beam_color,
794                         beam.beam_alpha
795                 );
796                 R_PolygonVertex(
797                         last_top,
798                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
799                         beam.beam_color,
800                         beam.beam_alpha
801                 );
802                 R_PolygonVertex(
803                         last_bottom,
804                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
805                         beam.beam_color,
806                         beam.beam_alpha
807                 );
808                 R_PolygonVertex(
809                         bottom,
810                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
811                         beam.beam_color,
812                         beam.beam_alpha
813                 );
814                 R_EndPolygon();
815         }
816
817         // draw trailing particles
818         // NOTES:
819         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
820         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
821         if(beam.beam_traileffect)
822         {
823                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
824         }
825
826         // set up for the next
827         Draw_ArcBeam_callback_last_thickness = thickness;
828         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
829         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
830 }
831
832 void Reset_ArcBeam()
833 {
834         entity e;
835         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
836                 e.beam_initialized = false;
837         }
838         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
839                 e.beam_initialized = false;
840         }
841 }
842
843 void Draw_ArcBeam(entity this)
844 {
845         float dt = time - this.move_time;
846         this.move_time = time;
847         if(dt <= 0) { return; }
848
849         if(!this.beam_usevieworigin)
850         {
851                 InterpolateOrigin_Do(this);
852         }
853
854         // origin = beam starting origin
855         // v_angle = wanted/aim direction
856         // angles = current direction of beam
857
858         vector start_pos;
859         vector wantdir; //= view_forward;
860         vector beamdir; //= this.beam_dir;
861
862         float segments;
863         if(this.beam_usevieworigin)
864         {
865                 // WEAPONTODO:
866                 // Currently we have to replicate nearly the same method of figuring
867                 // out the shotdir that the server does... Ideally in the future we
868                 // should be able to acquire this from a generalized function built
869                 // into a weapon system for client code.
870
871                 // find where we are aiming
872                 makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
873                 vector forward = v_forward;
874                 vector right = v_right;
875                 vector up = v_up;
876                 entity wepent = viewmodels[this.beam_slot];
877
878                 if(autocvar_chase_active)
879                         this.beam_usevieworigin = 1;
880                 else
881                         this.beam_usevieworigin = 2;
882
883                 // decide upon start position
884                 if(this.beam_usevieworigin == 2)
885                         { start_pos = warpzone_save_view_origin; }
886                 else if(csqcplayer)
887                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
888                 else
889                         { start_pos = this.origin; }
890
891                 int v_shot_idx;  // used later
892                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
893                 if(v_shot_idx && this.beam_usevieworigin == 2)
894                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
895
896                 // trace forward with an estimation
897                 WarpZone_TraceLine(
898                         start_pos,
899                         start_pos + forward * this.beam_range,
900                         MOVE_NOMONSTERS,
901                         this
902                 );
903
904                 // untransform in case our trace went through a warpzone
905                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
906
907                 // un-adjust trueaim if shotend is too close
908                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
909                         end_pos = start_pos + (forward * g_trueaim_minrange);
910
911                 // move shot origin to the actual gun muzzle origin
912                 vector origin_offset = '0 0 0';
913                 if(!v_shot_idx || this.beam_usevieworigin != 2)
914                 {
915                         this.beam_shotorigin = wepent.movedir;
916                         origin_offset =
917                                  right * -this.beam_shotorigin.y
918                                 + up * this.beam_shotorigin.z;
919                 }
920                 else
921                         this.beam_shotorigin = '0 0 0';
922
923                 start_pos = start_pos + origin_offset;
924
925                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
926                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
927                 start_pos = trace_endpos;
928
929                 // calculate the aim direction now
930                 wantdir = normalize(end_pos - start_pos);
931
932                 if(!this.beam_initialized)
933                 {
934                         this.beam_dir = wantdir;
935                         this.beam_initialized = true;
936                 }
937
938                 if(this.beam_dir != wantdir)
939                 {
940                         // calculate how much we're going to move the end of the beam to the want position
941                         // WEAPONTODO (server and client):
942                         // blendfactor never actually becomes 0 in this situation, which is a problem
943                         // regarding precision... this means that this.beam_dir and w_shotdir approach
944                         // eachother, however they never actually become the same value with this method.
945                         // Perhaps we should do some form of rounding/snapping?
946                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
947                         if(angle && (angle > this.beam_maxangle))
948                         {
949                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
950                                 float blendfactor = bound(
951                                         0,
952                                         (1 - (this.beam_returnspeed * frametime)),
953                                         min(this.beam_maxangle / angle, 1)
954                                 );
955                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
956                         }
957                         else
958                         {
959                                 // the radius is not too far yet, no worries :D
960                                 float blendfactor = bound(
961                                         0,
962                                         (1 - (this.beam_returnspeed * frametime)),
963                                         1
964                                 );
965                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
966                         }
967
968                         // calculate how many segments are needed
969                         float max_allowed_segments;
970
971                         if(this.beam_distancepersegment)
972                         {
973                                 max_allowed_segments = min(
974                                         ARC_MAX_SEGMENTS,
975                                         1 + (vlen(wantdir / this.beam_distancepersegment))
976                                 );
977                         }
978                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
979
980                         if(this.beam_degreespersegment)
981                         {
982                                 segments = bound(
983                                         1,
984                                         (
985                                                 min(
986                                                         angle,
987                                                         this.beam_maxangle
988                                                 )
989                                                 /
990                                                 this.beam_degreespersegment
991                                         ),
992                                         max_allowed_segments
993                                 );
994                         }
995                         else { segments = 1; }
996                 }
997                 else { segments = 1; }
998
999                 // set the beam direction which the rest of the code will refer to
1000                 beamdir = this.beam_dir;
1001
1002                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1003                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1004         }
1005         else
1006         {
1007                 // set the values from the provided info from the networked entity
1008                 start_pos = this.origin;
1009                 wantdir = this.v_angle;
1010                 beamdir = this.angles;
1011
1012                 if(beamdir != wantdir)
1013                 {
1014                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1015
1016                         // calculate how many segments are needed
1017                         float max_allowed_segments;
1018
1019                         if(this.beam_distancepersegment)
1020                         {
1021                                 max_allowed_segments = min(
1022                                         ARC_MAX_SEGMENTS,
1023                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1024                                 );
1025                         }
1026                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1027
1028                         if(this.beam_degreespersegment)
1029                         {
1030                                 segments = bound(
1031                                         1,
1032                                         (
1033                                                 min(
1034                                                         angle,
1035                                                         this.beam_maxangle
1036                                                 )
1037                                                 /
1038                                                 this.beam_degreespersegment
1039                                         ),
1040                                         max_allowed_segments
1041                                 );
1042                         }
1043                         else { segments = 1; }
1044                 }
1045                 else { segments = 1; }
1046         }
1047
1048         setorigin(this, start_pos);
1049         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1050
1051         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1052         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1053
1054         Draw_ArcBeam_callback_entity = this;
1055         Draw_ArcBeam_callback_last_thickness = 0;
1056         Draw_ArcBeam_callback_last_top = start_pos;
1057         Draw_ArcBeam_callback_last_bottom = start_pos;
1058
1059         vector last_origin = start_pos;
1060         vector original_start_pos = start_pos;
1061
1062         float i;
1063         for(i = 1; i <= segments; ++i)
1064         {
1065                 // WEAPONTODO (client):
1066                 // In order to do nice fading and pointing on the starting segment, we must always
1067                 // have that drawn as a separate triangle... However, that is difficult to do when
1068                 // keeping in mind the above problems and also optimizing the amount of segments
1069                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1070
1071                 vector new_origin = bezier_quadratic_getpoint(
1072                         start_pos,
1073                         beam_controlpoint,
1074                         beam_endpos,
1075                         i / segments);
1076
1077                 WarpZone_TraceBox_ThroughZone(
1078                         last_origin,
1079                         '0 0 0',
1080                         '0 0 0',
1081                         new_origin,
1082                         MOVE_NORMAL,
1083                         NULL,
1084                         NULL,
1085                         Draw_ArcBeam_callback
1086                 );
1087
1088                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1089                 // system (if we hit a player, that's always BEHIND the last passed wz).
1090                 last_origin = trace_endpos;
1091                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1092                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1093                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1094                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1095                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1096                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1097
1098                 if(trace_fraction < 1) { break; }
1099         }
1100
1101         // visual effects for startpoint and endpoint
1102         if(this.beam_hiteffect)
1103         {
1104                 // FIXME we really should do this on the server so it actually
1105                 // matches gameplay. What this client side stuff is doing is no
1106                 // more than guesswork.
1107                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1108                 pointparticles(
1109                         this.beam_hiteffect,
1110                         last_origin,
1111                         beamdir * -1,
1112                         frametime * 2
1113                 );
1114         }
1115         if(this.beam_hitlight[0])
1116         {
1117                 adddynamiclight(
1118                         last_origin,
1119                         this.beam_hitlight[0],
1120                         vec3(
1121                                 this.beam_hitlight[1],
1122                                 this.beam_hitlight[2],
1123                                 this.beam_hitlight[3]
1124                         )
1125                 );
1126         }
1127         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1128         {
1129                 pointparticles(
1130                         this.beam_muzzleeffect,
1131                         original_start_pos + wantdir * 20,
1132                         wantdir * 1000,
1133                         frametime * 0.1
1134                 );
1135         }
1136         if(this.beam_muzzlelight[0])
1137         {
1138                 adddynamiclight(
1139                         original_start_pos + wantdir * 20,
1140                         this.beam_muzzlelight[0],
1141                         vec3(
1142                                 this.beam_muzzlelight[1],
1143                                 this.beam_muzzlelight[2],
1144                                 this.beam_muzzlelight[3]
1145                         )
1146                 );
1147         }
1148
1149         // cleanup
1150         Draw_ArcBeam_callback_entity = NULL;
1151         Draw_ArcBeam_callback_last_thickness = 0;
1152         Draw_ArcBeam_callback_last_top = '0 0 0';
1153         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1154 }
1155
1156 void Remove_ArcBeam(entity this)
1157 {
1158         delete(this.beam_muzzleentity);
1159         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1160 }
1161
1162 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1163 {
1164         int sf = ReadByte();
1165         int slot = ReadByte();
1166         entity flash;
1167
1168         this.beam_slot = slot;
1169
1170         if(isnew)
1171         {
1172                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1173
1174                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1175
1176                 // set other main attributes of the beam
1177                 this.draw = Draw_ArcBeam;
1178                 IL_PUSH(g_drawables, this);
1179                 this.entremove = Remove_ArcBeam;
1180                 this.move_time = time;
1181                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1182
1183                 flash = spawn();
1184                 flash.owner = this;
1185                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1186                 flash.drawmask = MASK_NORMAL;
1187                 flash.solid = SOLID_NOT;
1188                 flash.avelocity_z = 5000;
1189                 setattachment(flash, this, "");
1190                 setorigin(flash, '0 0 0');
1191
1192                 this.beam_muzzleentity = flash;
1193         }
1194         else
1195         {
1196                 flash = this.beam_muzzleentity;
1197         }
1198
1199         if(sf & ARC_SF_SETTINGS) // settings information
1200         {
1201                 this.beam_degreespersegment = ReadShort();
1202                 this.beam_distancepersegment = ReadShort();
1203                 this.beam_maxangle = ReadShort();
1204                 this.beam_range = ReadCoord();
1205                 this.beam_returnspeed = ReadShort();
1206                 this.beam_tightness = (ReadByte() / 10);
1207
1208                 if(ReadByte())
1209                 {
1210                         if(autocvar_chase_active)
1211                                 { this.beam_usevieworigin = 1; }
1212                         else // use view origin
1213                                 { this.beam_usevieworigin = 2; }
1214                 }
1215                 else
1216                 {
1217                         this.beam_usevieworigin = 0;
1218                 }
1219
1220                 this.sv_entnum = ReadByte();
1221         }
1222
1223         if(!this.beam_usevieworigin)
1224         {
1225                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1226                 this.iflags = IFLAG_ORIGIN;
1227
1228                 InterpolateOrigin_Undo(this);
1229         }
1230
1231         if(sf & ARC_SF_START) // starting location
1232         {
1233                 this.origin = ReadVector();
1234         }
1235         else if(this.beam_usevieworigin) // infer the location from player location
1236         {
1237                 if(this.beam_usevieworigin == 2)
1238                 {
1239                         // use view origin
1240                         this.origin = view_origin;
1241                 }
1242                 else
1243                 {
1244                         // use player origin so that third person display still works
1245                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1246                 }
1247         }
1248
1249         setorigin(this, this.origin);
1250
1251         if(sf & ARC_SF_WANTDIR) // want/aim direction
1252         {
1253                 this.v_angle = ReadVector();
1254         }
1255
1256         if(sf & ARC_SF_BEAMDIR) // beam direction
1257         {
1258                 this.angles_x = ReadAngle();
1259                 this.angles_y = ReadAngle();
1260                 this.angles_z = ReadAngle();
1261         }
1262
1263         if(sf & ARC_SF_BEAMTYPE) // beam type
1264         {
1265                 this.beam_type = ReadByte();
1266
1267                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1268                 switch(this.beam_type)
1269                 {
1270                         case ARC_BT_MISS:
1271                         {
1272                                 this.beam_color = beamcolor;
1273                                 this.beam_alpha = 0.5;
1274                                 this.beam_thickness = 8;
1275                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1276                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1277                                 this.beam_hitlight[0] = 0;
1278                                 this.beam_hitlight[1] = 1;
1279                                 this.beam_hitlight[2] = 1;
1280                                 this.beam_hitlight[3] = 1;
1281                                 this.beam_muzzleeffect = EFFECT_Null;
1282                                 this.beam_muzzlelight[0] = 0;
1283                                 this.beam_muzzlelight[1] = 1;
1284                                 this.beam_muzzlelight[2] = 1;
1285                                 this.beam_muzzlelight[3] = 1;
1286                                 this.beam_image = "particles/lgbeam";
1287                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1288                                 {
1289                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1290                                         flash.alpha = this.beam_alpha;
1291                                         flash.colormod = this.beam_color;
1292                                         flash.scale = 0.35;
1293                                 }
1294                                 break;
1295                         }
1296                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1297                         {
1298                                 this.beam_color = beamcolor;
1299                                 this.beam_alpha = 0.5;
1300                                 this.beam_thickness = 8;
1301                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1302                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1303                                 this.beam_hitlight[0] = 0;
1304                                 this.beam_hitlight[1] = 1;
1305                                 this.beam_hitlight[2] = 1;
1306                                 this.beam_hitlight[3] = 1;
1307                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1308                                 this.beam_muzzlelight[0] = 0;
1309                                 this.beam_muzzlelight[1] = 1;
1310                                 this.beam_muzzlelight[2] = 1;
1311                                 this.beam_muzzlelight[3] = 1;
1312                                 this.beam_image = "particles/lgbeam";
1313                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1314                                 {
1315                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1316                                         flash.alpha = this.beam_alpha;
1317                                         flash.colormod = this.beam_color;
1318                                         flash.scale = 0.35;
1319                                 }
1320                                 break;
1321                         }
1322                         case ARC_BT_HEAL:
1323                         {
1324                                 this.beam_color = beamcolor;
1325                                 this.beam_alpha = 0.5;
1326                                 this.beam_thickness = 8;
1327                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1328                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1329                                 this.beam_hitlight[0] = 0;
1330                                 this.beam_hitlight[1] = 1;
1331                                 this.beam_hitlight[2] = 1;
1332                                 this.beam_hitlight[3] = 1;
1333                                 this.beam_muzzleeffect = EFFECT_Null;
1334                                 this.beam_muzzlelight[0] = 0;
1335                                 this.beam_muzzlelight[1] = 1;
1336                                 this.beam_muzzlelight[2] = 1;
1337                                 this.beam_muzzlelight[3] = 1;
1338                                 this.beam_image = "particles/lgbeam";
1339                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1340                                 {
1341                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1342                                         flash.alpha = this.beam_alpha;
1343                                         flash.colormod = this.beam_color;
1344                                         flash.scale = 0.35;
1345                                 }
1346                                 break;
1347                         }
1348                         case ARC_BT_HIT:
1349                         {
1350                                 this.beam_color = beamcolor;
1351                                 this.beam_alpha = 0.5;
1352                                 this.beam_thickness = 8;
1353                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1354                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1355                                 this.beam_hitlight[0] = 20;
1356                                 this.beam_hitlight[1] = 1;
1357                                 this.beam_hitlight[2] = 0;
1358                                 this.beam_hitlight[3] = 0;
1359                                 this.beam_muzzleeffect = EFFECT_Null;
1360                                 this.beam_muzzlelight[0] = 50;
1361                                 this.beam_muzzlelight[1] = 1;
1362                                 this.beam_muzzlelight[2] = 0;
1363                                 this.beam_muzzlelight[3] = 0;
1364                                 this.beam_image = "particles/lgbeam";
1365                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1366                                 {
1367                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1368                                         flash.alpha = this.beam_alpha;
1369                                         flash.colormod = this.beam_color;
1370                                         flash.scale = 0.35;
1371                                 }
1372                                 break;
1373                         }
1374                         case ARC_BT_BURST_MISS:
1375                         {
1376                                 this.beam_color = beamcolor;
1377                                 this.beam_alpha = 0.5;
1378                                 this.beam_thickness = 14;
1379                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1380                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1381                                 this.beam_hitlight[0] = 0;
1382                                 this.beam_hitlight[1] = 1;
1383                                 this.beam_hitlight[2] = 1;
1384                                 this.beam_hitlight[3] = 1;
1385                                 this.beam_muzzleeffect = EFFECT_Null;
1386                                 this.beam_muzzlelight[0] = 0;
1387                                 this.beam_muzzlelight[1] = 1;
1388                                 this.beam_muzzlelight[2] = 1;
1389                                 this.beam_muzzlelight[3] = 1;
1390                                 this.beam_image = "particles/lgbeam";
1391                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1392                                 {
1393                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1394                                         flash.alpha = this.beam_alpha;
1395                                         flash.colormod = this.beam_color;
1396                                         flash.scale = 0.35;
1397                                 }
1398                                 break;
1399                         }
1400                         case ARC_BT_BURST_WALL:
1401                         {
1402                                 this.beam_color = beamcolor;
1403                                 this.beam_alpha = 0.5;
1404                                 this.beam_thickness = 14;
1405                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1406                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1407                                 this.beam_hitlight[0] = 0;
1408                                 this.beam_hitlight[1] = 1;
1409                                 this.beam_hitlight[2] = 1;
1410                                 this.beam_hitlight[3] = 1;
1411                                 this.beam_muzzleeffect = EFFECT_Null;
1412                                 this.beam_muzzlelight[0] = 0;
1413                                 this.beam_muzzlelight[1] = 1;
1414                                 this.beam_muzzlelight[2] = 1;
1415                                 this.beam_muzzlelight[3] = 1;
1416                                 this.beam_image = "particles/lgbeam";
1417                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1418                                 {
1419                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1420                                         flash.alpha = this.beam_alpha;
1421                                         flash.colormod = this.beam_color;
1422                                         flash.scale = 0.35;
1423                                 }
1424                                 break;
1425                         }
1426                         case ARC_BT_BURST_HEAL:
1427                         {
1428                                 this.beam_color = beamcolor;
1429                                 this.beam_alpha = 0.5;
1430                                 this.beam_thickness = 14;
1431                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1432                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1433                                 this.beam_hitlight[0] = 0;
1434                                 this.beam_hitlight[1] = 1;
1435                                 this.beam_hitlight[2] = 1;
1436                                 this.beam_hitlight[3] = 1;
1437                                 this.beam_muzzleeffect = EFFECT_Null;
1438                                 this.beam_muzzlelight[0] = 0;
1439                                 this.beam_muzzlelight[1] = 1;
1440                                 this.beam_muzzlelight[2] = 1;
1441                                 this.beam_muzzlelight[3] = 1;
1442                                 this.beam_image = "particles/lgbeam";
1443                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1444                                 {
1445                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1446                                         flash.alpha = this.beam_alpha;
1447                                         flash.colormod = this.beam_color;
1448                                         flash.scale = 0.35;
1449                                 }
1450                                 break;
1451                         }
1452                         case ARC_BT_BURST_HIT:
1453                         {
1454                                 this.beam_color = beamcolor;
1455                                 this.beam_alpha = 0.5;
1456                                 this.beam_thickness = 14;
1457                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1458                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1459                                 this.beam_hitlight[0] = 0;
1460                                 this.beam_hitlight[1] = 1;
1461                                 this.beam_hitlight[2] = 1;
1462                                 this.beam_hitlight[3] = 1;
1463                                 this.beam_muzzleeffect = EFFECT_Null;
1464                                 this.beam_muzzlelight[0] = 0;
1465                                 this.beam_muzzlelight[1] = 1;
1466                                 this.beam_muzzlelight[2] = 1;
1467                                 this.beam_muzzlelight[3] = 1;
1468                                 this.beam_image = "particles/lgbeam";
1469                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1470                                 {
1471                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1472                                         flash.alpha = this.beam_alpha;
1473                                         flash.colormod = this.beam_color;
1474                                         flash.scale = 0.35;
1475                                 }
1476                                 break;
1477                         }
1478
1479                         // shouldn't be possible, but lets make it colorful if it does :D
1480                         default:
1481                         {
1482                                 this.beam_color = randomvec();
1483                                 this.beam_alpha = 1;
1484                                 this.beam_thickness = 8;
1485                                 this.beam_traileffect = NULL;
1486                                 this.beam_hiteffect = NULL;
1487                                 this.beam_hitlight[0] = 0;
1488                                 this.beam_hitlight[1] = 1;
1489                                 this.beam_hitlight[2] = 1;
1490                                 this.beam_hitlight[3] = 1;
1491                                 this.beam_muzzleeffect = EFFECT_Null;
1492                                 this.beam_muzzlelight[0] = 0;
1493                                 this.beam_muzzlelight[1] = 1;
1494                                 this.beam_muzzlelight[2] = 1;
1495                                 this.beam_muzzlelight[3] = 1;
1496                                 this.beam_image = "particles/lgbeam";
1497                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1498                                 {
1499                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1500                                         flash.alpha = this.beam_alpha;
1501                                         flash.colormod = this.beam_color;
1502                                         flash.scale = 0.35;
1503                                 }
1504                                 break;
1505                         }
1506                 }
1507         }
1508
1509         if(!this.beam_usevieworigin)
1510         {
1511                 InterpolateOrigin_Note(this);
1512         }
1513         return true;
1514 }
1515
1516 #endif