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