]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/arc.qc
Tweak arc's healing so it affects a few other entities (onslaught control points...
[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(this.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         this.health = this.health - damage;
114         this.angles = vectoangles(this.velocity);
115
116         if(this.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         missile.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                 (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
195                 ||
196                 IS_DEAD(own)
197                 ||
198                 forbidWeaponUse(own)
199                 ||
200                 own.(weaponentity).m_switchweapon != WEP_ARC
201                 ||
202                 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
203                 ||
204                 own.vehicle
205                 ||
206                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
207         )
208         {
209                 if ( WEP_CVAR(arc, cooldown) > 0 )
210                 {
211                         float cooldown_speed = 0;
212                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
213                         {
214                                 cooldown_speed = WEP_CVAR(arc, cooldown);
215                         }
216                         else if ( !burst )
217                         {
218                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
219                         }
220
221                         if ( cooldown_speed )
222                         {
223                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
224                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
225                                 own.arc_cooldown = cooldown_speed;
226                         }
227
228                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
229                         {
230                                 Send_Effect(EFFECT_ARC_OVERHEAT,
231                                         this.beam_start, this.beam_wantdir, 1 );
232                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
233                         }
234                 }
235
236                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
237                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
238                 {
239                         // note: this doesn't force the switch
240                         W_SwitchToOtherWeapon(own, weaponentity);
241                         own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
242                 }
243                 delete(this);
244                 return;
245         }
246
247         // decrease ammo
248         float coefficient = frametime;
249         if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
250         {
251                 float rootammo;
252                 if(burst)
253                         { rootammo = WEP_CVAR(arc, burst_ammo); }
254                 else
255                         { rootammo = WEP_CVAR(arc, beam_ammo); }
256
257                 if(rootammo)
258                 {
259                         coefficient = min(coefficient, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
260                         SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(own, thiswep.ammo_type) - (rootammo * frametime)));
261                 }
262         }
263         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
264         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
265
266         makevectors(own.v_angle);
267
268         W_SetupShot_Range(
269                 own,
270                 weaponentity, // TODO
271                 true,
272                 0,
273                 SND_Null,
274                 0,
275                 WEP_CVAR(arc, beam_damage) * coefficient,
276                 WEP_CVAR(arc, beam_range),
277                 WEP_ARC.m_id
278         );
279
280         // After teleport, "lock" the beam until the teleport is confirmed.
281         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
282                 w_shotdir = this.beam_dir;
283         }
284
285         // network information: shot origin and want/aim direction
286         if(this.beam_start != w_shotorg)
287         {
288                 this.SendFlags |= ARC_SF_START;
289                 this.beam_start = w_shotorg;
290         }
291         if(this.beam_wantdir != w_shotdir)
292         {
293                 this.SendFlags |= ARC_SF_WANTDIR;
294                 this.beam_wantdir = w_shotdir;
295         }
296
297         if(!this.beam_initialized)
298         {
299                 this.beam_dir = w_shotdir;
300                 this.beam_initialized = true;
301         }
302
303         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
304         // idea: blend together this.beam_dir with the inverted direction the player is moving in
305         // might have to make some special accomodation so that it only uses view_right and view_up
306
307         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
308
309         float segments;
310         if(this.beam_dir != w_shotdir)
311         {
312                 // calculate how much we're going to move the end of the beam to the want position
313                 // WEAPONTODO (server and client):
314                 // blendfactor never actually becomes 0 in this situation, which is a problem
315                 // regarding precision... this means that this.beam_dir and w_shotdir approach
316                 // eachother, however they never actually become the same value with this method.
317                 // Perhaps we should do some form of rounding/snapping?
318                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
319                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
320                 {
321                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
322                         float blendfactor = bound(
323                                 0,
324                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
325                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
326                         );
327                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
328                 }
329                 else
330                 {
331                         // the radius is not too far yet, no worries :D
332                         float blendfactor = bound(
333                                 0,
334                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
335                                 1
336                         );
337                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
338                 }
339
340                 // network information: beam direction
341                 this.SendFlags |= ARC_SF_BEAMDIR;
342
343                 // calculate how many segments are needed
344                 float max_allowed_segments;
345
346                 if(WEP_CVAR(arc, beam_distancepersegment))
347                 {
348                         max_allowed_segments = min(
349                                 ARC_MAX_SEGMENTS,
350                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
351                         );
352                 }
353                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
354
355                 if(WEP_CVAR(arc, beam_degreespersegment))
356                 {
357                         segments = bound(
358                                 1,
359                                 (
360                                         min(
361                                                 angle,
362                                                 WEP_CVAR(arc, beam_maxangle)
363                                         )
364                                         /
365                                         WEP_CVAR(arc, beam_degreespersegment)
366                                 ),
367                                 max_allowed_segments
368                         );
369                 }
370                 else { segments = 1; }
371         }
372         else { segments = 1; }
373
374         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
375         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
376
377         float i;
378         float new_beam_type = 0;
379         vector last_origin = w_shotorg;
380         for(i = 1; i <= segments; ++i)
381         {
382                 // WEAPONTODO (client):
383                 // In order to do nice fading and pointing on the starting segment, we must always
384                 // have that drawn as a separate triangle... However, that is difficult to do when
385                 // keeping in mind the above problems and also optimizing the amount of segments
386                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
387
388                 vector new_origin = bezier_quadratic_getpoint(
389                         w_shotorg,
390                         beam_controlpoint,
391                         beam_endpos,
392                         i / segments);
393                 vector new_dir = normalize(new_origin - last_origin);
394
395                 WarpZone_traceline_antilag(
396                         own,
397                         last_origin,
398                         new_origin,
399                         MOVE_NORMAL,
400                         own,
401                         ANTILAG_LATENCY(own)
402                 );
403
404                 // Do all the transforms for warpzones right now, as we already
405                 // "are" in the post-trace system (if we hit a player, that's
406                 // always BEHIND the last passed wz).
407                 last_origin = trace_endpos;
408                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
409                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
410                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
411                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
412
413                 float is_player = (
414                         IS_PLAYER(trace_ent)
415                         ||
416                         trace_ent.classname == "body"
417                         ||
418                         IS_MONSTER(trace_ent)
419                 );
420
421                 // TODO: takedamage flag for things that can be healed?
422                 if(trace_ent && (trace_ent.takedamage || trace_ent.classname == "onslaught_generator" || trace_ent.classname == "onslaught_controlpoint_icon") && (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                         // TODO: api or event for things that can be healed
437                         if(IS_VEHICLE(trace_ent) && SAME_TEAM(own, trace_ent))
438                         {
439                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
440                                 // not handling shield, since it's not exactly a defensive stat
441
442                                 if(trace_ent.vehicle_health <= trace_ent.max_health && roothealth)
443                                 {
444                                         trace_ent.vehicle_health = min(
445                                                         trace_ent.vehicle_health + (roothealth * coefficient),
446                                                         trace_ent.max_health
447                                                 );
448                                         if(trace_ent.owner)
449                                                 trace_ent.owner.vehicle_health = (trace_ent.vehicle_health / trace_ent.max_health) * 100;
450                                         new_beam_type = ARC_BT_HEAL;
451                                 }
452                         }
453                         else if(trace_ent.classname == "onslaught_generator" && SAME_TEAM(own, trace_ent))
454                         {
455                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
456                                 if(roothealth)
457                                 {
458                                         if(trace_ent.health <= trace_ent.max_health)
459                                         {
460                                                 trace_ent.health = min(
461                                                         trace_ent.health + (roothealth * coefficient),
462                                                         trace_ent.max_health
463                                                 );
464                                                 WaypointSprite_UpdateHealth(trace_ent.sprite, trace_ent.health);
465                                                 trace_ent.frame = 10 * bound(0, (1 - trace_ent.health / trace_ent.max_health), 1);
466                                                 trace_ent.lasthealth = trace_ent.health;
467                                                 trace_ent.SendFlags |= GSF_STATUS;
468                                         }
469                                         new_beam_type = ARC_BT_HEAL;
470                                 }
471                         }
472                         else if(trace_ent.classname == "onslaught_controlpoint_icon" && SAME_TEAM(own, trace_ent))
473                         {
474                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
475                                 if(roothealth)
476                                 {
477                                         if(trace_ent.health <= trace_ent.max_health)
478                                         {
479                                                 trace_ent.health = min(
480                                                         trace_ent.health + (roothealth * coefficient),
481                                                         trace_ent.max_health
482                                                 );
483                                                 if(trace_ent.owner.iscaptured)
484                                                         WaypointSprite_UpdateHealth(trace_ent.owner.sprite, trace_ent.health);
485                                                 else
486                                                         WaypointSprite_UpdateBuildFinished(trace_ent.owner.sprite, time + (trace_ent.max_health - trace_ent.health) / (trace_ent.count / ONS_CP_THINKRATE));
487                                         }
488                                         new_beam_type = ARC_BT_HEAL;
489                                 }
490                         }
491                         else if(trace_ent.classname == "func_assault_destructible" && SAME_TEAM(own, trace_ent))
492                         {
493                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
494
495                                 if(roothealth)
496                                 {
497                                         if(trace_ent.health <= trace_ent.max_health)
498                                         {
499                                                 trace_ent.health = min(
500                                                         trace_ent.health + (roothealth * coefficient),
501                                                         trace_ent.max_health
502                                                 );
503                                                 if(trace_ent.sprite)
504                                                 {
505                                                         WaypointSprite_UpdateHealth(trace_ent.sprite, trace_ent.health);
506                                                 }
507                                                 func_breakable_colormod(trace_ent);
508                                         }
509                                         new_beam_type = ARC_BT_HEAL;
510                                 }
511                         }
512                         else if(is_player && SAME_TEAM(own, trace_ent))
513                         {
514                                 float roothealth, rootarmor;
515                                 float maxhp;
516                                 if(burst)
517                                 {
518                                         roothealth = WEP_CVAR(arc, burst_healing_hps);
519                                         rootarmor = WEP_CVAR(arc, burst_healing_aps);
520                                 }
521                                 else
522                                 {
523                                         roothealth = WEP_CVAR(arc, beam_healing_hps);
524                                         rootarmor = WEP_CVAR(arc, beam_healing_aps);
525                                 }
526                                 maxhp = ((IS_MONSTER(trace_ent)) ? trace_ent.max_health : WEP_CVAR(arc, beam_healing_hmax));
527
528                                 if(trace_ent.health <= maxhp && roothealth)
529                                 {
530                                         trace_ent.health = min(
531                                                 trace_ent.health + (roothealth * coefficient),
532                                                 maxhp
533                                         );
534                                 }
535                                 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor && !IS_MONSTER(trace_ent))
536                                 {
537                                         trace_ent.armorvalue = min(
538                                                 trace_ent.armorvalue + (rootarmor * coefficient),
539                                                 WEP_CVAR(arc, beam_healing_amax)
540                                         );
541                                 }
542
543                                 // stop rot, set visual effect
544                                 if(roothealth || rootarmor)
545                                 {
546                                         trace_ent.pauserothealth_finished = max(
547                                                 trace_ent.pauserothealth_finished,
548                                                 time + autocvar_g_balance_pause_health_rot
549                                         );
550                                         trace_ent.pauserotarmor_finished = max(
551                                                 trace_ent.pauserotarmor_finished,
552                                                 time + autocvar_g_balance_pause_armor_rot
553                                         );
554                                         new_beam_type = ARC_BT_HEAL;
555                                 }
556                         }
557                         else
558                         {
559                                 float rootdamage;
560                                 if(is_player)
561                                 {
562                                         if(burst)
563                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
564                                         else
565                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
566                                 }
567                                 else
568                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
569
570                                 if(accuracy_isgooddamage(own, trace_ent))
571                                 {
572                                         accuracy_add(
573                                                 own,
574                                                 WEP_ARC.m_id,
575                                                 0,
576                                                 rootdamage * coefficient * falloff
577                                         );
578                                 }
579
580                                 Damage(
581                                         trace_ent,
582                                         own,
583                                         own,
584                                         rootdamage * coefficient * falloff,
585                                         WEP_ARC.m_id,
586                                         weaponentity,
587                                         hitorigin,
588                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
589                                 );
590
591                                 new_beam_type = ARC_BT_HIT;
592                         }
593                         break;
594                 }
595                 else if(trace_fraction != 1)
596                 {
597                         // we collided with geometry
598                         new_beam_type = ARC_BT_WALL;
599                         break;
600                 }
601         }
602
603         // te_explosion(trace_endpos);
604
605         // if we're bursting, use burst visual effects
606         new_beam_type |= burst;
607
608         // network information: beam type
609         if(new_beam_type != this.beam_type)
610         {
611                 this.SendFlags |= ARC_SF_BEAMTYPE;
612                 this.beam_type = new_beam_type;
613         }
614
615         own.(weaponentity).beam_prev = time;
616         this.nextthink = time;
617 }
618
619 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
620 {
621
622         // only play fire sound if 1 sec has passed since player let go the fire button
623         if(time - actor.(weaponentity).beam_prev > 1)
624                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
625
626         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
627         beam.weaponentity_fld = weaponentity;
628         beam.solid = SOLID_NOT;
629         setthink(beam, W_Arc_Beam_Think);
630         beam.owner = actor;
631         set_movetype(beam, MOVETYPE_NONE);
632         beam.bot_dodge = true;
633         IL_PUSH(g_bot_dodge, beam);
634         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
635         beam.beam_bursting = burst;
636         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
637
638         getthink(beam)(beam);
639 }
640 void Arc_Smoke(entity actor, .entity weaponentity)
641 {
642         makevectors(actor.v_angle);
643         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
644
645         vector smoke_origin = w_shotorg + actor.velocity*frametime;
646         if ( actor.arc_overheat > time )
647         {
648                 if ( random() < actor.(weaponentity).arc_heat_percent )
649                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
650                 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
651                 {
652                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
653                         if ( !actor.arc_smoke_sound )
654                         {
655                                 actor.arc_smoke_sound = 1;
656                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
657                         }
658                 }
659         }
660         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
661                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
662         {
663                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
664                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
665                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
666         }
667
668         if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
669                 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
670         {
671                 actor.arc_smoke_sound = 0;
672                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
673         }
674 }
675
676 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
677 {
678     if(WEP_CVAR(arc, beam_botaimspeed))
679     {
680         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
681                 actor,
682                 weaponentity,
683             WEP_CVAR(arc, beam_botaimspeed),
684             0,
685             WEP_CVAR(arc, beam_botaimlifetime),
686             false
687         );
688     }
689     else
690     {
691         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
692                 actor,
693                 weaponentity,
694             1000000,
695             0,
696             0.001,
697             false
698         );
699     }
700 }
701 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
702 {
703     Arc_Player_SetHeat(actor, weaponentity);
704     Arc_Smoke(actor, weaponentity);
705
706     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
707
708     if (time >= actor.arc_overheat)
709     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
710     {
711
712         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
713         {
714             #if 0
715             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
716                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
717             else
718             #endif
719                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
720         }
721
722         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
723         {
724             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
725             {
726                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
727
728                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
729                 {
730                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
731                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
732                 }
733             }
734         }
735
736         return;
737     }
738     else if(fire & 2)
739     {
740         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
741         {
742             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
743             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
744         }
745     }
746
747     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
748     {
749         int slot = weaponslot(weaponentity);
750         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
751         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
752         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
753     }
754     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
755
756     #if 0
757     if(fire & 2)
758     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
759     {
760         W_Arc_Attack2();
761         actor.arc_count = autocvar_g_balance_arc_secondary_count;
762         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
763         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
764     }
765     #endif
766 }
767 METHOD(Arc, wr_init, void(entity thiswep))
768 {
769     if(!arc_shotorigin[0])
770     {
771         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
772         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
773         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
774         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
775     }
776 }
777 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
778 {
779     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
780 }
781 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
782 {
783     if(WEP_CVAR(arc, bolt))
784     {
785         float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
786         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
787         return ammo_amount;
788     }
789     else
790         return WEP_CVAR(arc, overheat_max) > 0 &&
791             ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
792 }
793 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
794 {
795     if(w_deathtype & HITTYPE_SECONDARY)
796         return WEAPON_ARC_MURDER_SPRAY;
797     else
798         return WEAPON_ARC_MURDER;
799 }
800 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
801 {
802     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
803     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
804     actor.arc_overheat = 0;
805     actor.arc_cooldown = 0;
806     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
807 }
808 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
809 {
810     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
811         weapon_dropevent_item.arc_overheat > time )
812     {
813         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
814         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
815     }
816 }
817 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
818 {
819     actor.arc_overheat = 0;
820     actor.arc_cooldown = 0;
821     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
822     {
823         .entity weaponentity = weaponentities[slot];
824         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
825     }
826 }
827 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
828 {
829     actor.arc_overheat = 0;
830     actor.arc_cooldown = 0;
831     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
832 }
833 #endif
834 #ifdef CSQC
835 bool autocvar_cl_arcbeam_teamcolor = true;
836 bool autocvar_cl_arcbeam_simple = true;
837
838 .int beam_slot;
839
840 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
841 {
842     if(w_deathtype & HITTYPE_SECONDARY)
843     {
844         vector org2;
845         org2 = w_org + w_backoff * 6;
846         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
847         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
848     }
849 }
850
851 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
852 {
853         entity beam = Draw_ArcBeam_callback_entity;
854         vector transformed_view_org;
855         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
856
857         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
858         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
859         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
860
861         vector hitorigin;
862
863         // draw segment
864         #if 0
865         if(trace_fraction != 1)
866         {
867                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
868                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
869                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
870         }
871         else
872         {
873                 hitorigin = hit;
874         }
875         #else
876         hitorigin = hit;
877         #endif
878
879         // decide upon thickness
880         float thickness = beam.beam_thickness;
881
882         // draw primary beam render
883         vector top    = hitorigin + (thickdir * thickness);
884         vector bottom = hitorigin - (thickdir * thickness);
885
886         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
887         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
888
889         if(autocvar_cl_arcbeam_simple)
890                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
891         else
892         {
893                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
894                 R_PolygonVertex(
895                         top,
896                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
897                         beam.beam_color,
898                         beam.beam_alpha
899                 );
900                 R_PolygonVertex(
901                         last_top,
902                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
903                         beam.beam_color,
904                         beam.beam_alpha
905                 );
906                 R_PolygonVertex(
907                         last_bottom,
908                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
909                         beam.beam_color,
910                         beam.beam_alpha
911                 );
912                 R_PolygonVertex(
913                         bottom,
914                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
915                         beam.beam_color,
916                         beam.beam_alpha
917                 );
918                 R_EndPolygon();
919         }
920
921         // draw trailing particles
922         // NOTES:
923         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
924         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
925         if(beam.beam_traileffect)
926         {
927                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
928         }
929
930         // set up for the next
931         Draw_ArcBeam_callback_last_thickness = thickness;
932         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
933         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
934 }
935
936 void Reset_ArcBeam()
937 {
938         entity e;
939         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
940                 e.beam_initialized = false;
941         }
942         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
943                 e.beam_initialized = false;
944         }
945 }
946
947 void Draw_ArcBeam(entity this)
948 {
949         float dt = time - this.move_time;
950         this.move_time = time;
951         if(dt <= 0) { return; }
952
953         if(!this.beam_usevieworigin)
954         {
955                 InterpolateOrigin_Do(this);
956         }
957
958         // origin = beam starting origin
959         // v_angle = wanted/aim direction
960         // angles = current direction of beam
961
962         vector start_pos;
963         vector wantdir; //= view_forward;
964         vector beamdir; //= this.beam_dir;
965
966         float segments;
967         if(this.beam_usevieworigin)
968         {
969                 // WEAPONTODO:
970                 // Currently we have to replicate nearly the same method of figuring
971                 // out the shotdir that the server does... Ideally in the future we
972                 // should be able to acquire this from a generalized function built
973                 // into a weapon system for client code.
974
975                 // find where we are aiming
976                 makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
977                 vector forward = v_forward;
978                 vector right = v_right;
979                 vector up = v_up;
980                 entity wepent = viewmodels[this.beam_slot];
981
982                 if(autocvar_chase_active)
983                         this.beam_usevieworigin = 1;
984                 else
985                         this.beam_usevieworigin = 2;
986
987                 // decide upon start position
988                 if(this.beam_usevieworigin == 2)
989                         { start_pos = warpzone_save_view_origin; }
990                 else if(csqcplayer)
991                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
992                 else
993                         { start_pos = this.origin; }
994
995                 int v_shot_idx;  // used later
996                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
997                 if(v_shot_idx && this.beam_usevieworigin == 2)
998                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
999
1000                 // trace forward with an estimation
1001                 WarpZone_TraceLine(
1002                         start_pos,
1003                         start_pos + forward * this.beam_range,
1004                         MOVE_NOMONSTERS,
1005                         this
1006                 );
1007
1008                 // untransform in case our trace went through a warpzone
1009                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
1010
1011                 // un-adjust trueaim if shotend is too close
1012                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
1013                         end_pos = start_pos + (forward * g_trueaim_minrange);
1014
1015                 // move shot origin to the actual gun muzzle origin
1016                 vector origin_offset = '0 0 0';
1017                 if(!v_shot_idx || this.beam_usevieworigin != 2)
1018                 {
1019                         this.beam_shotorigin = wepent.movedir;
1020                         origin_offset =
1021                                  right * -this.beam_shotorigin.y
1022                                 + up * this.beam_shotorigin.z;
1023                 }
1024                 else
1025                         this.beam_shotorigin = '0 0 0';
1026
1027                 start_pos = start_pos + origin_offset;
1028
1029                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1030                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1031                 start_pos = trace_endpos;
1032
1033                 // calculate the aim direction now
1034                 wantdir = normalize(end_pos - start_pos);
1035
1036                 if(!this.beam_initialized)
1037                 {
1038                         this.beam_dir = wantdir;
1039                         this.beam_initialized = true;
1040                 }
1041
1042                 if(this.beam_dir != wantdir)
1043                 {
1044                         // calculate how much we're going to move the end of the beam to the want position
1045                         // WEAPONTODO (server and client):
1046                         // blendfactor never actually becomes 0 in this situation, which is a problem
1047                         // regarding precision... this means that this.beam_dir and w_shotdir approach
1048                         // eachother, however they never actually become the same value with this method.
1049                         // Perhaps we should do some form of rounding/snapping?
1050                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1051                         if(angle && (angle > this.beam_maxangle))
1052                         {
1053                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1054                                 float blendfactor = bound(
1055                                         0,
1056                                         (1 - (this.beam_returnspeed * frametime)),
1057                                         min(this.beam_maxangle / angle, 1)
1058                                 );
1059                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1060                         }
1061                         else
1062                         {
1063                                 // the radius is not too far yet, no worries :D
1064                                 float blendfactor = bound(
1065                                         0,
1066                                         (1 - (this.beam_returnspeed * frametime)),
1067                                         1
1068                                 );
1069                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1070                         }
1071
1072                         // calculate how many segments are needed
1073                         float max_allowed_segments;
1074
1075                         if(this.beam_distancepersegment)
1076                         {
1077                                 max_allowed_segments = min(
1078                                         ARC_MAX_SEGMENTS,
1079                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1080                                 );
1081                         }
1082                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1083
1084                         if(this.beam_degreespersegment)
1085                         {
1086                                 segments = bound(
1087                                         1,
1088                                         (
1089                                                 min(
1090                                                         angle,
1091                                                         this.beam_maxangle
1092                                                 )
1093                                                 /
1094                                                 this.beam_degreespersegment
1095                                         ),
1096                                         max_allowed_segments
1097                                 );
1098                         }
1099                         else { segments = 1; }
1100                 }
1101                 else { segments = 1; }
1102
1103                 // set the beam direction which the rest of the code will refer to
1104                 beamdir = this.beam_dir;
1105
1106                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1107                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1108         }
1109         else
1110         {
1111                 // set the values from the provided info from the networked entity
1112                 start_pos = this.origin;
1113                 wantdir = this.v_angle;
1114                 beamdir = this.angles;
1115
1116                 if(beamdir != wantdir)
1117                 {
1118                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1119
1120                         // calculate how many segments are needed
1121                         float max_allowed_segments;
1122
1123                         if(this.beam_distancepersegment)
1124                         {
1125                                 max_allowed_segments = min(
1126                                         ARC_MAX_SEGMENTS,
1127                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1128                                 );
1129                         }
1130                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1131
1132                         if(this.beam_degreespersegment)
1133                         {
1134                                 segments = bound(
1135                                         1,
1136                                         (
1137                                                 min(
1138                                                         angle,
1139                                                         this.beam_maxangle
1140                                                 )
1141                                                 /
1142                                                 this.beam_degreespersegment
1143                                         ),
1144                                         max_allowed_segments
1145                                 );
1146                         }
1147                         else { segments = 1; }
1148                 }
1149                 else { segments = 1; }
1150         }
1151
1152         setorigin(this, start_pos);
1153         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1154
1155         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1156         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1157
1158         Draw_ArcBeam_callback_entity = this;
1159         Draw_ArcBeam_callback_last_thickness = 0;
1160         Draw_ArcBeam_callback_last_top = start_pos;
1161         Draw_ArcBeam_callback_last_bottom = start_pos;
1162
1163         vector last_origin = start_pos;
1164         vector original_start_pos = start_pos;
1165
1166         float i;
1167         for(i = 1; i <= segments; ++i)
1168         {
1169                 // WEAPONTODO (client):
1170                 // In order to do nice fading and pointing on the starting segment, we must always
1171                 // have that drawn as a separate triangle... However, that is difficult to do when
1172                 // keeping in mind the above problems and also optimizing the amount of segments
1173                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1174
1175                 vector new_origin = bezier_quadratic_getpoint(
1176                         start_pos,
1177                         beam_controlpoint,
1178                         beam_endpos,
1179                         i / segments);
1180
1181                 WarpZone_TraceBox_ThroughZone(
1182                         last_origin,
1183                         '0 0 0',
1184                         '0 0 0',
1185                         new_origin,
1186                         MOVE_NORMAL,
1187                         NULL,
1188                         NULL,
1189                         Draw_ArcBeam_callback
1190                 );
1191
1192                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1193                 // system (if we hit a player, that's always BEHIND the last passed wz).
1194                 last_origin = trace_endpos;
1195                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1196                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1197                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1198                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1199                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1200                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1201
1202                 if(trace_fraction < 1) { break; }
1203         }
1204
1205         // visual effects for startpoint and endpoint
1206         if(this.beam_hiteffect)
1207         {
1208                 // FIXME we really should do this on the server so it actually
1209                 // matches gameplay. What this client side stuff is doing is no
1210                 // more than guesswork.
1211                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1212                 pointparticles(
1213                         this.beam_hiteffect,
1214                         last_origin,
1215                         beamdir * -1,
1216                         frametime * 2
1217                 );
1218         }
1219         if(this.beam_hitlight[0])
1220         {
1221                 adddynamiclight(
1222                         last_origin,
1223                         this.beam_hitlight[0],
1224                         vec3(
1225                                 this.beam_hitlight[1],
1226                                 this.beam_hitlight[2],
1227                                 this.beam_hitlight[3]
1228                         )
1229                 );
1230         }
1231         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1232         {
1233                 pointparticles(
1234                         this.beam_muzzleeffect,
1235                         original_start_pos + wantdir * 20,
1236                         wantdir * 1000,
1237                         frametime * 0.1
1238                 );
1239         }
1240         if(this.beam_muzzlelight[0])
1241         {
1242                 adddynamiclight(
1243                         original_start_pos + wantdir * 20,
1244                         this.beam_muzzlelight[0],
1245                         vec3(
1246                                 this.beam_muzzlelight[1],
1247                                 this.beam_muzzlelight[2],
1248                                 this.beam_muzzlelight[3]
1249                         )
1250                 );
1251         }
1252
1253         // cleanup
1254         Draw_ArcBeam_callback_entity = NULL;
1255         Draw_ArcBeam_callback_last_thickness = 0;
1256         Draw_ArcBeam_callback_last_top = '0 0 0';
1257         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1258 }
1259
1260 void Remove_ArcBeam(entity this)
1261 {
1262         delete(this.beam_muzzleentity);
1263         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1264 }
1265
1266 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1267 {
1268         int sf = ReadByte();
1269         int slot = ReadByte();
1270         entity flash;
1271
1272         this.beam_slot = slot;
1273
1274         if(isnew)
1275         {
1276                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1277
1278                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1279
1280                 // set other main attributes of the beam
1281                 this.draw = Draw_ArcBeam;
1282                 IL_PUSH(g_drawables, this);
1283                 this.entremove = Remove_ArcBeam;
1284                 this.move_time = time;
1285                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1286
1287                 flash = spawn();
1288                 flash.owner = this;
1289                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1290                 flash.drawmask = MASK_NORMAL;
1291                 flash.solid = SOLID_NOT;
1292                 flash.avelocity_z = 5000;
1293                 setattachment(flash, this, "");
1294                 setorigin(flash, '0 0 0');
1295
1296                 this.beam_muzzleentity = flash;
1297         }
1298         else
1299         {
1300                 flash = this.beam_muzzleentity;
1301         }
1302
1303         if(sf & ARC_SF_SETTINGS) // settings information
1304         {
1305                 this.beam_degreespersegment = ReadShort();
1306                 this.beam_distancepersegment = ReadShort();
1307                 this.beam_maxangle = ReadShort();
1308                 this.beam_range = ReadCoord();
1309                 this.beam_returnspeed = ReadShort();
1310                 this.beam_tightness = (ReadByte() / 10);
1311
1312                 if(ReadByte())
1313                 {
1314                         if(autocvar_chase_active)
1315                                 { this.beam_usevieworigin = 1; }
1316                         else // use view origin
1317                                 { this.beam_usevieworigin = 2; }
1318                 }
1319                 else
1320                 {
1321                         this.beam_usevieworigin = 0;
1322                 }
1323
1324                 this.sv_entnum = ReadByte();
1325         }
1326
1327         if(!this.beam_usevieworigin)
1328         {
1329                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1330                 this.iflags = IFLAG_ORIGIN;
1331
1332                 InterpolateOrigin_Undo(this);
1333         }
1334
1335         if(sf & ARC_SF_START) // starting location
1336         {
1337                 this.origin = ReadVector();
1338         }
1339         else if(this.beam_usevieworigin) // infer the location from player location
1340         {
1341                 if(this.beam_usevieworigin == 2)
1342                 {
1343                         // use view origin
1344                         this.origin = view_origin;
1345                 }
1346                 else
1347                 {
1348                         // use player origin so that third person display still works
1349                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1350                 }
1351         }
1352
1353         setorigin(this, this.origin);
1354
1355         if(sf & ARC_SF_WANTDIR) // want/aim direction
1356         {
1357                 this.v_angle = ReadVector();
1358         }
1359
1360         if(sf & ARC_SF_BEAMDIR) // beam direction
1361         {
1362                 this.angles_x = ReadAngle();
1363                 this.angles_y = ReadAngle();
1364                 this.angles_z = ReadAngle();
1365         }
1366
1367         if(sf & ARC_SF_BEAMTYPE) // beam type
1368         {
1369                 this.beam_type = ReadByte();
1370
1371                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1372                 switch(this.beam_type)
1373                 {
1374                         case ARC_BT_MISS:
1375                         {
1376                                 this.beam_color = beamcolor;
1377                                 this.beam_alpha = 0.5;
1378                                 this.beam_thickness = 8;
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_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1401                         {
1402                                 this.beam_color = beamcolor;
1403                                 this.beam_alpha = 0.5;
1404                                 this.beam_thickness = 8;
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; // (EFFECT_GRENADE_MUZZLEFLASH);
1412                                 this.beam_muzzlelight[0] = 0;
1413                                 this.beam_muzzlelight[1] = 1;
1414                                 this.beam_muzzlelight[2] = 1;
1415                                 this.beam_muzzlelight[3] = 1;
1416                                 this.beam_image = "particles/lgbeam";
1417                                 if(this.beam_muzzleeffect && 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_HEAL:
1427                         {
1428                                 this.beam_color = beamcolor;
1429                                 this.beam_alpha = 0.5;
1430                                 this.beam_thickness = 8;
1431                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1432                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
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_HIT:
1453                         {
1454                                 this.beam_color = beamcolor;
1455                                 this.beam_alpha = 0.5;
1456                                 this.beam_thickness = 8;
1457                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1458                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1459                                 this.beam_hitlight[0] = 20;
1460                                 this.beam_hitlight[1] = 1;
1461                                 this.beam_hitlight[2] = 0;
1462                                 this.beam_hitlight[3] = 0;
1463                                 this.beam_muzzleeffect = EFFECT_Null;
1464                                 this.beam_muzzlelight[0] = 50;
1465                                 this.beam_muzzlelight[1] = 1;
1466                                 this.beam_muzzlelight[2] = 0;
1467                                 this.beam_muzzlelight[3] = 0;
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                         case ARC_BT_BURST_MISS:
1479                         {
1480                                 this.beam_color = beamcolor;
1481                                 this.beam_alpha = 0.5;
1482                                 this.beam_thickness = 14;
1483                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1484                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1485                                 this.beam_hitlight[0] = 0;
1486                                 this.beam_hitlight[1] = 1;
1487                                 this.beam_hitlight[2] = 1;
1488                                 this.beam_hitlight[3] = 1;
1489                                 this.beam_muzzleeffect = EFFECT_Null;
1490                                 this.beam_muzzlelight[0] = 0;
1491                                 this.beam_muzzlelight[1] = 1;
1492                                 this.beam_muzzlelight[2] = 1;
1493                                 this.beam_muzzlelight[3] = 1;
1494                                 this.beam_image = "particles/lgbeam";
1495                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1496                                 {
1497                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1498                                         flash.alpha = this.beam_alpha;
1499                                         flash.colormod = this.beam_color;
1500                                         flash.scale = 0.35;
1501                                 }
1502                                 break;
1503                         }
1504                         case ARC_BT_BURST_WALL:
1505                         {
1506                                 this.beam_color = beamcolor;
1507                                 this.beam_alpha = 0.5;
1508                                 this.beam_thickness = 14;
1509                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1510                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1511                                 this.beam_hitlight[0] = 0;
1512                                 this.beam_hitlight[1] = 1;
1513                                 this.beam_hitlight[2] = 1;
1514                                 this.beam_hitlight[3] = 1;
1515                                 this.beam_muzzleeffect = EFFECT_Null;
1516                                 this.beam_muzzlelight[0] = 0;
1517                                 this.beam_muzzlelight[1] = 1;
1518                                 this.beam_muzzlelight[2] = 1;
1519                                 this.beam_muzzlelight[3] = 1;
1520                                 this.beam_image = "particles/lgbeam";
1521                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1522                                 {
1523                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1524                                         flash.alpha = this.beam_alpha;
1525                                         flash.colormod = this.beam_color;
1526                                         flash.scale = 0.35;
1527                                 }
1528                                 break;
1529                         }
1530                         case ARC_BT_BURST_HEAL:
1531                         {
1532                                 this.beam_color = beamcolor;
1533                                 this.beam_alpha = 0.5;
1534                                 this.beam_thickness = 14;
1535                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1536                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1537                                 this.beam_hitlight[0] = 0;
1538                                 this.beam_hitlight[1] = 1;
1539                                 this.beam_hitlight[2] = 1;
1540                                 this.beam_hitlight[3] = 1;
1541                                 this.beam_muzzleeffect = EFFECT_Null;
1542                                 this.beam_muzzlelight[0] = 0;
1543                                 this.beam_muzzlelight[1] = 1;
1544                                 this.beam_muzzlelight[2] = 1;
1545                                 this.beam_muzzlelight[3] = 1;
1546                                 this.beam_image = "particles/lgbeam";
1547                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1548                                 {
1549                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1550                                         flash.alpha = this.beam_alpha;
1551                                         flash.colormod = this.beam_color;
1552                                         flash.scale = 0.35;
1553                                 }
1554                                 break;
1555                         }
1556                         case ARC_BT_BURST_HIT:
1557                         {
1558                                 this.beam_color = beamcolor;
1559                                 this.beam_alpha = 0.5;
1560                                 this.beam_thickness = 14;
1561                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1562                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1563                                 this.beam_hitlight[0] = 0;
1564                                 this.beam_hitlight[1] = 1;
1565                                 this.beam_hitlight[2] = 1;
1566                                 this.beam_hitlight[3] = 1;
1567                                 this.beam_muzzleeffect = EFFECT_Null;
1568                                 this.beam_muzzlelight[0] = 0;
1569                                 this.beam_muzzlelight[1] = 1;
1570                                 this.beam_muzzlelight[2] = 1;
1571                                 this.beam_muzzlelight[3] = 1;
1572                                 this.beam_image = "particles/lgbeam";
1573                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1574                                 {
1575                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1576                                         flash.alpha = this.beam_alpha;
1577                                         flash.colormod = this.beam_color;
1578                                         flash.scale = 0.35;
1579                                 }
1580                                 break;
1581                         }
1582
1583                         // shouldn't be possible, but lets make it colorful if it does :D
1584                         default:
1585                         {
1586                                 this.beam_color = randomvec();
1587                                 this.beam_alpha = 1;
1588                                 this.beam_thickness = 8;
1589                                 this.beam_traileffect = NULL;
1590                                 this.beam_hiteffect = NULL;
1591                                 this.beam_hitlight[0] = 0;
1592                                 this.beam_hitlight[1] = 1;
1593                                 this.beam_hitlight[2] = 1;
1594                                 this.beam_hitlight[3] = 1;
1595                                 this.beam_muzzleeffect = EFFECT_Null;
1596                                 this.beam_muzzlelight[0] = 0;
1597                                 this.beam_muzzlelight[1] = 1;
1598                                 this.beam_muzzlelight[2] = 1;
1599                                 this.beam_muzzlelight[3] = 1;
1600                                 this.beam_image = "particles/lgbeam";
1601                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1602                                 {
1603                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1604                                         flash.alpha = this.beam_alpha;
1605                                         flash.colormod = this.beam_color;
1606                                         flash.scale = 0.35;
1607                                 }
1608                                 break;
1609                         }
1610                 }
1611         }
1612
1613         if(!this.beam_usevieworigin)
1614         {
1615                 InterpolateOrigin_Note(this);
1616         }
1617         return true;
1618 }
1619
1620 #endif