3 /* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Arc, impulse, int, 3)
5 /* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
6 /* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
8 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
10 /* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
12 /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
13 /* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
14 /* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
15 /* refname */ ATTRIB(Arc, netname, string, "arc");
16 /* wepname */ ATTRIB(Arc, m_name, string, _("Arc"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, bolt, float, NONE) \
21 P(class, prefix, bolt_ammo, float, NONE) \
22 P(class, prefix, bolt_damageforcescale, float, NONE) \
23 P(class, prefix, bolt_damage, float, NONE) \
24 P(class, prefix, bolt_edgedamage, float, NONE) \
25 P(class, prefix, bolt_force, float, NONE) \
26 P(class, prefix, bolt_health, float, NONE) \
27 P(class, prefix, bolt_lifetime, float, NONE) \
28 P(class, prefix, bolt_radius, float, NONE) \
29 P(class, prefix, bolt_refire, float, NONE) \
30 P(class, prefix, bolt_speed, float, NONE) \
31 P(class, prefix, bolt_spread, float, NONE) \
32 P(class, prefix, beam_ammo, float, NONE) \
33 P(class, prefix, beam_animtime, float, NONE) \
34 P(class, prefix, beam_botaimlifetime, float, NONE) \
35 P(class, prefix, beam_botaimspeed, float, NONE) \
36 P(class, prefix, beam_damage, float, NONE) \
37 P(class, prefix, beam_degreespersegment, float, NONE) \
38 P(class, prefix, beam_distancepersegment, float, NONE) \
39 P(class, prefix, beam_falloff_halflifedist, float, NONE) \
40 P(class, prefix, beam_falloff_maxdist, float, NONE) \
41 P(class, prefix, beam_falloff_mindist, float, NONE) \
42 P(class, prefix, beam_force, float, NONE) \
43 P(class, prefix, beam_healing_amax, float, NONE) \
44 P(class, prefix, beam_healing_aps, float, NONE) \
45 P(class, prefix, beam_healing_hmax, float, NONE) \
46 P(class, prefix, beam_healing_hps, float, NONE) \
47 P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
48 P(class, prefix, beam_maxangle, float, NONE) \
49 P(class, prefix, beam_nonplayerdamage, float, NONE) \
50 P(class, prefix, beam_range, float, NONE) \
51 P(class, prefix, beam_refire, float, NONE) \
52 P(class, prefix, beam_returnspeed, float, NONE) \
53 P(class, prefix, beam_tightness, float, NONE) \
54 P(class, prefix, burst_ammo, float, NONE) \
55 P(class, prefix, burst_damage, float, NONE) \
56 P(class, prefix, burst_healing_aps, float, NONE) \
57 P(class, prefix, burst_healing_hps, float, NONE) \
58 P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
59 P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
60 P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
61 P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
62 P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
63 P(class, prefix, switchdelay_drop, float, NONE) \
64 P(class, prefix, switchdelay_raise, float, NONE) \
65 P(class, prefix, weaponreplace, string, NONE) \
66 P(class, prefix, weaponstartoverride, float, NONE) \
67 P(class, prefix, weaponstart, float, NONE) \
68 P(class, prefix, weaponthrowable, float, NONE) \
74 REGISTER_WEAPON(ARC, arc, NEW(Arc));
78 const float ARC_MAX_SEGMENTS = 20;
79 vector arc_shotorigin[4];
85 const int ARC_BT_MISS = 0x00;
86 const int ARC_BT_WALL = 0x01;
87 const int ARC_BT_HEAL = 0x02;
88 const int ARC_BT_HIT = 0x03;
89 const int ARC_BT_BURST_MISS = 0x10;
90 const int ARC_BT_BURST_WALL = 0x11;
91 const int ARC_BT_BURST_HEAL = 0x12;
92 const int ARC_BT_BURST_HIT = 0x13;
93 const int ARC_BT_BURSTMASK = 0x10;
95 const int ARC_SF_SETTINGS = BIT(0);
96 const int ARC_SF_START = BIT(1);
97 const int ARC_SF_WANTDIR = BIT(2);
98 const int ARC_SF_BEAMDIR = BIT(3);
99 const int ARC_SF_BEAMTYPE = BIT(4);
100 const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
104 .bool arc_BUTTON_ATCK_prev; // for better animation control
106 .float beam_initialized;
107 .float beam_bursting;
108 .float beam_teleporttime;
109 .float beam_heat; // (beam) amount of heat produced
110 .float arc_overheat; // (dropped arc/player) time during which it's too hot
111 .float arc_cooldown; // (dropped arc/player) cooling speed
112 .float arc_heat_percent = _STAT(ARC_HEAT);
113 .float arc_smoke_sound;
119 .float beam_thickness;
120 .entity beam_traileffect;
121 .entity beam_hiteffect;
122 .float beam_hitlight[4]; // 0: radius, 123: rgb
123 .entity beam_muzzleeffect;
124 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
127 .entity beam_muzzleentity;
129 .float beam_degreespersegment;
130 .float beam_distancepersegment;
131 .float beam_usevieworigin;
132 .float beam_initialized;
133 .float beam_maxangle;
135 .float beam_returnspeed;
136 .float beam_tightness;
137 .vector beam_shotorigin;
139 entity Draw_ArcBeam_callback_entity;
140 float Draw_ArcBeam_callback_last_thickness;
141 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
142 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
145 #ifdef IMPLEMENTATION
147 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
149 bool W_Arc_Beam_Send(entity this, entity to, int sf)
151 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
153 // Truncate information when this beam is displayed to the owner client
154 // - The owner client has no use for beam start position or directions,
155 // it always figures this information out for itself with csqc code.
156 // - Spectating the owner also truncates this information.
157 float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
158 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
160 WriteByte(MSG_ENTITY, sf);
162 if(sf & ARC_SF_SETTINGS) // settings information
164 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
165 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
166 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
167 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
168 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
169 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
171 WriteByte(MSG_ENTITY, drawlocal);
172 WriteByte(MSG_ENTITY, etof(this.owner));
174 if(sf & ARC_SF_START) // starting location
176 WriteCoord(MSG_ENTITY, self.beam_start.x);
177 WriteCoord(MSG_ENTITY, self.beam_start.y);
178 WriteCoord(MSG_ENTITY, self.beam_start.z);
180 if(sf & ARC_SF_WANTDIR) // want/aim direction
182 WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
183 WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
184 WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
186 if(sf & ARC_SF_BEAMDIR) // beam direction
188 WriteCoord(MSG_ENTITY, self.beam_dir.x);
189 WriteCoord(MSG_ENTITY, self.beam_dir.y);
190 WriteCoord(MSG_ENTITY, self.beam_dir.z);
192 if(sf & ARC_SF_BEAMTYPE) // beam type
194 WriteByte(MSG_ENTITY, self.beam_type);
200 void Reset_ArcBeam(entity player, vector forward)
202 if (!player.arc_beam) {
205 player.arc_beam.beam_dir = forward;
206 player.arc_beam.beam_teleporttime = time;
209 float Arc_GetHeat_Percent(entity player)
211 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
213 player.arc_overheat = 0;
217 if ( player.arc_beam )
218 return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
220 if ( player.arc_overheat > time )
222 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
223 * player.arc_cooldown;
228 void Arc_Player_SetHeat(entity player)
230 player.arc_heat_percent = Arc_GetHeat_Percent(player);
231 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
234 void W_Arc_Bolt_Explode()
236 self.event_damage = func_null;
237 RadiusDamage(self, self.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), world, world, WEP_CVAR(arc, bolt_force), self.projectiledeathtype, other);
242 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
247 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
248 return; // g_projectiles_damage says to halt
250 this.health = this.health - damage;
251 this.angles = vectoangles(this.velocity);
254 WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.think));
257 void W_Arc_Bolt_Touch()
263 void W_Arc_Attack_Bolt(Weapon thiswep)
267 W_DecreaseAmmo(thiswep, self, WEP_CVAR(arc, bolt_ammo));
269 W_SetupShot(self, false, 2, SND(LASERGUN_FIRE), CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
271 Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
273 missile = new(missile);
274 missile.owner = missile.realowner = self;
275 missile.bot_dodge = true;
276 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
278 missile.takedamage = DAMAGE_YES;
279 missile.health = WEP_CVAR(arc, bolt_health);
280 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
281 missile.event_damage = W_Arc_Bolt_Damage;
282 missile.damagedbycontents = true;
284 missile.touch = W_Arc_Bolt_Touch;
285 missile.use = W_Arc_Bolt_Explode;
286 missile.think = adaptor_think2use_hittype_splash;
287 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
288 PROJECTILE_MAKETRIGGER(missile);
289 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
290 setorigin(missile, w_shotorg);
291 setsize(missile, '0 0 0', '0 0 0');
293 missile.movetype = MOVETYPE_FLY;
294 W_SetupProjVelocity_PRE(missile, arc, bolt_);
296 missile.angles = vectoangles(missile.velocity);
297 missile.flags = FL_PROJECTILE;
298 missile.missile_flags = MIF_SPLASH;
300 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
302 MUTATOR_CALLHOOK(EditProjectile, self, missile);
305 void W_Arc_Beam_Think()
307 if(self != self.owner.arc_beam)
315 if( (self.owner.BUTTON_ATCK2 && !WEP_CVAR(arc, bolt)) || self.beam_bursting)
317 if(!self.beam_bursting)
318 self.beam_bursting = true;
319 burst = ARC_BT_BURSTMASK;
322 Weapon thiswep = WEP_ARC;
325 !IS_PLAYER(self.owner)
327 (self.owner.(thiswep.ammo_field) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
331 (!self.owner.BUTTON_ATCK && !burst )
333 STAT(FROZEN, self.owner)
337 (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
340 if ( WEP_CVAR(arc, cooldown) > 0 )
342 float cooldown_speed = 0;
343 if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
345 cooldown_speed = WEP_CVAR(arc, cooldown);
349 cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
352 if ( cooldown_speed )
354 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max)) )
355 self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
356 self.owner.arc_cooldown = cooldown_speed;
359 if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
361 Send_Effect(EFFECT_ARC_OVERHEAT,
362 self.beam_start, self.beam_wantdir, 1 );
363 sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
367 if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
370 if(!w.wr_checkammo1(w) && !w.wr_checkammo2(w))
371 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
373 // note: this doesn't force the switch
374 W_SwitchToOtherWeapon(self);
382 float coefficient = frametime;
383 if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
387 { rootammo = WEP_CVAR(arc, burst_ammo); }
389 { rootammo = WEP_CVAR(arc, beam_ammo); }
393 coefficient = min(coefficient, self.owner.(thiswep.ammo_field) / rootammo);
394 self.owner.(thiswep.ammo_field) = max(0, self.owner.(thiswep.ammo_field) - (rootammo * frametime));
397 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
398 self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
400 makevectors(self.owner.v_angle);
408 WEP_CVAR(arc, beam_damage) * coefficient,
409 WEP_CVAR(arc, beam_range)
412 // After teleport, "lock" the beam until the teleport is confirmed.
413 if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
414 w_shotdir = self.beam_dir;
417 // network information: shot origin and want/aim direction
418 if(self.beam_start != w_shotorg)
420 self.SendFlags |= ARC_SF_START;
421 self.beam_start = w_shotorg;
423 if(self.beam_wantdir != w_shotdir)
425 self.SendFlags |= ARC_SF_WANTDIR;
426 self.beam_wantdir = w_shotdir;
429 if(!self.beam_initialized)
431 self.beam_dir = w_shotdir;
432 self.beam_initialized = true;
435 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
436 // idea: blend together self.beam_dir with the inverted direction the player is moving in
437 // might have to make some special accomodation so that it only uses view_right and view_up
439 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
442 if(self.beam_dir != w_shotdir)
444 // calculate how much we're going to move the end of the beam to the want position
445 // WEAPONTODO (server and client):
446 // blendfactor never actually becomes 0 in this situation, which is a problem
447 // regarding precision... this means that self.beam_dir and w_shotdir approach
448 // eachother, however they never actually become the same value with this method.
449 // Perhaps we should do some form of rounding/snapping?
450 float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
451 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
453 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
454 float blendfactor = bound(
456 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
457 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
459 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
463 // the radius is not too far yet, no worries :D
464 float blendfactor = bound(
466 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
469 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
472 // network information: beam direction
473 self.SendFlags |= ARC_SF_BEAMDIR;
475 // calculate how many segments are needed
476 float max_allowed_segments;
478 if(WEP_CVAR(arc, beam_distancepersegment))
480 max_allowed_segments = min(
482 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
485 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
487 if(WEP_CVAR(arc, beam_degreespersegment))
494 WEP_CVAR(arc, beam_maxangle)
497 WEP_CVAR(arc, beam_degreespersegment)
502 else { segments = 1; }
504 else { segments = 1; }
506 vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
507 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
510 float new_beam_type = 0;
511 vector last_origin = w_shotorg;
512 for(i = 1; i <= segments; ++i)
514 // WEAPONTODO (client):
515 // In order to do nice fading and pointing on the starting segment, we must always
516 // have that drawn as a separate triangle... However, that is difficult to do when
517 // keeping in mind the above problems and also optimizing the amount of segments
518 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
520 vector new_origin = bezier_quadratic_getpoint(
525 vector new_dir = normalize(new_origin - last_origin);
527 WarpZone_traceline_antilag(
533 ANTILAG_LATENCY(self.owner)
536 // Do all the transforms for warpzones right now, as we already
537 // "are" in the post-trace system (if we hit a player, that's
538 // always BEHIND the last passed wz).
539 last_origin = trace_endpos;
540 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
541 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
542 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
543 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
548 trace_ent.classname == "body"
550 IS_MONSTER(trace_ent)
553 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
555 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
556 // NO. trace_endpos should be just fine. If not,
557 // that's an engine bug that needs proper debugging.
558 vector hitorigin = trace_endpos;
560 float falloff = ExponentialFalloff(
561 WEP_CVAR(arc, beam_falloff_mindist),
562 WEP_CVAR(arc, beam_falloff_maxdist),
563 WEP_CVAR(arc, beam_falloff_halflifedist),
564 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
567 if(is_player && SAME_TEAM(self.owner, trace_ent))
569 float roothealth, rootarmor;
572 roothealth = WEP_CVAR(arc, burst_healing_hps);
573 rootarmor = WEP_CVAR(arc, burst_healing_aps);
577 roothealth = WEP_CVAR(arc, beam_healing_hps);
578 rootarmor = WEP_CVAR(arc, beam_healing_aps);
581 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
583 trace_ent.health = min(
584 trace_ent.health + (roothealth * coefficient),
585 WEP_CVAR(arc, beam_healing_hmax)
588 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
590 trace_ent.armorvalue = min(
591 trace_ent.armorvalue + (rootarmor * coefficient),
592 WEP_CVAR(arc, beam_healing_amax)
596 // stop rot, set visual effect
597 if(roothealth || rootarmor)
599 trace_ent.pauserothealth_finished = max(
600 trace_ent.pauserothealth_finished,
601 time + autocvar_g_balance_pause_health_rot
603 trace_ent.pauserotarmor_finished = max(
604 trace_ent.pauserotarmor_finished,
605 time + autocvar_g_balance_pause_armor_rot
607 new_beam_type = ARC_BT_HEAL;
616 { rootdamage = WEP_CVAR(arc, burst_damage); }
618 { rootdamage = WEP_CVAR(arc, beam_damage); }
621 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
623 if(accuracy_isgooddamage(self.owner, trace_ent))
629 rootdamage * coefficient * falloff
637 rootdamage * coefficient * falloff,
640 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
643 new_beam_type = ARC_BT_HIT;
647 else if(trace_fraction != 1)
649 // we collided with geometry
650 new_beam_type = ARC_BT_WALL;
655 // te_explosion(trace_endpos);
657 // if we're bursting, use burst visual effects
658 new_beam_type |= burst;
660 // network information: beam type
661 if(new_beam_type != self.beam_type)
663 self.SendFlags |= ARC_SF_BEAMTYPE;
664 self.beam_type = new_beam_type;
667 self.owner.beam_prev = time;
668 self.nextthink = time;
671 void W_Arc_Beam(float burst)
674 // only play fire sound if 1 sec has passed since player let go the fire button
675 if(time - self.beam_prev > 1)
676 sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
678 entity beam = self.arc_beam = new(W_Arc_Beam);
679 beam.solid = SOLID_NOT;
680 beam.think = W_Arc_Beam_Think;
682 beam.movetype = MOVETYPE_NONE;
683 beam.bot_dodge = true;
684 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
685 beam.beam_bursting = burst;
686 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
688 WITH(entity, self, beam, beam.think());
693 makevectors(self.v_angle);
694 W_SetupShot_Range(self,true,0,"",0,0,0);
696 vector smoke_origin = w_shotorg + self.velocity*frametime;
697 if ( self.arc_overheat > time )
699 if ( random() < self.arc_heat_percent )
700 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
701 if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
703 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
704 if ( !self.arc_smoke_sound )
706 self.arc_smoke_sound = 1;
707 sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
711 else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
712 self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
714 if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
715 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
716 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
719 if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
720 !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || PS(self).m_switchweapon != WEP_ARC )
722 self.arc_smoke_sound = 0;
723 sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
727 METHOD(Arc, wr_aim, void(entity thiswep))
730 if(WEP_CVAR(arc, beam_botaimspeed))
732 self.BUTTON_ATCK = bot_aim(
733 WEP_CVAR(arc, beam_botaimspeed),
735 WEP_CVAR(arc, beam_botaimlifetime),
741 self.BUTTON_ATCK = bot_aim(
749 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
751 Arc_Player_SetHeat(actor);
754 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
756 if (time >= actor.arc_overheat)
757 if ((fire & 1) || beam_fire2 || actor.arc_beam.beam_bursting)
760 if(actor.arc_BUTTON_ATCK_prev)
763 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
764 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
767 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
770 if((!actor.arc_beam) || wasfreed(actor.arc_beam))
772 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
774 W_Arc_Beam(boolean(beam_fire2));
776 if(!actor.arc_BUTTON_ATCK_prev)
778 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
779 actor.arc_BUTTON_ATCK_prev = true;
788 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
790 W_Arc_Attack_Bolt(thiswep);
791 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
795 if(actor.arc_BUTTON_ATCK_prev)
797 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
798 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
799 int slot = weaponslot(weaponentity);
800 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
802 actor.arc_BUTTON_ATCK_prev = false;
806 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
809 actor.arc_count = autocvar_g_balance_arc_secondary_count;
810 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
811 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
815 METHOD(Arc, wr_init, void(entity thiswep))
817 if(!arc_shotorigin[0])
819 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
820 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
821 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
822 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
825 METHOD(Arc, wr_checkammo1, bool(entity thiswep))
828 return ((!WEP_CVAR(arc, beam_ammo)) || (self.(thiswep.ammo_field) > 0));
830 METHOD(Arc, wr_checkammo2, bool(entity thiswep))
833 if(WEP_CVAR(arc, bolt))
835 float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
836 ammo_amount += self.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
840 return WEP_CVAR(arc, overheat_max) > 0 &&
841 ((!WEP_CVAR(arc, burst_ammo)) || (self.(thiswep.ammo_field) > 0));
843 METHOD(Arc, wr_killmessage, int(entity thiswep))
845 if(w_deathtype & HITTYPE_SECONDARY)
846 return WEAPON_ARC_MURDER_SPRAY;
848 return WEAPON_ARC_MURDER;
850 METHOD(Arc, wr_drop, void(entity thiswep))
852 weapon_dropevent_item.arc_overheat = self.arc_overheat;
853 weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
854 self.arc_overheat = 0;
855 self.arc_cooldown = 0;
857 METHOD(Arc, wr_pickup, void(entity thiswep))
859 if ( !client_hasweapon(self, thiswep, false, false) &&
860 weapon_dropevent_item.arc_overheat > time )
862 self.arc_overheat = weapon_dropevent_item.arc_overheat;
863 self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
868 bool autocvar_cl_arcbeam_teamcolor;
870 METHOD(Arc, wr_impacteffect, void(entity thiswep))
872 if(w_deathtype & HITTYPE_SECONDARY)
875 org2 = w_org + w_backoff * 6;
876 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
877 if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
881 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
883 entity beam = Draw_ArcBeam_callback_entity;
884 vector transformed_view_org;
885 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
887 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
888 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
889 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
895 if(trace_fraction != 1)
897 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
898 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
899 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
909 // decide upon thickness
910 float thickness = beam.beam_thickness;
912 // draw primary beam render
913 vector top = hitorigin + (thickdir * thickness);
914 vector bottom = hitorigin - (thickdir * thickness);
916 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
917 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
919 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
922 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
928 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
934 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
940 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
946 // draw trailing particles
948 // - Don't use spammy particle counts here, use a FEW small particles around the beam
949 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
950 if(beam.beam_traileffect)
952 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
955 // set up for the next
956 Draw_ArcBeam_callback_last_thickness = thickness;
957 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
958 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
964 for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
965 e.beam_initialized = false;
967 for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
968 e.beam_initialized = false;
972 void Draw_ArcBeam(entity this)
974 float dt = time - this.move_time;
975 this.move_time = time;
976 if(dt <= 0) { return; }
978 if(!this.beam_usevieworigin)
980 InterpolateOrigin_Do(this);
983 // origin = beam starting origin
984 // v_angle = wanted/aim direction
985 // angles = current direction of beam
988 vector wantdir; //= view_forward;
989 vector beamdir; //= this.beam_dir;
992 if(this.beam_usevieworigin)
995 // Currently we have to replicate nearly the same method of figuring
996 // out the shotdir that the server does... Ideally in the future we
997 // should be able to acquire this from a generalized function built
998 // into a weapon system for client code.
1000 // find where we are aiming
1001 makevectors(warpzone_save_view_angles);
1002 vector forward = v_forward;
1003 vector right = v_right;
1006 // decide upon start position
1007 if(this.beam_usevieworigin == 2)
1008 { start_pos = warpzone_save_view_origin; }
1010 { start_pos = this.origin; }
1012 // trace forward with an estimation
1015 start_pos + forward * this.beam_range,
1020 // untransform in case our trace went through a warpzone
1021 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
1023 // un-adjust trueaim if shotend is too close
1024 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
1025 end_pos = start_pos + (forward * g_trueaim_minrange);
1027 // move shot origin to the actual gun muzzle origin
1028 vector origin_offset =
1029 right * -this.beam_shotorigin.y
1030 + up * this.beam_shotorigin.z;
1032 start_pos = start_pos + origin_offset;
1034 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1035 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1036 start_pos = trace_endpos;
1038 // calculate the aim direction now
1039 wantdir = normalize(end_pos - start_pos);
1041 if(!this.beam_initialized)
1043 this.beam_dir = wantdir;
1044 this.beam_initialized = true;
1047 if(this.beam_dir != wantdir)
1049 // calculate how much we're going to move the end of the beam to the want position
1050 // WEAPONTODO (server and client):
1051 // blendfactor never actually becomes 0 in this situation, which is a problem
1052 // regarding precision... this means that this.beam_dir and w_shotdir approach
1053 // eachother, however they never actually become the same value with this method.
1054 // Perhaps we should do some form of rounding/snapping?
1055 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1056 if(angle && (angle > this.beam_maxangle))
1058 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1059 float blendfactor = bound(
1061 (1 - (this.beam_returnspeed * frametime)),
1062 min(this.beam_maxangle / angle, 1)
1064 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1068 // the radius is not too far yet, no worries :D
1069 float blendfactor = bound(
1071 (1 - (this.beam_returnspeed * frametime)),
1074 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1077 // calculate how many segments are needed
1078 float max_allowed_segments;
1080 if(this.beam_distancepersegment)
1082 max_allowed_segments = min(
1084 1 + (vlen(wantdir / this.beam_distancepersegment))
1087 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1089 if(this.beam_degreespersegment)
1099 this.beam_degreespersegment
1101 max_allowed_segments
1104 else { segments = 1; }
1106 else { segments = 1; }
1108 // set the beam direction which the rest of the code will refer to
1109 beamdir = this.beam_dir;
1111 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1112 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1116 // set the values from the provided info from the networked entity
1117 start_pos = this.origin;
1118 wantdir = this.v_angle;
1119 beamdir = this.angles;
1121 if(beamdir != wantdir)
1123 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1125 // calculate how many segments are needed
1126 float max_allowed_segments;
1128 if(this.beam_distancepersegment)
1130 max_allowed_segments = min(
1132 1 + (vlen(wantdir / this.beam_distancepersegment))
1135 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1137 if(this.beam_degreespersegment)
1147 this.beam_degreespersegment
1149 max_allowed_segments
1152 else { segments = 1; }
1154 else { segments = 1; }
1157 setorigin(this, start_pos);
1158 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1160 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1161 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1163 Draw_ArcBeam_callback_entity = this;
1164 Draw_ArcBeam_callback_last_thickness = 0;
1165 Draw_ArcBeam_callback_last_top = start_pos;
1166 Draw_ArcBeam_callback_last_bottom = start_pos;
1168 vector last_origin = start_pos;
1169 vector original_start_pos = start_pos;
1172 for(i = 1; i <= segments; ++i)
1174 // WEAPONTODO (client):
1175 // In order to do nice fading and pointing on the starting segment, we must always
1176 // have that drawn as a separate triangle... However, that is difficult to do when
1177 // keeping in mind the above problems and also optimizing the amount of segments
1178 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1180 vector new_origin = bezier_quadratic_getpoint(
1186 WarpZone_TraceBox_ThroughZone(
1194 Draw_ArcBeam_callback
1197 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1198 // system (if we hit a player, that's always BEHIND the last passed wz).
1199 last_origin = trace_endpos;
1200 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1201 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1202 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1203 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1204 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1205 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1207 if(trace_fraction < 1) { break; }
1210 // visual effects for startpoint and endpoint
1211 if(this.beam_hiteffect)
1213 // FIXME we really should do this on the server so it actually
1214 // matches gameplay. What this client side stuff is doing is no
1215 // more than guesswork.
1216 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1218 this.beam_hiteffect,
1224 if(this.beam_hitlight[0])
1228 this.beam_hitlight[0],
1230 this.beam_hitlight[1],
1231 this.beam_hitlight[2],
1232 this.beam_hitlight[3]
1236 if(this.beam_muzzleeffect)
1239 this.beam_muzzleeffect,
1240 original_start_pos + wantdir * 20,
1245 if(this.beam_muzzlelight[0])
1248 original_start_pos + wantdir * 20,
1249 this.beam_muzzlelight[0],
1251 this.beam_muzzlelight[1],
1252 this.beam_muzzlelight[2],
1253 this.beam_muzzlelight[3]
1259 Draw_ArcBeam_callback_entity = world;
1260 Draw_ArcBeam_callback_last_thickness = 0;
1261 Draw_ArcBeam_callback_last_top = '0 0 0';
1262 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1265 void Remove_ArcBeam(entity this)
1267 remove(this.beam_muzzleentity);
1268 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1271 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1273 int sf = ReadByte();
1278 int gunalign = W_GetGunAlignment(world);
1280 self.beam_shotorigin = arc_shotorigin[gunalign];
1282 // set other main attributes of the beam
1283 self.draw = Draw_ArcBeam;
1284 self.entremove = Remove_ArcBeam;
1285 self.move_time = time;
1286 loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
1290 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1291 flash.drawmask = MASK_NORMAL;
1292 flash.solid = SOLID_NOT;
1293 flash.avelocity_z = 5000;
1294 setattachment(flash, self, "");
1295 setorigin(flash, '0 0 0');
1297 self.beam_muzzleentity = flash;
1301 flash = self.beam_muzzleentity;
1304 if(sf & ARC_SF_SETTINGS) // settings information
1306 self.beam_degreespersegment = ReadShort();
1307 self.beam_distancepersegment = ReadShort();
1308 self.beam_maxangle = ReadShort();
1309 self.beam_range = ReadCoord();
1310 self.beam_returnspeed = ReadShort();
1311 self.beam_tightness = (ReadByte() / 10);
1315 if(autocvar_chase_active)
1316 { self.beam_usevieworigin = 1; }
1317 else // use view origin
1318 { self.beam_usevieworigin = 2; }
1322 self.beam_usevieworigin = 0;
1325 self.sv_entnum = ReadByte();
1328 if(!self.beam_usevieworigin)
1330 // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1331 self.iflags = IFLAG_ORIGIN;
1333 InterpolateOrigin_Undo(self);
1336 if(sf & ARC_SF_START) // starting location
1338 self.origin_x = ReadCoord();
1339 self.origin_y = ReadCoord();
1340 self.origin_z = ReadCoord();
1342 else if(self.beam_usevieworigin) // infer the location from player location
1344 if(self.beam_usevieworigin == 2)
1347 self.origin = view_origin;
1351 // use player origin so that third person display still works
1352 self.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1356 setorigin(self, self.origin);
1358 if(sf & ARC_SF_WANTDIR) // want/aim direction
1360 self.v_angle_x = ReadCoord();
1361 self.v_angle_y = ReadCoord();
1362 self.v_angle_z = ReadCoord();
1365 if(sf & ARC_SF_BEAMDIR) // beam direction
1367 self.angles_x = ReadCoord();
1368 self.angles_y = ReadCoord();
1369 self.angles_z = ReadCoord();
1372 if(sf & ARC_SF_BEAMTYPE) // beam type
1374 self.beam_type = ReadByte();
1376 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(stof(getplayerkeyvalue(self.sv_entnum - 1, "colors")) & 0x0F, true) : '1 1 1');
1377 switch(self.beam_type)
1381 self.beam_color = beamcolor;
1382 self.beam_alpha = 0.5;
1383 self.beam_thickness = 8;
1384 self.beam_traileffect = (EFFECT_ARC_BEAM);
1385 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1386 self.beam_hitlight[0] = 0;
1387 self.beam_hitlight[1] = 1;
1388 self.beam_hitlight[2] = 1;
1389 self.beam_hitlight[3] = 1;
1390 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1391 self.beam_muzzlelight[0] = 0;
1392 self.beam_muzzlelight[1] = 1;
1393 self.beam_muzzlelight[2] = 1;
1394 self.beam_muzzlelight[3] = 1;
1395 if(self.beam_muzzleeffect)
1397 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1398 flash.alpha = self.beam_alpha;
1399 flash.colormod = self.beam_color;
1404 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1406 self.beam_color = beamcolor;
1407 self.beam_alpha = 0.5;
1408 self.beam_thickness = 8;
1409 self.beam_traileffect = (EFFECT_ARC_BEAM);
1410 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1411 self.beam_hitlight[0] = 0;
1412 self.beam_hitlight[1] = 1;
1413 self.beam_hitlight[2] = 1;
1414 self.beam_hitlight[3] = 1;
1415 self.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1416 self.beam_muzzlelight[0] = 0;
1417 self.beam_muzzlelight[1] = 1;
1418 self.beam_muzzlelight[2] = 1;
1419 self.beam_muzzlelight[3] = 1;
1420 self.beam_image = "particles/lgbeam";
1421 if(self.beam_muzzleeffect)
1423 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1424 flash.alpha = self.beam_alpha;
1425 flash.colormod = self.beam_color;
1432 self.beam_color = beamcolor;
1433 self.beam_alpha = 0.5;
1434 self.beam_thickness = 8;
1435 self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1436 self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1437 self.beam_hitlight[0] = 0;
1438 self.beam_hitlight[1] = 1;
1439 self.beam_hitlight[2] = 1;
1440 self.beam_hitlight[3] = 1;
1441 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1442 self.beam_muzzlelight[0] = 0;
1443 self.beam_muzzlelight[1] = 1;
1444 self.beam_muzzlelight[2] = 1;
1445 self.beam_muzzlelight[3] = 1;
1446 self.beam_image = "particles/lgbeam";
1447 if(self.beam_muzzleeffect)
1449 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1450 flash.alpha = self.beam_alpha;
1451 flash.colormod = self.beam_color;
1458 self.beam_color = beamcolor;
1459 self.beam_alpha = 0.5;
1460 self.beam_thickness = 8;
1461 self.beam_traileffect = (EFFECT_ARC_BEAM);
1462 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1463 self.beam_hitlight[0] = 20;
1464 self.beam_hitlight[1] = 1;
1465 self.beam_hitlight[2] = 0;
1466 self.beam_hitlight[3] = 0;
1467 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1468 self.beam_muzzlelight[0] = 50;
1469 self.beam_muzzlelight[1] = 1;
1470 self.beam_muzzlelight[2] = 0;
1471 self.beam_muzzlelight[3] = 0;
1472 self.beam_image = "particles/lgbeam";
1473 if(self.beam_muzzleeffect)
1475 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1476 flash.alpha = self.beam_alpha;
1477 flash.colormod = self.beam_color;
1482 case ARC_BT_BURST_MISS:
1484 self.beam_color = beamcolor;
1485 self.beam_alpha = 0.5;
1486 self.beam_thickness = 14;
1487 self.beam_traileffect = (EFFECT_ARC_BEAM);
1488 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1489 self.beam_hitlight[0] = 0;
1490 self.beam_hitlight[1] = 1;
1491 self.beam_hitlight[2] = 1;
1492 self.beam_hitlight[3] = 1;
1493 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1494 self.beam_muzzlelight[0] = 0;
1495 self.beam_muzzlelight[1] = 1;
1496 self.beam_muzzlelight[2] = 1;
1497 self.beam_muzzlelight[3] = 1;
1498 self.beam_image = "particles/lgbeam";
1499 if(self.beam_muzzleeffect)
1501 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1502 flash.alpha = self.beam_alpha;
1503 flash.colormod = self.beam_color;
1508 case ARC_BT_BURST_WALL:
1510 self.beam_color = beamcolor;
1511 self.beam_alpha = 0.5;
1512 self.beam_thickness = 14;
1513 self.beam_traileffect = (EFFECT_ARC_BEAM);
1514 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1515 self.beam_hitlight[0] = 0;
1516 self.beam_hitlight[1] = 1;
1517 self.beam_hitlight[2] = 1;
1518 self.beam_hitlight[3] = 1;
1519 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1520 self.beam_muzzlelight[0] = 0;
1521 self.beam_muzzlelight[1] = 1;
1522 self.beam_muzzlelight[2] = 1;
1523 self.beam_muzzlelight[3] = 1;
1524 self.beam_image = "particles/lgbeam";
1525 if(self.beam_muzzleeffect)
1527 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1528 flash.alpha = self.beam_alpha;
1529 flash.colormod = self.beam_color;
1534 case ARC_BT_BURST_HEAL:
1536 self.beam_color = beamcolor;
1537 self.beam_alpha = 0.5;
1538 self.beam_thickness = 14;
1539 self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1540 self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1541 self.beam_hitlight[0] = 0;
1542 self.beam_hitlight[1] = 1;
1543 self.beam_hitlight[2] = 1;
1544 self.beam_hitlight[3] = 1;
1545 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1546 self.beam_muzzlelight[0] = 0;
1547 self.beam_muzzlelight[1] = 1;
1548 self.beam_muzzlelight[2] = 1;
1549 self.beam_muzzlelight[3] = 1;
1550 self.beam_image = "particles/lgbeam";
1551 if(self.beam_muzzleeffect)
1553 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1554 flash.alpha = self.beam_alpha;
1555 flash.colormod = self.beam_color;
1560 case ARC_BT_BURST_HIT:
1562 self.beam_color = beamcolor;
1563 self.beam_alpha = 0.5;
1564 self.beam_thickness = 14;
1565 self.beam_traileffect = (EFFECT_ARC_BEAM);
1566 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1567 self.beam_hitlight[0] = 0;
1568 self.beam_hitlight[1] = 1;
1569 self.beam_hitlight[2] = 1;
1570 self.beam_hitlight[3] = 1;
1571 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1572 self.beam_muzzlelight[0] = 0;
1573 self.beam_muzzlelight[1] = 1;
1574 self.beam_muzzlelight[2] = 1;
1575 self.beam_muzzlelight[3] = 1;
1576 self.beam_image = "particles/lgbeam";
1577 if(self.beam_muzzleeffect)
1579 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1580 flash.alpha = self.beam_alpha;
1581 flash.colormod = self.beam_color;
1587 // shouldn't be possible, but lets make it colorful if it does :D
1590 self.beam_color = randomvec();
1591 self.beam_alpha = 1;
1592 self.beam_thickness = 8;
1593 self.beam_traileffect = NULL;
1594 self.beam_hiteffect = NULL;
1595 self.beam_hitlight[0] = 0;
1596 self.beam_hitlight[1] = 1;
1597 self.beam_hitlight[2] = 1;
1598 self.beam_hitlight[3] = 1;
1599 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1600 self.beam_muzzlelight[0] = 0;
1601 self.beam_muzzlelight[1] = 1;
1602 self.beam_muzzlelight[2] = 1;
1603 self.beam_muzzlelight[3] = 1;
1604 self.beam_image = "particles/lgbeam";
1605 if(self.beam_muzzleeffect)
1607 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1608 flash.alpha = self.beam_alpha;
1609 flash.colormod = self.beam_color;
1617 if(!self.beam_usevieworigin)
1619 InterpolateOrigin_Note(this);