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Merge branch 'master' into Lyberta/TeamplayOverhaul
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
1 #include "arc.qh"
2
3 #ifdef SVQC
4 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
6
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
8 {
9         WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
10
11         // Truncate information when this beam is displayed to the owner client
12         // - The owner client has no use for beam start position or directions,
13         //    it always figures this information out for itself with csqc code.
14         // - Spectating the owner also truncates this information.
15         float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
16         if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
17
18         WriteByte(MSG_ENTITY, sf);
19         WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
20
21         if(sf & ARC_SF_SETTINGS) // settings information
22         {
23                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
24                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
25                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
26                 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
27                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
28                 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
29
30                 WriteByte(MSG_ENTITY, drawlocal);
31                 WriteByte(MSG_ENTITY, etof(this.owner));
32         }
33         if(sf & ARC_SF_START) // starting location
34         {
35                 WriteVector(MSG_ENTITY, this.beam_start);
36         }
37         if(sf & ARC_SF_WANTDIR) // want/aim direction
38         {
39                 WriteVector(MSG_ENTITY, this.beam_wantdir);
40         }
41         if(sf & ARC_SF_BEAMDIR) // beam direction
42         {
43                 WriteAngle(MSG_ENTITY, this.beam_dir.x);
44                 WriteAngle(MSG_ENTITY, this.beam_dir.y);
45                 WriteAngle(MSG_ENTITY, this.beam_dir.z);
46         }
47         if(sf & ARC_SF_BEAMTYPE) // beam type
48         {
49                 WriteByte(MSG_ENTITY, this.beam_type);
50         }
51
52         return true;
53 }
54
55 void Reset_ArcBeam(entity player, vector forward)
56 {
57         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
58         {
59                 .entity weaponentity = weaponentities[slot];
60                 if(!player.(weaponentity).arc_beam)
61                         continue;
62                 player.(weaponentity).arc_beam.beam_dir = forward;
63                 player.(weaponentity).arc_beam.beam_teleporttime = time;
64         }
65 }
66
67 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
68 {
69         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
70         {
71                 player.arc_overheat = 0;
72                 return 0;
73         }
74
75         if ( player.(weaponentity).arc_beam )
76                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
77
78         if ( player.arc_overheat > time )
79         {
80                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
81                         * player.arc_cooldown;
82         }
83
84         return 0;
85 }
86 void Arc_Player_SetHeat(entity player, .entity weaponentity)
87 {
88         player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
89         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
90 }
91
92 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
93 {
94         this.event_damage = func_null;
95         RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
96
97         delete(this);
98 }
99
100 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
101 {
102         W_Arc_Bolt_Explode(this, trigger);
103 }
104
105 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
106 {
107         if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
108                 return;
109
110         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
111                 return; // g_projectiles_damage says to halt
112
113         TakeResource(this, RESOURCE_HEALTH, damage);
114         this.angles = vectoangles(this.velocity);
115
116         if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
117                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
118 }
119
120 void W_Arc_Bolt_Touch(entity this, entity toucher)
121 {
122         PROJECTILE_TOUCH(this, toucher);
123         this.use(this, NULL, toucher);
124 }
125
126 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
127 {
128         entity missile;
129
130         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
131
132         W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
133
134         Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
135
136         missile = new(missile);
137         missile.owner = missile.realowner = actor;
138         missile.bot_dodge = true;
139         IL_PUSH(g_bot_dodge, missile);
140         missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
141
142         missile.takedamage = DAMAGE_YES;
143         SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(arc, bolt_health));
144         missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
145         missile.event_damage = W_Arc_Bolt_Damage;
146         missile.damagedbycontents = true;
147         IL_PUSH(g_damagedbycontents, missile);
148
149         settouch(missile, W_Arc_Bolt_Touch);
150         missile.use = W_Arc_Bolt_Explode_use;
151         setthink(missile, adaptor_think2use_hittype_splash);
152         missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
153         PROJECTILE_MAKETRIGGER(missile);
154         missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
155         missile.weaponentity_fld = weaponentity;
156         setorigin(missile, w_shotorg);
157         setsize(missile, '0 0 0', '0 0 0');
158
159         set_movetype(missile, MOVETYPE_FLY);
160         W_SetupProjVelocity_PRE(missile, arc, bolt_);
161
162         missile.angles = vectoangles(missile.velocity);
163         missile.flags = FL_PROJECTILE;
164         missile.missile_flags = MIF_SPLASH;
165
166         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
167
168         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
169 }
170
171 void W_Arc_Beam_Think(entity this)
172 {
173         .entity weaponentity = this.weaponentity_fld;
174         entity own = this.owner;
175         if(this != own.(weaponentity).arc_beam)
176         {
177                 delete(this);
178                 return;
179         }
180
181         float burst = 0;
182         if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
183         {
184                 if(!this.beam_bursting)
185                         this.beam_bursting = true;
186                 burst = ARC_BT_BURSTMASK;
187         }
188
189         Weapon thiswep = WEP_ARC;
190
191         if(
192                 !IS_PLAYER(own)
193                 ||
194                 (!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(GetResourceAmount(trace_ent, RESOURCE_HEALTH) <= trace_ent.max_health)
459                                         {
460                                                 GiveResourceWithLimit(trace_ent, RESOURCE_HEALTH, (roothealth * coefficient), trace_ent.max_health);
461                                                 WaypointSprite_UpdateHealth(trace_ent.sprite, GetResourceAmount(trace_ent, RESOURCE_HEALTH));
462                                                 trace_ent.frame = 10 * bound(0, (1 - GetResourceAmount(trace_ent, RESOURCE_HEALTH) / trace_ent.max_health), 1);
463                                                 trace_ent.lasthealth = GetResourceAmount(trace_ent, RESOURCE_HEALTH);
464                                                 trace_ent.SendFlags |= GSF_STATUS;
465                                         }
466                                         new_beam_type = ARC_BT_HEAL;
467                                 }
468                         }
469                         else if(trace_ent.classname == "onslaught_controlpoint_icon" && SAME_TEAM(own, trace_ent))
470                         {
471                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
472                                 if(roothealth)
473                                 {
474                                         if(GetResourceAmount(trace_ent, RESOURCE_HEALTH) <= trace_ent.max_health)
475                                         {
476                                                 GiveResourceWithLimit(trace_ent, RESOURCE_HEALTH, (roothealth * coefficient), trace_ent.max_health);
477                                                 if(trace_ent.owner.iscaptured)
478                                                         WaypointSprite_UpdateHealth(trace_ent.owner.sprite, GetResourceAmount(trace_ent, RESOURCE_HEALTH));
479                                                 else
480                                                         WaypointSprite_UpdateBuildFinished(trace_ent.owner.sprite, time + (trace_ent.max_health - GetResourceAmount(trace_ent, RESOURCE_HEALTH)) / (trace_ent.count / ONS_CP_THINKRATE));
481                                         }
482                                         new_beam_type = ARC_BT_HEAL;
483                                 }
484                         }
485                         else if(trace_ent.classname == "func_assault_destructible" && SAME_TEAM(own, trace_ent))
486                         {
487                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
488
489                                 if(roothealth)
490                                 {
491                                         if(GetResourceAmount(trace_ent, RESOURCE_HEALTH) <= trace_ent.max_health)
492                                         {
493                                                 GiveResourceWithLimit(trace_ent, RESOURCE_HEALTH, (roothealth * coefficient), trace_ent.max_health);
494                                                 if(trace_ent.sprite)
495                                                 {
496                                                         WaypointSprite_UpdateHealth(trace_ent.sprite, GetResourceAmount(trace_ent, RESOURCE_HEALTH));
497                                                 }
498                                                 func_breakable_colormod(trace_ent);
499                                         }
500                                         new_beam_type = ARC_BT_HEAL;
501                                 }
502                         }
503                         else if(is_player && SAME_TEAM(own, trace_ent))
504                         {
505                                 float roothealth, rootarmor;
506                                 float maxhp;
507                                 if(burst)
508                                 {
509                                         roothealth = WEP_CVAR(arc, burst_healing_hps);
510                                         rootarmor = WEP_CVAR(arc, burst_healing_aps);
511                                 }
512                                 else
513                                 {
514                                         roothealth = WEP_CVAR(arc, beam_healing_hps);
515                                         rootarmor = WEP_CVAR(arc, beam_healing_aps);
516                                 }
517                                 maxhp = ((IS_MONSTER(trace_ent)) ? trace_ent.max_health : WEP_CVAR(arc, beam_healing_hmax));
518
519                                 if(GetResourceAmount(trace_ent, RESOURCE_HEALTH) <= maxhp && roothealth)
520                                 {
521                                         GiveResourceWithLimit(trace_ent, RESOURCE_HEALTH, (roothealth * coefficient), maxhp);
522                                 }
523                                 if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= WEP_CVAR(arc, beam_healing_amax) && rootarmor && !IS_MONSTER(trace_ent))
524                                 {
525                                         GiveResourceWithLimit(trace_ent, RESOURCE_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
526                                 }
527
528                                 // stop rot, set visual effect
529                                 if(roothealth || rootarmor)
530                                 {
531                                         trace_ent.pauserothealth_finished = max(
532                                                 trace_ent.pauserothealth_finished,
533                                                 time + autocvar_g_balance_pause_health_rot
534                                         );
535                                         trace_ent.pauserotarmor_finished = max(
536                                                 trace_ent.pauserotarmor_finished,
537                                                 time + autocvar_g_balance_pause_armor_rot
538                                         );
539                                         new_beam_type = ARC_BT_HEAL;
540                                 }
541                         }
542                         else
543                         {
544                                 float rootdamage;
545                                 if(is_player)
546                                 {
547                                         if(burst)
548                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
549                                         else
550                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
551                                 }
552                                 else
553                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
554
555                                 if(accuracy_isgooddamage(own, trace_ent))
556                                 {
557                                         accuracy_add(
558                                                 own,
559                                                 WEP_ARC.m_id,
560                                                 0,
561                                                 rootdamage * coefficient * falloff
562                                         );
563                                 }
564
565                                 Damage(
566                                         trace_ent,
567                                         own,
568                                         own,
569                                         rootdamage * coefficient * falloff,
570                                         WEP_ARC.m_id,
571                                         weaponentity,
572                                         hitorigin,
573                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
574                                 );
575
576                                 new_beam_type = ARC_BT_HIT;
577                         }
578                         break;
579                 }
580                 else if(trace_fraction != 1)
581                 {
582                         // we collided with geometry
583                         new_beam_type = ARC_BT_WALL;
584                         break;
585                 }
586         }
587
588         // te_explosion(trace_endpos);
589
590         // if we're bursting, use burst visual effects
591         new_beam_type |= burst;
592
593         // network information: beam type
594         if(new_beam_type != this.beam_type)
595         {
596                 this.SendFlags |= ARC_SF_BEAMTYPE;
597                 this.beam_type = new_beam_type;
598         }
599
600         own.(weaponentity).beam_prev = time;
601         this.nextthink = time;
602 }
603
604 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
605 {
606
607         // only play fire sound if 1 sec has passed since player let go the fire button
608         if(time - actor.(weaponentity).beam_prev > 1)
609                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
610
611         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
612         beam.weaponentity_fld = weaponentity;
613         beam.solid = SOLID_NOT;
614         setthink(beam, W_Arc_Beam_Think);
615         beam.owner = actor;
616         set_movetype(beam, MOVETYPE_NONE);
617         beam.bot_dodge = true;
618         IL_PUSH(g_bot_dodge, beam);
619         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
620         beam.beam_bursting = burst;
621         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
622
623         getthink(beam)(beam);
624 }
625 void Arc_Smoke(entity actor, .entity weaponentity)
626 {
627         makevectors(actor.v_angle);
628         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
629
630         vector smoke_origin = w_shotorg + actor.velocity*frametime;
631         if ( actor.arc_overheat > time )
632         {
633                 if ( random() < actor.(weaponentity).arc_heat_percent )
634                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
635                 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
636                 {
637                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
638                         if ( !actor.arc_smoke_sound )
639                         {
640                                 actor.arc_smoke_sound = 1;
641                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
642                         }
643                 }
644         }
645         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
646                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
647         {
648                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
649                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
650                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
651         }
652
653         if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
654                 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
655         {
656                 actor.arc_smoke_sound = 0;
657                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
658         }
659 }
660
661 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
662 {
663     if(WEP_CVAR(arc, beam_botaimspeed))
664     {
665         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
666                 actor,
667                 weaponentity,
668             WEP_CVAR(arc, beam_botaimspeed),
669             0,
670             WEP_CVAR(arc, beam_botaimlifetime),
671             false
672         );
673     }
674     else
675     {
676         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
677                 actor,
678                 weaponentity,
679             1000000,
680             0,
681             0.001,
682             false
683         );
684     }
685 }
686 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
687 {
688     Arc_Player_SetHeat(actor, weaponentity);
689     Arc_Smoke(actor, weaponentity);
690
691     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
692
693     if (time >= actor.arc_overheat)
694     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
695     {
696
697         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
698         {
699             #if 0
700             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
701                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
702             else
703             #endif
704                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
705         }
706
707         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
708         {
709             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
710             {
711                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
712
713                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
714                 {
715                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
716                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
717                 }
718             }
719         }
720
721         return;
722     }
723     else if(fire & 2)
724     {
725         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
726         {
727             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
728             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
729         }
730     }
731
732     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
733     {
734         int slot = weaponslot(weaponentity);
735         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
736         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
737         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
738     }
739     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
740
741     #if 0
742     if(fire & 2)
743     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
744     {
745         W_Arc_Attack2();
746         actor.arc_count = autocvar_g_balance_arc_secondary_count;
747         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
748         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
749     }
750     #endif
751 }
752 METHOD(Arc, wr_init, void(entity thiswep))
753 {
754     if(!arc_shotorigin[0])
755     {
756         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
757         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
758         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
759         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
760     }
761 }
762 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
763 {
764     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
765 }
766 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
767 {
768     if(WEP_CVAR(arc, bolt))
769     {
770         float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
771         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
772         return ammo_amount;
773     }
774     else
775         return WEP_CVAR(arc, overheat_max) > 0 &&
776             ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
777 }
778 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
779 {
780     if(w_deathtype & HITTYPE_SECONDARY)
781         return WEAPON_ARC_MURDER_SPRAY;
782     else
783         return WEAPON_ARC_MURDER;
784 }
785 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
786 {
787     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
788     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
789     actor.arc_overheat = 0;
790     actor.arc_cooldown = 0;
791     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
792 }
793 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
794 {
795     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
796         weapon_dropevent_item.arc_overheat > time )
797     {
798         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
799         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
800     }
801 }
802 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
803 {
804     actor.arc_overheat = 0;
805     actor.arc_cooldown = 0;
806     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
807     {
808         .entity weaponentity = weaponentities[slot];
809         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
810     }
811 }
812 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
813 {
814     actor.arc_overheat = 0;
815     actor.arc_cooldown = 0;
816     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
817 }
818 #endif
819 #ifdef CSQC
820 bool autocvar_cl_arcbeam_teamcolor = true;
821 bool autocvar_cl_arcbeam_simple = true;
822
823 .int beam_slot;
824
825 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
826 {
827     if(w_deathtype & HITTYPE_SECONDARY)
828     {
829         vector org2;
830         org2 = w_org + w_backoff * 6;
831         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
832         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
833     }
834 }
835
836 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
837 {
838         entity beam = Draw_ArcBeam_callback_entity;
839         vector transformed_view_org;
840         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
841
842         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
843         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
844         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
845
846         vector hitorigin;
847
848         // draw segment
849         #if 0
850         if(trace_fraction != 1)
851         {
852                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
853                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
854                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
855         }
856         else
857         {
858                 hitorigin = hit;
859         }
860         #else
861         hitorigin = hit;
862         #endif
863
864         // decide upon thickness
865         float thickness = beam.beam_thickness;
866
867         // draw primary beam render
868         vector top    = hitorigin + (thickdir * thickness);
869         vector bottom = hitorigin - (thickdir * thickness);
870
871         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
872         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
873
874         if(autocvar_cl_arcbeam_simple)
875                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
876         else
877         {
878                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
879                 R_PolygonVertex(
880                         top,
881                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
882                         beam.beam_color,
883                         beam.beam_alpha
884                 );
885                 R_PolygonVertex(
886                         last_top,
887                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
888                         beam.beam_color,
889                         beam.beam_alpha
890                 );
891                 R_PolygonVertex(
892                         last_bottom,
893                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
894                         beam.beam_color,
895                         beam.beam_alpha
896                 );
897                 R_PolygonVertex(
898                         bottom,
899                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
900                         beam.beam_color,
901                         beam.beam_alpha
902                 );
903                 R_EndPolygon();
904         }
905
906         // draw trailing particles
907         // NOTES:
908         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
909         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
910         if(beam.beam_traileffect)
911         {
912                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
913         }
914
915         // set up for the next
916         Draw_ArcBeam_callback_last_thickness = thickness;
917         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
918         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
919 }
920
921 void Reset_ArcBeam()
922 {
923         entity e;
924         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
925                 e.beam_initialized = false;
926         }
927         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
928                 e.beam_initialized = false;
929         }
930 }
931
932 void Draw_ArcBeam(entity this)
933 {
934         float dt = time - this.move_time;
935         this.move_time = time;
936         if(dt <= 0) { return; }
937
938         if(!this.beam_usevieworigin)
939         {
940                 InterpolateOrigin_Do(this);
941         }
942
943         // origin = beam starting origin
944         // v_angle = wanted/aim direction
945         // angles = current direction of beam
946
947         vector start_pos;
948         vector wantdir; //= view_forward;
949         vector beamdir; //= this.beam_dir;
950
951         float segments;
952         if(this.beam_usevieworigin)
953         {
954                 // WEAPONTODO:
955                 // Currently we have to replicate nearly the same method of figuring
956                 // out the shotdir that the server does... Ideally in the future we
957                 // should be able to acquire this from a generalized function built
958                 // into a weapon system for client code.
959
960                 // find where we are aiming
961                 makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
962                 vector forward = v_forward;
963                 vector right = v_right;
964                 vector up = v_up;
965                 entity wepent = viewmodels[this.beam_slot];
966
967                 if(autocvar_chase_active)
968                         this.beam_usevieworigin = 1;
969                 else
970                         this.beam_usevieworigin = 2;
971
972                 // decide upon start position
973                 if(this.beam_usevieworigin == 2)
974                         { start_pos = warpzone_save_view_origin; }
975                 else if(csqcplayer)
976                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
977                 else
978                         { start_pos = this.origin; }
979
980                 int v_shot_idx;  // used later
981                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
982                 if(v_shot_idx && this.beam_usevieworigin == 2)
983                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
984
985                 // trace forward with an estimation
986                 WarpZone_TraceLine(
987                         start_pos,
988                         start_pos + forward * this.beam_range,
989                         MOVE_NOMONSTERS,
990                         this
991                 );
992
993                 // untransform in case our trace went through a warpzone
994                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
995
996                 // un-adjust trueaim if shotend is too close
997                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
998                         end_pos = start_pos + (forward * g_trueaim_minrange);
999
1000                 // move shot origin to the actual gun muzzle origin
1001                 vector origin_offset = '0 0 0';
1002                 if(!v_shot_idx || this.beam_usevieworigin != 2)
1003                 {
1004                         this.beam_shotorigin = wepent.movedir;
1005                         origin_offset =
1006                                  right * -this.beam_shotorigin.y
1007                                 + up * this.beam_shotorigin.z;
1008                 }
1009                 else
1010                         this.beam_shotorigin = '0 0 0';
1011
1012                 start_pos = start_pos + origin_offset;
1013
1014                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1015                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1016                 start_pos = trace_endpos;
1017
1018                 // calculate the aim direction now
1019                 wantdir = normalize(end_pos - start_pos);
1020
1021                 if(!this.beam_initialized)
1022                 {
1023                         this.beam_dir = wantdir;
1024                         this.beam_initialized = true;
1025                 }
1026
1027                 if(this.beam_dir != wantdir)
1028                 {
1029                         // calculate how much we're going to move the end of the beam to the want position
1030                         // WEAPONTODO (server and client):
1031                         // blendfactor never actually becomes 0 in this situation, which is a problem
1032                         // regarding precision... this means that this.beam_dir and w_shotdir approach
1033                         // eachother, however they never actually become the same value with this method.
1034                         // Perhaps we should do some form of rounding/snapping?
1035                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1036                         if(angle && (angle > this.beam_maxangle))
1037                         {
1038                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1039                                 float blendfactor = bound(
1040                                         0,
1041                                         (1 - (this.beam_returnspeed * frametime)),
1042                                         min(this.beam_maxangle / angle, 1)
1043                                 );
1044                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1045                         }
1046                         else
1047                         {
1048                                 // the radius is not too far yet, no worries :D
1049                                 float blendfactor = bound(
1050                                         0,
1051                                         (1 - (this.beam_returnspeed * frametime)),
1052                                         1
1053                                 );
1054                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1055                         }
1056
1057                         // calculate how many segments are needed
1058                         float max_allowed_segments;
1059
1060                         if(this.beam_distancepersegment)
1061                         {
1062                                 max_allowed_segments = min(
1063                                         ARC_MAX_SEGMENTS,
1064                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1065                                 );
1066                         }
1067                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1068
1069                         if(this.beam_degreespersegment)
1070                         {
1071                                 segments = bound(
1072                                         1,
1073                                         (
1074                                                 min(
1075                                                         angle,
1076                                                         this.beam_maxangle
1077                                                 )
1078                                                 /
1079                                                 this.beam_degreespersegment
1080                                         ),
1081                                         max_allowed_segments
1082                                 );
1083                         }
1084                         else { segments = 1; }
1085                 }
1086                 else { segments = 1; }
1087
1088                 // set the beam direction which the rest of the code will refer to
1089                 beamdir = this.beam_dir;
1090
1091                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1092                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1093         }
1094         else
1095         {
1096                 // set the values from the provided info from the networked entity
1097                 start_pos = this.origin;
1098                 wantdir = this.v_angle;
1099                 beamdir = this.angles;
1100
1101                 if(beamdir != wantdir)
1102                 {
1103                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1104
1105                         // calculate how many segments are needed
1106                         float max_allowed_segments;
1107
1108                         if(this.beam_distancepersegment)
1109                         {
1110                                 max_allowed_segments = min(
1111                                         ARC_MAX_SEGMENTS,
1112                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1113                                 );
1114                         }
1115                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1116
1117                         if(this.beam_degreespersegment)
1118                         {
1119                                 segments = bound(
1120                                         1,
1121                                         (
1122                                                 min(
1123                                                         angle,
1124                                                         this.beam_maxangle
1125                                                 )
1126                                                 /
1127                                                 this.beam_degreespersegment
1128                                         ),
1129                                         max_allowed_segments
1130                                 );
1131                         }
1132                         else { segments = 1; }
1133                 }
1134                 else { segments = 1; }
1135         }
1136
1137         setorigin(this, start_pos);
1138         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1139
1140         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1141         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1142
1143         Draw_ArcBeam_callback_entity = this;
1144         Draw_ArcBeam_callback_last_thickness = 0;
1145         Draw_ArcBeam_callback_last_top = start_pos;
1146         Draw_ArcBeam_callback_last_bottom = start_pos;
1147
1148         vector last_origin = start_pos;
1149         vector original_start_pos = start_pos;
1150
1151         float i;
1152         for(i = 1; i <= segments; ++i)
1153         {
1154                 // WEAPONTODO (client):
1155                 // In order to do nice fading and pointing on the starting segment, we must always
1156                 // have that drawn as a separate triangle... However, that is difficult to do when
1157                 // keeping in mind the above problems and also optimizing the amount of segments
1158                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1159
1160                 vector new_origin = bezier_quadratic_getpoint(
1161                         start_pos,
1162                         beam_controlpoint,
1163                         beam_endpos,
1164                         i / segments);
1165
1166                 WarpZone_TraceBox_ThroughZone(
1167                         last_origin,
1168                         '0 0 0',
1169                         '0 0 0',
1170                         new_origin,
1171                         MOVE_NORMAL,
1172                         NULL,
1173                         NULL,
1174                         Draw_ArcBeam_callback
1175                 );
1176
1177                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1178                 // system (if we hit a player, that's always BEHIND the last passed wz).
1179                 last_origin = trace_endpos;
1180                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1181                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1182                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1183                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1184                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1185                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1186
1187                 if(trace_fraction < 1) { break; }
1188         }
1189
1190         // visual effects for startpoint and endpoint
1191         if(this.beam_hiteffect)
1192         {
1193                 // FIXME we really should do this on the server so it actually
1194                 // matches gameplay. What this client side stuff is doing is no
1195                 // more than guesswork.
1196                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1197                 pointparticles(
1198                         this.beam_hiteffect,
1199                         last_origin,
1200                         beamdir * -1,
1201                         frametime * 2
1202                 );
1203         }
1204         if(this.beam_hitlight[0])
1205         {
1206                 adddynamiclight(
1207                         last_origin,
1208                         this.beam_hitlight[0],
1209                         vec3(
1210                                 this.beam_hitlight[1],
1211                                 this.beam_hitlight[2],
1212                                 this.beam_hitlight[3]
1213                         )
1214                 );
1215         }
1216         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1217         {
1218                 pointparticles(
1219                         this.beam_muzzleeffect,
1220                         original_start_pos + wantdir * 20,
1221                         wantdir * 1000,
1222                         frametime * 0.1
1223                 );
1224         }
1225         if(this.beam_muzzlelight[0])
1226         {
1227                 adddynamiclight(
1228                         original_start_pos + wantdir * 20,
1229                         this.beam_muzzlelight[0],
1230                         vec3(
1231                                 this.beam_muzzlelight[1],
1232                                 this.beam_muzzlelight[2],
1233                                 this.beam_muzzlelight[3]
1234                         )
1235                 );
1236         }
1237
1238         // cleanup
1239         Draw_ArcBeam_callback_entity = NULL;
1240         Draw_ArcBeam_callback_last_thickness = 0;
1241         Draw_ArcBeam_callback_last_top = '0 0 0';
1242         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1243 }
1244
1245 void Remove_ArcBeam(entity this)
1246 {
1247         delete(this.beam_muzzleentity);
1248         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1249 }
1250
1251 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1252 {
1253         int sf = ReadByte();
1254         int slot = ReadByte();
1255         entity flash;
1256
1257         this.beam_slot = slot;
1258
1259         if(isnew)
1260         {
1261                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1262
1263                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1264
1265                 // set other main attributes of the beam
1266                 this.draw = Draw_ArcBeam;
1267                 IL_PUSH(g_drawables, this);
1268                 this.entremove = Remove_ArcBeam;
1269                 this.move_time = time;
1270                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1271
1272                 flash = spawn();
1273                 flash.owner = this;
1274                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1275                 flash.drawmask = MASK_NORMAL;
1276                 flash.solid = SOLID_NOT;
1277                 flash.avelocity_z = 5000;
1278                 setattachment(flash, this, "");
1279                 setorigin(flash, '0 0 0');
1280
1281                 this.beam_muzzleentity = flash;
1282         }
1283         else
1284         {
1285                 flash = this.beam_muzzleentity;
1286         }
1287
1288         if(sf & ARC_SF_SETTINGS) // settings information
1289         {
1290                 this.beam_degreespersegment = ReadShort();
1291                 this.beam_distancepersegment = ReadShort();
1292                 this.beam_maxangle = ReadShort();
1293                 this.beam_range = ReadCoord();
1294                 this.beam_returnspeed = ReadShort();
1295                 this.beam_tightness = (ReadByte() / 10);
1296
1297                 if(ReadByte())
1298                 {
1299                         if(autocvar_chase_active)
1300                                 { this.beam_usevieworigin = 1; }
1301                         else // use view origin
1302                                 { this.beam_usevieworigin = 2; }
1303                 }
1304                 else
1305                 {
1306                         this.beam_usevieworigin = 0;
1307                 }
1308
1309                 this.sv_entnum = ReadByte();
1310         }
1311
1312         if(!this.beam_usevieworigin)
1313         {
1314                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1315                 this.iflags = IFLAG_ORIGIN;
1316
1317                 InterpolateOrigin_Undo(this);
1318         }
1319
1320         if(sf & ARC_SF_START) // starting location
1321         {
1322                 this.origin = ReadVector();
1323         }
1324         else if(this.beam_usevieworigin) // infer the location from player location
1325         {
1326                 if(this.beam_usevieworigin == 2)
1327                 {
1328                         // use view origin
1329                         this.origin = view_origin;
1330                 }
1331                 else
1332                 {
1333                         // use player origin so that third person display still works
1334                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1335                 }
1336         }
1337
1338         setorigin(this, this.origin);
1339
1340         if(sf & ARC_SF_WANTDIR) // want/aim direction
1341         {
1342                 this.v_angle = ReadVector();
1343         }
1344
1345         if(sf & ARC_SF_BEAMDIR) // beam direction
1346         {
1347                 this.angles_x = ReadAngle();
1348                 this.angles_y = ReadAngle();
1349                 this.angles_z = ReadAngle();
1350         }
1351
1352         if(sf & ARC_SF_BEAMTYPE) // beam type
1353         {
1354                 this.beam_type = ReadByte();
1355
1356                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1357                 switch(this.beam_type)
1358                 {
1359                         case ARC_BT_MISS:
1360                         {
1361                                 this.beam_color = beamcolor;
1362                                 this.beam_alpha = 0.5;
1363                                 this.beam_thickness = 8;
1364                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1365                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1366                                 this.beam_hitlight[0] = 0;
1367                                 this.beam_hitlight[1] = 1;
1368                                 this.beam_hitlight[2] = 1;
1369                                 this.beam_hitlight[3] = 1;
1370                                 this.beam_muzzleeffect = EFFECT_Null;
1371                                 this.beam_muzzlelight[0] = 0;
1372                                 this.beam_muzzlelight[1] = 1;
1373                                 this.beam_muzzlelight[2] = 1;
1374                                 this.beam_muzzlelight[3] = 1;
1375                                 this.beam_image = "particles/lgbeam";
1376                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1377                                 {
1378                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1379                                         flash.alpha = this.beam_alpha;
1380                                         flash.colormod = this.beam_color;
1381                                         flash.scale = 0.35;
1382                                 }
1383                                 break;
1384                         }
1385                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1386                         {
1387                                 this.beam_color = beamcolor;
1388                                 this.beam_alpha = 0.5;
1389                                 this.beam_thickness = 8;
1390                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1391                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1392                                 this.beam_hitlight[0] = 0;
1393                                 this.beam_hitlight[1] = 1;
1394                                 this.beam_hitlight[2] = 1;
1395                                 this.beam_hitlight[3] = 1;
1396                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1397                                 this.beam_muzzlelight[0] = 0;
1398                                 this.beam_muzzlelight[1] = 1;
1399                                 this.beam_muzzlelight[2] = 1;
1400                                 this.beam_muzzlelight[3] = 1;
1401                                 this.beam_image = "particles/lgbeam";
1402                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1403                                 {
1404                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1405                                         flash.alpha = this.beam_alpha;
1406                                         flash.colormod = this.beam_color;
1407                                         flash.scale = 0.35;
1408                                 }
1409                                 break;
1410                         }
1411                         case ARC_BT_HEAL:
1412                         {
1413                                 this.beam_color = beamcolor;
1414                                 this.beam_alpha = 0.5;
1415                                 this.beam_thickness = 8;
1416                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1417                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1418                                 this.beam_hitlight[0] = 0;
1419                                 this.beam_hitlight[1] = 1;
1420                                 this.beam_hitlight[2] = 1;
1421                                 this.beam_hitlight[3] = 1;
1422                                 this.beam_muzzleeffect = EFFECT_Null;
1423                                 this.beam_muzzlelight[0] = 0;
1424                                 this.beam_muzzlelight[1] = 1;
1425                                 this.beam_muzzlelight[2] = 1;
1426                                 this.beam_muzzlelight[3] = 1;
1427                                 this.beam_image = "particles/lgbeam";
1428                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1429                                 {
1430                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1431                                         flash.alpha = this.beam_alpha;
1432                                         flash.colormod = this.beam_color;
1433                                         flash.scale = 0.35;
1434                                 }
1435                                 break;
1436                         }
1437                         case ARC_BT_HIT:
1438                         {
1439                                 this.beam_color = beamcolor;
1440                                 this.beam_alpha = 0.5;
1441                                 this.beam_thickness = 8;
1442                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1443                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1444                                 this.beam_hitlight[0] = 20;
1445                                 this.beam_hitlight[1] = 1;
1446                                 this.beam_hitlight[2] = 0;
1447                                 this.beam_hitlight[3] = 0;
1448                                 this.beam_muzzleeffect = EFFECT_Null;
1449                                 this.beam_muzzlelight[0] = 50;
1450                                 this.beam_muzzlelight[1] = 1;
1451                                 this.beam_muzzlelight[2] = 0;
1452                                 this.beam_muzzlelight[3] = 0;
1453                                 this.beam_image = "particles/lgbeam";
1454                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1455                                 {
1456                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1457                                         flash.alpha = this.beam_alpha;
1458                                         flash.colormod = this.beam_color;
1459                                         flash.scale = 0.35;
1460                                 }
1461                                 break;
1462                         }
1463                         case ARC_BT_BURST_MISS:
1464                         {
1465                                 this.beam_color = beamcolor;
1466                                 this.beam_alpha = 0.5;
1467                                 this.beam_thickness = 14;
1468                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1469                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1470                                 this.beam_hitlight[0] = 0;
1471                                 this.beam_hitlight[1] = 1;
1472                                 this.beam_hitlight[2] = 1;
1473                                 this.beam_hitlight[3] = 1;
1474                                 this.beam_muzzleeffect = EFFECT_Null;
1475                                 this.beam_muzzlelight[0] = 0;
1476                                 this.beam_muzzlelight[1] = 1;
1477                                 this.beam_muzzlelight[2] = 1;
1478                                 this.beam_muzzlelight[3] = 1;
1479                                 this.beam_image = "particles/lgbeam";
1480                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1481                                 {
1482                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1483                                         flash.alpha = this.beam_alpha;
1484                                         flash.colormod = this.beam_color;
1485                                         flash.scale = 0.35;
1486                                 }
1487                                 break;
1488                         }
1489                         case ARC_BT_BURST_WALL:
1490                         {
1491                                 this.beam_color = beamcolor;
1492                                 this.beam_alpha = 0.5;
1493                                 this.beam_thickness = 14;
1494                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1495                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1496                                 this.beam_hitlight[0] = 0;
1497                                 this.beam_hitlight[1] = 1;
1498                                 this.beam_hitlight[2] = 1;
1499                                 this.beam_hitlight[3] = 1;
1500                                 this.beam_muzzleeffect = EFFECT_Null;
1501                                 this.beam_muzzlelight[0] = 0;
1502                                 this.beam_muzzlelight[1] = 1;
1503                                 this.beam_muzzlelight[2] = 1;
1504                                 this.beam_muzzlelight[3] = 1;
1505                                 this.beam_image = "particles/lgbeam";
1506                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1507                                 {
1508                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1509                                         flash.alpha = this.beam_alpha;
1510                                         flash.colormod = this.beam_color;
1511                                         flash.scale = 0.35;
1512                                 }
1513                                 break;
1514                         }
1515                         case ARC_BT_BURST_HEAL:
1516                         {
1517                                 this.beam_color = beamcolor;
1518                                 this.beam_alpha = 0.5;
1519                                 this.beam_thickness = 14;
1520                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1521                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1522                                 this.beam_hitlight[0] = 0;
1523                                 this.beam_hitlight[1] = 1;
1524                                 this.beam_hitlight[2] = 1;
1525                                 this.beam_hitlight[3] = 1;
1526                                 this.beam_muzzleeffect = EFFECT_Null;
1527                                 this.beam_muzzlelight[0] = 0;
1528                                 this.beam_muzzlelight[1] = 1;
1529                                 this.beam_muzzlelight[2] = 1;
1530                                 this.beam_muzzlelight[3] = 1;
1531                                 this.beam_image = "particles/lgbeam";
1532                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1533                                 {
1534                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1535                                         flash.alpha = this.beam_alpha;
1536                                         flash.colormod = this.beam_color;
1537                                         flash.scale = 0.35;
1538                                 }
1539                                 break;
1540                         }
1541                         case ARC_BT_BURST_HIT:
1542                         {
1543                                 this.beam_color = beamcolor;
1544                                 this.beam_alpha = 0.5;
1545                                 this.beam_thickness = 14;
1546                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1547                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1548                                 this.beam_hitlight[0] = 0;
1549                                 this.beam_hitlight[1] = 1;
1550                                 this.beam_hitlight[2] = 1;
1551                                 this.beam_hitlight[3] = 1;
1552                                 this.beam_muzzleeffect = EFFECT_Null;
1553                                 this.beam_muzzlelight[0] = 0;
1554                                 this.beam_muzzlelight[1] = 1;
1555                                 this.beam_muzzlelight[2] = 1;
1556                                 this.beam_muzzlelight[3] = 1;
1557                                 this.beam_image = "particles/lgbeam";
1558                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1559                                 {
1560                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1561                                         flash.alpha = this.beam_alpha;
1562                                         flash.colormod = this.beam_color;
1563                                         flash.scale = 0.35;
1564                                 }
1565                                 break;
1566                         }
1567
1568                         // shouldn't be possible, but lets make it colorful if it does :D
1569                         default:
1570                         {
1571                                 this.beam_color = randomvec();
1572                                 this.beam_alpha = 1;
1573                                 this.beam_thickness = 8;
1574                                 this.beam_traileffect = NULL;
1575                                 this.beam_hiteffect = NULL;
1576                                 this.beam_hitlight[0] = 0;
1577                                 this.beam_hitlight[1] = 1;
1578                                 this.beam_hitlight[2] = 1;
1579                                 this.beam_hitlight[3] = 1;
1580                                 this.beam_muzzleeffect = EFFECT_Null;
1581                                 this.beam_muzzlelight[0] = 0;
1582                                 this.beam_muzzlelight[1] = 1;
1583                                 this.beam_muzzlelight[2] = 1;
1584                                 this.beam_muzzlelight[3] = 1;
1585                                 this.beam_image = "particles/lgbeam";
1586                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1587                                 {
1588                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1589                                         flash.alpha = this.beam_alpha;
1590                                         flash.colormod = this.beam_color;
1591                                         flash.scale = 0.35;
1592                                 }
1593                                 break;
1594                         }
1595                 }
1596         }
1597
1598         if(!this.beam_usevieworigin)
1599         {
1600                 InterpolateOrigin_Note(this);
1601         }
1602         return true;
1603 }
1604
1605 #endif