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Use the actual shot tag when possible
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
1 #include "arc.qh"
2
3 #ifdef SVQC
4
5 bool W_Arc_Beam_Send(entity this, entity to, int sf)
6 {
7         WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
8
9         // Truncate information when this beam is displayed to the owner client
10         // - The owner client has no use for beam start position or directions,
11         //    it always figures this information out for itself with csqc code.
12         // - Spectating the owner also truncates this information.
13         float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
14         if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
15
16         WriteByte(MSG_ENTITY, sf);
17         WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
18
19         if(sf & ARC_SF_SETTINGS) // settings information
20         {
21                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
22                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
23                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
24                 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
25                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
26                 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
27
28                 WriteByte(MSG_ENTITY, drawlocal);
29                 WriteByte(MSG_ENTITY, etof(this.owner));
30         }
31         if(sf & ARC_SF_START) // starting location
32         {
33                 WriteVector(MSG_ENTITY, this.beam_start);
34         }
35         if(sf & ARC_SF_WANTDIR) // want/aim direction
36         {
37                 WriteVector(MSG_ENTITY, this.beam_wantdir);
38         }
39         if(sf & ARC_SF_BEAMDIR) // beam direction
40         {
41                 WriteAngle(MSG_ENTITY, this.beam_dir.x);
42                 WriteAngle(MSG_ENTITY, this.beam_dir.y);
43                 WriteAngle(MSG_ENTITY, this.beam_dir.z);
44         }
45         if(sf & ARC_SF_BEAMTYPE) // beam type
46         {
47                 WriteByte(MSG_ENTITY, this.beam_type);
48         }
49
50         return true;
51 }
52
53 void Reset_ArcBeam(entity player, vector forward)
54 {
55         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
56         {
57                 .entity weaponentity = weaponentities[slot];
58                 if(!player.(weaponentity).arc_beam)
59                         continue;
60                 player.(weaponentity).arc_beam.beam_dir = forward;
61                 player.(weaponentity).arc_beam.beam_teleporttime = time;
62         }
63 }
64
65 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
66 {
67         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
68         {
69                 player.arc_overheat = 0;
70                 return 0;
71         }
72
73         if ( player.(weaponentity).arc_beam )
74                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
75
76         if ( player.arc_overheat > time )
77         {
78                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
79                         * player.arc_cooldown;
80         }
81
82         return 0;
83 }
84 void Arc_Player_SetHeat(entity player, .entity weaponentity)
85 {
86         player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
87         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
88 }
89
90 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
91 {
92         this.event_damage = func_null;
93         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);
94
95         delete(this);
96 }
97
98 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
99 {
100         W_Arc_Bolt_Explode(this, trigger);
101 }
102
103 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
104 {
105         if(this.health <= 0)
106                 return;
107
108         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109                 return; // g_projectiles_damage says to halt
110
111         this.health = this.health - damage;
112         this.angles = vectoangles(this.velocity);
113
114         if(this.health <= 0)
115                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
116 }
117
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
119 {
120         PROJECTILE_TOUCH(this, toucher);
121         this.use(this, NULL, toucher);
122 }
123
124 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
125 {
126         entity missile;
127
128         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
129
130         W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
131
132         Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
133
134         missile = new(missile);
135         missile.owner = missile.realowner = actor;
136         missile.bot_dodge = true;
137         IL_PUSH(g_bot_dodge, missile);
138         missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
139
140         missile.takedamage = DAMAGE_YES;
141         missile.health = WEP_CVAR(arc, bolt_health);
142         missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
143         missile.event_damage = W_Arc_Bolt_Damage;
144         missile.damagedbycontents = true;
145         IL_PUSH(g_damagedbycontents, missile);
146
147         settouch(missile, W_Arc_Bolt_Touch);
148         missile.use = W_Arc_Bolt_Explode_use;
149         setthink(missile, adaptor_think2use_hittype_splash);
150         missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
151         PROJECTILE_MAKETRIGGER(missile);
152         missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
153         missile.weaponentity_fld = weaponentity;
154         setorigin(missile, w_shotorg);
155         setsize(missile, '0 0 0', '0 0 0');
156
157         set_movetype(missile, MOVETYPE_FLY);
158         W_SetupProjVelocity_PRE(missile, arc, bolt_);
159
160         missile.angles = vectoangles(missile.velocity);
161         missile.flags = FL_PROJECTILE;
162         missile.missile_flags = MIF_SPLASH;
163
164         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
165
166         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
167 }
168
169 void W_Arc_Beam_Think(entity this)
170 {
171         .entity weaponentity = this.weaponentity_fld;
172         entity own = this.owner;
173         if(this != own.(weaponentity).arc_beam)
174         {
175                 delete(this);
176                 return;
177         }
178
179         float burst = 0;
180         if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
181         {
182                 if(!this.beam_bursting)
183                         this.beam_bursting = true;
184                 burst = ARC_BT_BURSTMASK;
185         }
186
187         Weapon thiswep = WEP_ARC;
188
189         if(
190                 !IS_PLAYER(own)
191                 ||
192                 (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
193                 ||
194                 IS_DEAD(own)
195                 ||
196                 forbidWeaponUse(own)
197                 ||
198                 own.(weaponentity).m_switchweapon != WEP_ARC
199                 ||
200                 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
201                 ||
202                 own.vehicle
203                 ||
204                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
205         )
206         {
207                 if ( WEP_CVAR(arc, cooldown) > 0 )
208                 {
209                         float cooldown_speed = 0;
210                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
211                         {
212                                 cooldown_speed = WEP_CVAR(arc, cooldown);
213                         }
214                         else if ( !burst )
215                         {
216                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
217                         }
218
219                         if ( cooldown_speed )
220                         {
221                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
222                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
223                                 own.arc_cooldown = cooldown_speed;
224                         }
225
226                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
227                         {
228                                 Send_Effect(EFFECT_ARC_OVERHEAT,
229                                         this.beam_start, this.beam_wantdir, 1 );
230                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
231                         }
232                 }
233
234                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
235                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
236                 {
237                         // note: this doesn't force the switch
238                         W_SwitchToOtherWeapon(own, weaponentity);
239                         own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
240                 }
241                 delete(this);
242                 return;
243         }
244
245         // decrease ammo
246         float coefficient = frametime;
247         if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
248         {
249                 float rootammo;
250                 if(burst)
251                         { rootammo = WEP_CVAR(arc, burst_ammo); }
252                 else
253                         { rootammo = WEP_CVAR(arc, beam_ammo); }
254
255                 if(rootammo)
256                 {
257                         coefficient = min(coefficient, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
258                         SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(own, thiswep.ammo_type) - (rootammo * frametime)));
259                 }
260         }
261         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
262         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
263
264         makevectors(own.v_angle);
265
266         W_SetupShot_Range(
267                 own,
268                 weaponentity, // TODO
269                 true,
270                 0,
271                 SND_Null,
272                 0,
273                 WEP_CVAR(arc, beam_damage) * coefficient,
274                 WEP_CVAR(arc, beam_range),
275                 WEP_ARC.m_id
276         );
277
278         // After teleport, "lock" the beam until the teleport is confirmed.
279         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
280                 w_shotdir = this.beam_dir;
281         }
282
283         // network information: shot origin and want/aim direction
284         if(this.beam_start != w_shotorg)
285         {
286                 this.SendFlags |= ARC_SF_START;
287                 this.beam_start = w_shotorg;
288         }
289         if(this.beam_wantdir != w_shotdir)
290         {
291                 this.SendFlags |= ARC_SF_WANTDIR;
292                 this.beam_wantdir = w_shotdir;
293         }
294
295         if(!this.beam_initialized)
296         {
297                 this.beam_dir = w_shotdir;
298                 this.beam_initialized = true;
299         }
300
301         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
302         // idea: blend together this.beam_dir with the inverted direction the player is moving in
303         // might have to make some special accomodation so that it only uses view_right and view_up
304
305         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
306
307         float segments;
308         if(this.beam_dir != w_shotdir)
309         {
310                 // calculate how much we're going to move the end of the beam to the want position
311                 // WEAPONTODO (server and client):
312                 // blendfactor never actually becomes 0 in this situation, which is a problem
313                 // regarding precision... this means that this.beam_dir and w_shotdir approach
314                 // eachother, however they never actually become the same value with this method.
315                 // Perhaps we should do some form of rounding/snapping?
316                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
317                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
318                 {
319                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
320                         float blendfactor = bound(
321                                 0,
322                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
323                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
324                         );
325                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
326                 }
327                 else
328                 {
329                         // the radius is not too far yet, no worries :D
330                         float blendfactor = bound(
331                                 0,
332                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
333                                 1
334                         );
335                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
336                 }
337
338                 // network information: beam direction
339                 this.SendFlags |= ARC_SF_BEAMDIR;
340
341                 // calculate how many segments are needed
342                 float max_allowed_segments;
343
344                 if(WEP_CVAR(arc, beam_distancepersegment))
345                 {
346                         max_allowed_segments = min(
347                                 ARC_MAX_SEGMENTS,
348                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
349                         );
350                 }
351                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
352
353                 if(WEP_CVAR(arc, beam_degreespersegment))
354                 {
355                         segments = bound(
356                                 1,
357                                 (
358                                         min(
359                                                 angle,
360                                                 WEP_CVAR(arc, beam_maxangle)
361                                         )
362                                         /
363                                         WEP_CVAR(arc, beam_degreespersegment)
364                                 ),
365                                 max_allowed_segments
366                         );
367                 }
368                 else { segments = 1; }
369         }
370         else { segments = 1; }
371
372         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
373         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
374
375         float i;
376         float new_beam_type = 0;
377         vector last_origin = w_shotorg;
378         for(i = 1; i <= segments; ++i)
379         {
380                 // WEAPONTODO (client):
381                 // In order to do nice fading and pointing on the starting segment, we must always
382                 // have that drawn as a separate triangle... However, that is difficult to do when
383                 // keeping in mind the above problems and also optimizing the amount of segments
384                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
385
386                 vector new_origin = bezier_quadratic_getpoint(
387                         w_shotorg,
388                         beam_controlpoint,
389                         beam_endpos,
390                         i / segments);
391                 vector new_dir = normalize(new_origin - last_origin);
392
393                 WarpZone_traceline_antilag(
394                         own,
395                         last_origin,
396                         new_origin,
397                         MOVE_NORMAL,
398                         own,
399                         ANTILAG_LATENCY(own)
400                 );
401
402                 // Do all the transforms for warpzones right now, as we already
403                 // "are" in the post-trace system (if we hit a player, that's
404                 // always BEHIND the last passed wz).
405                 last_origin = trace_endpos;
406                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
407                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
408                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
409                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
410
411                 float is_player = (
412                         IS_PLAYER(trace_ent)
413                         ||
414                         trace_ent.classname == "body"
415                         ||
416                         IS_MONSTER(trace_ent)
417                 );
418
419                 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
420                 {
421                         // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
422                         // NO. trace_endpos should be just fine. If not,
423                         // that's an engine bug that needs proper debugging.
424                         vector hitorigin = trace_endpos;
425
426                         float falloff = ExponentialFalloff(
427                                 WEP_CVAR(arc, beam_falloff_mindist),
428                                 WEP_CVAR(arc, beam_falloff_maxdist),
429                                 WEP_CVAR(arc, beam_falloff_halflifedist),
430                                 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
431                         );
432
433                         if(is_player && SAME_TEAM(own, trace_ent))
434                         {
435                                 float roothealth, rootarmor;
436                                 if(burst)
437                                 {
438                                         roothealth = WEP_CVAR(arc, burst_healing_hps);
439                                         rootarmor = WEP_CVAR(arc, burst_healing_aps);
440                                 }
441                                 else
442                                 {
443                                         roothealth = WEP_CVAR(arc, beam_healing_hps);
444                                         rootarmor = WEP_CVAR(arc, beam_healing_aps);
445                                 }
446
447                                 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
448                                 {
449                                         trace_ent.health = min(
450                                                 trace_ent.health + (roothealth * coefficient),
451                                                 WEP_CVAR(arc, beam_healing_hmax)
452                                         );
453                                 }
454                                 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
455                                 {
456                                         trace_ent.armorvalue = min(
457                                                 trace_ent.armorvalue + (rootarmor * coefficient),
458                                                 WEP_CVAR(arc, beam_healing_amax)
459                                         );
460                                 }
461
462                                 // stop rot, set visual effect
463                                 if(roothealth || rootarmor)
464                                 {
465                                         trace_ent.pauserothealth_finished = max(
466                                                 trace_ent.pauserothealth_finished,
467                                                 time + autocvar_g_balance_pause_health_rot
468                                         );
469                                         trace_ent.pauserotarmor_finished = max(
470                                                 trace_ent.pauserotarmor_finished,
471                                                 time + autocvar_g_balance_pause_armor_rot
472                                         );
473                                         new_beam_type = ARC_BT_HEAL;
474                                 }
475                         }
476                         else
477                         {
478                                 float rootdamage;
479                                 if(is_player)
480                                 {
481                                         if(burst)
482                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
483                                         else
484                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
485                                 }
486                                 else
487                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
488
489                                 if(accuracy_isgooddamage(own, trace_ent))
490                                 {
491                                         accuracy_add(
492                                                 own,
493                                                 WEP_ARC.m_id,
494                                                 0,
495                                                 rootdamage * coefficient * falloff
496                                         );
497                                 }
498
499                                 Damage(
500                                         trace_ent,
501                                         own,
502                                         own,
503                                         rootdamage * coefficient * falloff,
504                                         WEP_ARC.m_id,
505                                         weaponentity,
506                                         hitorigin,
507                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
508                                 );
509
510                                 new_beam_type = ARC_BT_HIT;
511                         }
512                         break;
513                 }
514                 else if(trace_fraction != 1)
515                 {
516                         // we collided with geometry
517                         new_beam_type = ARC_BT_WALL;
518                         break;
519                 }
520         }
521
522         // te_explosion(trace_endpos);
523
524         // if we're bursting, use burst visual effects
525         new_beam_type |= burst;
526
527         // network information: beam type
528         if(new_beam_type != this.beam_type)
529         {
530                 this.SendFlags |= ARC_SF_BEAMTYPE;
531                 this.beam_type = new_beam_type;
532         }
533
534         own.(weaponentity).beam_prev = time;
535         this.nextthink = time;
536 }
537
538 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
539 {
540
541         // only play fire sound if 1 sec has passed since player let go the fire button
542         if(time - actor.(weaponentity).beam_prev > 1)
543                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
544
545         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
546         beam.weaponentity_fld = weaponentity;
547         beam.solid = SOLID_NOT;
548         setthink(beam, W_Arc_Beam_Think);
549         beam.owner = actor;
550         set_movetype(beam, MOVETYPE_NONE);
551         beam.bot_dodge = true;
552         IL_PUSH(g_bot_dodge, beam);
553         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
554         beam.beam_bursting = burst;
555         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
556
557         getthink(beam)(beam);
558 }
559 void Arc_Smoke(entity actor, .entity weaponentity)
560 {
561         makevectors(actor.v_angle);
562         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
563
564         vector smoke_origin = w_shotorg + actor.velocity*frametime;
565         if ( actor.arc_overheat > time )
566         {
567                 if ( random() < actor.(weaponentity).arc_heat_percent )
568                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
569                 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
570                 {
571                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
572                         if ( !actor.arc_smoke_sound )
573                         {
574                                 actor.arc_smoke_sound = 1;
575                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
576                         }
577                 }
578         }
579         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
580                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
581         {
582                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
583                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
584                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
585         }
586
587         if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
588                 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
589         {
590                 actor.arc_smoke_sound = 0;
591                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
592         }
593 }
594
595 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
596 {
597     if(WEP_CVAR(arc, beam_botaimspeed))
598     {
599         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
600                 actor,
601                 weaponentity,
602             WEP_CVAR(arc, beam_botaimspeed),
603             0,
604             WEP_CVAR(arc, beam_botaimlifetime),
605             false
606         );
607     }
608     else
609     {
610         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
611                 actor,
612                 weaponentity,
613             1000000,
614             0,
615             0.001,
616             false
617         );
618     }
619 }
620 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
621 {
622     Arc_Player_SetHeat(actor, weaponentity);
623     Arc_Smoke(actor, weaponentity);
624
625     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
626
627     if (time >= actor.arc_overheat)
628     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
629     {
630
631         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
632         {
633             #if 0
634             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
635                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
636             else
637             #endif
638                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
639         }
640
641         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
642         {
643             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
644             {
645                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
646
647                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
648                 {
649                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
650                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
651                 }
652             }
653         }
654
655         return;
656     }
657     else if(fire & 2)
658     {
659         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
660         {
661             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
662             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
663         }
664     }
665
666     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
667     {
668         int slot = weaponslot(weaponentity);
669         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
670         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
671         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
672     }
673     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
674
675     #if 0
676     if(fire & 2)
677     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
678     {
679         W_Arc_Attack2();
680         actor.arc_count = autocvar_g_balance_arc_secondary_count;
681         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
682         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
683     }
684     #endif
685 }
686 METHOD(Arc, wr_init, void(entity thiswep))
687 {
688     if(!arc_shotorigin[0])
689     {
690         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
691         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
692         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
693         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
694     }
695 }
696 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
697 {
698     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
699 }
700 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
701 {
702     if(WEP_CVAR(arc, bolt))
703     {
704         float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
705         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
706         return ammo_amount;
707     }
708     else
709         return WEP_CVAR(arc, overheat_max) > 0 &&
710             ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
711 }
712 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
713 {
714     if(w_deathtype & HITTYPE_SECONDARY)
715         return WEAPON_ARC_MURDER_SPRAY;
716     else
717         return WEAPON_ARC_MURDER;
718 }
719 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
720 {
721     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
722     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
723     actor.arc_overheat = 0;
724     actor.arc_cooldown = 0;
725     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
726 }
727 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
728 {
729     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
730         weapon_dropevent_item.arc_overheat > time )
731     {
732         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
733         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
734     }
735 }
736 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
737 {
738     actor.arc_overheat = 0;
739     actor.arc_cooldown = 0;
740     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
741     {
742         .entity weaponentity = weaponentities[slot];
743         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
744     }
745 }
746 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
747 {
748     actor.arc_overheat = 0;
749     actor.arc_cooldown = 0;
750     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
751 }
752 #endif
753 #ifdef CSQC
754 bool autocvar_cl_arcbeam_teamcolor = true;
755 bool autocvar_cl_arcbeam_simple = true;
756
757 .int beam_slot;
758
759 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
760 {
761     if(w_deathtype & HITTYPE_SECONDARY)
762     {
763         vector org2;
764         org2 = w_org + w_backoff * 6;
765         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
766         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
767     }
768 }
769
770 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
771 {
772         entity beam = Draw_ArcBeam_callback_entity;
773         vector transformed_view_org;
774         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
775
776         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
777         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
778         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
779
780         vector hitorigin;
781
782         // draw segment
783         #if 0
784         if(trace_fraction != 1)
785         {
786                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
787                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
788                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
789         }
790         else
791         {
792                 hitorigin = hit;
793         }
794         #else
795         hitorigin = hit;
796         #endif
797
798         // decide upon thickness
799         float thickness = beam.beam_thickness;
800
801         // draw primary beam render
802         vector top    = hitorigin + (thickdir * thickness);
803         vector bottom = hitorigin - (thickdir * thickness);
804
805         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
806         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
807
808         if(autocvar_cl_arcbeam_simple)
809                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
810         else
811         {
812                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
813                 R_PolygonVertex(
814                         top,
815                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
816                         beam.beam_color,
817                         beam.beam_alpha
818                 );
819                 R_PolygonVertex(
820                         last_top,
821                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
822                         beam.beam_color,
823                         beam.beam_alpha
824                 );
825                 R_PolygonVertex(
826                         last_bottom,
827                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
828                         beam.beam_color,
829                         beam.beam_alpha
830                 );
831                 R_PolygonVertex(
832                         bottom,
833                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
834                         beam.beam_color,
835                         beam.beam_alpha
836                 );
837                 R_EndPolygon();
838         }
839
840         // draw trailing particles
841         // NOTES:
842         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
843         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
844         if(beam.beam_traileffect)
845         {
846                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
847         }
848
849         // set up for the next
850         Draw_ArcBeam_callback_last_thickness = thickness;
851         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
852         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
853 }
854
855 void Reset_ArcBeam()
856 {
857         entity e;
858         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
859                 e.beam_initialized = false;
860         }
861         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
862                 e.beam_initialized = false;
863         }
864 }
865
866 void Draw_ArcBeam(entity this)
867 {
868         float dt = time - this.move_time;
869         this.move_time = time;
870         if(dt <= 0) { return; }
871
872         if(!this.beam_usevieworigin)
873         {
874                 InterpolateOrigin_Do(this);
875         }
876
877         // origin = beam starting origin
878         // v_angle = wanted/aim direction
879         // angles = current direction of beam
880
881         vector start_pos;
882         vector wantdir; //= view_forward;
883         vector beamdir; //= this.beam_dir;
884
885         float segments;
886         if(this.beam_usevieworigin)
887         {
888                 // WEAPONTODO:
889                 // Currently we have to replicate nearly the same method of figuring
890                 // out the shotdir that the server does... Ideally in the future we
891                 // should be able to acquire this from a generalized function built
892                 // into a weapon system for client code.
893
894                 // find where we are aiming
895                 makevectors(warpzone_save_view_angles);
896                 vector forward = v_forward;
897                 vector right = v_right;
898                 vector up = v_up;
899                 entity wepent = viewmodels[this.beam_slot];
900
901                 // decide upon start position
902                 if(this.beam_usevieworigin == 2)
903                         { start_pos = warpzone_save_view_origin; }
904                 else
905                         { start_pos = this.origin; }
906
907                 int v_shot_idx;  // used later
908                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
909                 if(v_shot_idx)
910                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
911
912                 // trace forward with an estimation
913                 WarpZone_TraceLine(
914                         start_pos,
915                         start_pos + forward * this.beam_range,
916                         MOVE_NOMONSTERS,
917                         this
918                 );
919
920                 // untransform in case our trace went through a warpzone
921                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
922
923                 // un-adjust trueaim if shotend is too close
924                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
925                         end_pos = start_pos + (forward * g_trueaim_minrange);
926
927                 // move shot origin to the actual gun muzzle origin
928                 vector origin_offset = '0 0 0';
929                 if(!v_shot_idx)
930                 {
931                         this.beam_shotorigin = wepent.movedir;
932                         origin_offset =
933                                  right * -this.beam_shotorigin.y
934                                 + up * this.beam_shotorigin.z;
935                 }
936                 else
937                         this.beam_shotorigin = '0 0 0';
938
939                 start_pos = start_pos + origin_offset;
940
941                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
942                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
943                 start_pos = trace_endpos;
944
945                 // calculate the aim direction now
946                 wantdir = normalize(end_pos - start_pos);
947
948                 if(!this.beam_initialized)
949                 {
950                         this.beam_dir = wantdir;
951                         this.beam_initialized = true;
952                 }
953
954                 if(this.beam_dir != wantdir)
955                 {
956                         // calculate how much we're going to move the end of the beam to the want position
957                         // WEAPONTODO (server and client):
958                         // blendfactor never actually becomes 0 in this situation, which is a problem
959                         // regarding precision... this means that this.beam_dir and w_shotdir approach
960                         // eachother, however they never actually become the same value with this method.
961                         // Perhaps we should do some form of rounding/snapping?
962                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
963                         if(angle && (angle > this.beam_maxangle))
964                         {
965                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
966                                 float blendfactor = bound(
967                                         0,
968                                         (1 - (this.beam_returnspeed * frametime)),
969                                         min(this.beam_maxangle / angle, 1)
970                                 );
971                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
972                         }
973                         else
974                         {
975                                 // the radius is not too far yet, no worries :D
976                                 float blendfactor = bound(
977                                         0,
978                                         (1 - (this.beam_returnspeed * frametime)),
979                                         1
980                                 );
981                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
982                         }
983
984                         // calculate how many segments are needed
985                         float max_allowed_segments;
986
987                         if(this.beam_distancepersegment)
988                         {
989                                 max_allowed_segments = min(
990                                         ARC_MAX_SEGMENTS,
991                                         1 + (vlen(wantdir / this.beam_distancepersegment))
992                                 );
993                         }
994                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
995
996                         if(this.beam_degreespersegment)
997                         {
998                                 segments = bound(
999                                         1,
1000                                         (
1001                                                 min(
1002                                                         angle,
1003                                                         this.beam_maxangle
1004                                                 )
1005                                                 /
1006                                                 this.beam_degreespersegment
1007                                         ),
1008                                         max_allowed_segments
1009                                 );
1010                         }
1011                         else { segments = 1; }
1012                 }
1013                 else { segments = 1; }
1014
1015                 // set the beam direction which the rest of the code will refer to
1016                 beamdir = this.beam_dir;
1017
1018                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1019                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1020         }
1021         else
1022         {
1023                 // set the values from the provided info from the networked entity
1024                 start_pos = this.origin;
1025                 wantdir = this.v_angle;
1026                 beamdir = this.angles;
1027
1028                 if(beamdir != wantdir)
1029                 {
1030                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1031
1032                         // calculate how many segments are needed
1033                         float max_allowed_segments;
1034
1035                         if(this.beam_distancepersegment)
1036                         {
1037                                 max_allowed_segments = min(
1038                                         ARC_MAX_SEGMENTS,
1039                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1040                                 );
1041                         }
1042                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1043
1044                         if(this.beam_degreespersegment)
1045                         {
1046                                 segments = bound(
1047                                         1,
1048                                         (
1049                                                 min(
1050                                                         angle,
1051                                                         this.beam_maxangle
1052                                                 )
1053                                                 /
1054                                                 this.beam_degreespersegment
1055                                         ),
1056                                         max_allowed_segments
1057                                 );
1058                         }
1059                         else { segments = 1; }
1060                 }
1061                 else { segments = 1; }
1062         }
1063
1064         setorigin(this, start_pos);
1065         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1066
1067         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1068         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1069
1070         Draw_ArcBeam_callback_entity = this;
1071         Draw_ArcBeam_callback_last_thickness = 0;
1072         Draw_ArcBeam_callback_last_top = start_pos;
1073         Draw_ArcBeam_callback_last_bottom = start_pos;
1074
1075         vector last_origin = start_pos;
1076         vector original_start_pos = start_pos;
1077
1078         float i;
1079         for(i = 1; i <= segments; ++i)
1080         {
1081                 // WEAPONTODO (client):
1082                 // In order to do nice fading and pointing on the starting segment, we must always
1083                 // have that drawn as a separate triangle... However, that is difficult to do when
1084                 // keeping in mind the above problems and also optimizing the amount of segments
1085                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1086
1087                 vector new_origin = bezier_quadratic_getpoint(
1088                         start_pos,
1089                         beam_controlpoint,
1090                         beam_endpos,
1091                         i / segments);
1092
1093                 WarpZone_TraceBox_ThroughZone(
1094                         last_origin,
1095                         '0 0 0',
1096                         '0 0 0',
1097                         new_origin,
1098                         MOVE_NORMAL,
1099                         NULL,
1100                         NULL,
1101                         Draw_ArcBeam_callback
1102                 );
1103
1104                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1105                 // system (if we hit a player, that's always BEHIND the last passed wz).
1106                 last_origin = trace_endpos;
1107                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1108                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1109                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1110                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1111                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1112                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1113
1114                 if(trace_fraction < 1) { break; }
1115         }
1116
1117         // visual effects for startpoint and endpoint
1118         if(this.beam_hiteffect)
1119         {
1120                 // FIXME we really should do this on the server so it actually
1121                 // matches gameplay. What this client side stuff is doing is no
1122                 // more than guesswork.
1123                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1124                 pointparticles(
1125                         this.beam_hiteffect,
1126                         last_origin,
1127                         beamdir * -1,
1128                         frametime * 2
1129                 );
1130         }
1131         if(this.beam_hitlight[0])
1132         {
1133                 adddynamiclight(
1134                         last_origin,
1135                         this.beam_hitlight[0],
1136                         vec3(
1137                                 this.beam_hitlight[1],
1138                                 this.beam_hitlight[2],
1139                                 this.beam_hitlight[3]
1140                         )
1141                 );
1142         }
1143         if(this.beam_muzzleeffect)
1144         {
1145                 pointparticles(
1146                         this.beam_muzzleeffect,
1147                         original_start_pos + wantdir * 20,
1148                         wantdir * 1000,
1149                         frametime * 0.1
1150                 );
1151         }
1152         if(this.beam_muzzlelight[0])
1153         {
1154                 adddynamiclight(
1155                         original_start_pos + wantdir * 20,
1156                         this.beam_muzzlelight[0],
1157                         vec3(
1158                                 this.beam_muzzlelight[1],
1159                                 this.beam_muzzlelight[2],
1160                                 this.beam_muzzlelight[3]
1161                         )
1162                 );
1163         }
1164
1165         // cleanup
1166         Draw_ArcBeam_callback_entity = NULL;
1167         Draw_ArcBeam_callback_last_thickness = 0;
1168         Draw_ArcBeam_callback_last_top = '0 0 0';
1169         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1170 }
1171
1172 void Remove_ArcBeam(entity this)
1173 {
1174         delete(this.beam_muzzleentity);
1175         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1176 }
1177
1178 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1179 {
1180         int sf = ReadByte();
1181         int slot = ReadByte();
1182         entity flash;
1183
1184         this.beam_slot = slot;
1185
1186         if(isnew)
1187         {
1188                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1189
1190                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1191
1192                 // set other main attributes of the beam
1193                 this.draw = Draw_ArcBeam;
1194                 IL_PUSH(g_drawables, this);
1195                 this.entremove = Remove_ArcBeam;
1196                 this.move_time = time;
1197                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1198
1199                 flash = spawn();
1200                 flash.owner = this;
1201                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1202                 flash.drawmask = MASK_NORMAL;
1203                 flash.solid = SOLID_NOT;
1204                 flash.avelocity_z = 5000;
1205                 setattachment(flash, this, "");
1206                 setorigin(flash, '0 0 0');
1207
1208                 this.beam_muzzleentity = flash;
1209         }
1210         else
1211         {
1212                 flash = this.beam_muzzleentity;
1213         }
1214
1215         if(sf & ARC_SF_SETTINGS) // settings information
1216         {
1217                 this.beam_degreespersegment = ReadShort();
1218                 this.beam_distancepersegment = ReadShort();
1219                 this.beam_maxangle = ReadShort();
1220                 this.beam_range = ReadCoord();
1221                 this.beam_returnspeed = ReadShort();
1222                 this.beam_tightness = (ReadByte() / 10);
1223
1224                 if(ReadByte())
1225                 {
1226                         if(autocvar_chase_active)
1227                                 { this.beam_usevieworigin = 1; }
1228                         else // use view origin
1229                                 { this.beam_usevieworigin = 2; }
1230                 }
1231                 else
1232                 {
1233                         this.beam_usevieworigin = 0;
1234                 }
1235
1236                 this.sv_entnum = ReadByte();
1237         }
1238
1239         if(!this.beam_usevieworigin)
1240         {
1241                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1242                 this.iflags = IFLAG_ORIGIN;
1243
1244                 InterpolateOrigin_Undo(this);
1245         }
1246
1247         if(sf & ARC_SF_START) // starting location
1248         {
1249                 this.origin = ReadVector();
1250         }
1251         else if(this.beam_usevieworigin) // infer the location from player location
1252         {
1253                 if(this.beam_usevieworigin == 2)
1254                 {
1255                         // use view origin
1256                         this.origin = view_origin;
1257                 }
1258                 else
1259                 {
1260                         // use player origin so that third person display still works
1261                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1262                 }
1263         }
1264
1265         setorigin(this, this.origin);
1266
1267         if(sf & ARC_SF_WANTDIR) // want/aim direction
1268         {
1269                 this.v_angle = ReadVector();
1270         }
1271
1272         if(sf & ARC_SF_BEAMDIR) // beam direction
1273         {
1274                 this.angles_x = ReadAngle();
1275                 this.angles_y = ReadAngle();
1276                 this.angles_z = ReadAngle();
1277         }
1278
1279         if(sf & ARC_SF_BEAMTYPE) // beam type
1280         {
1281                 this.beam_type = ReadByte();
1282
1283                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1284                 switch(this.beam_type)
1285                 {
1286                         case ARC_BT_MISS:
1287                         {
1288                                 this.beam_color = beamcolor;
1289                                 this.beam_alpha = 0.5;
1290                                 this.beam_thickness = 8;
1291                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1292                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1293                                 this.beam_hitlight[0] = 0;
1294                                 this.beam_hitlight[1] = 1;
1295                                 this.beam_hitlight[2] = 1;
1296                                 this.beam_hitlight[3] = 1;
1297                                 this.beam_muzzleeffect = EFFECT_Null;
1298                                 this.beam_muzzlelight[0] = 0;
1299                                 this.beam_muzzlelight[1] = 1;
1300                                 this.beam_muzzlelight[2] = 1;
1301                                 this.beam_muzzlelight[3] = 1;
1302                                 this.beam_image = "particles/lgbeam";
1303                                 if(this.beam_muzzleeffect)
1304                                 {
1305                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1306                                         flash.alpha = this.beam_alpha;
1307                                         flash.colormod = this.beam_color;
1308                                         flash.scale = 0.35;
1309                                 }
1310                                 break;
1311                         }
1312                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1313                         {
1314                                 this.beam_color = beamcolor;
1315                                 this.beam_alpha = 0.5;
1316                                 this.beam_thickness = 8;
1317                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1318                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1319                                 this.beam_hitlight[0] = 0;
1320                                 this.beam_hitlight[1] = 1;
1321                                 this.beam_hitlight[2] = 1;
1322                                 this.beam_hitlight[3] = 1;
1323                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1324                                 this.beam_muzzlelight[0] = 0;
1325                                 this.beam_muzzlelight[1] = 1;
1326                                 this.beam_muzzlelight[2] = 1;
1327                                 this.beam_muzzlelight[3] = 1;
1328                                 this.beam_image = "particles/lgbeam";
1329                                 if(this.beam_muzzleeffect)
1330                                 {
1331                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1332                                         flash.alpha = this.beam_alpha;
1333                                         flash.colormod = this.beam_color;
1334                                         flash.scale = 0.35;
1335                                 }
1336                                 break;
1337                         }
1338                         case ARC_BT_HEAL:
1339                         {
1340                                 this.beam_color = beamcolor;
1341                                 this.beam_alpha = 0.5;
1342                                 this.beam_thickness = 8;
1343                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1344                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1345                                 this.beam_hitlight[0] = 0;
1346                                 this.beam_hitlight[1] = 1;
1347                                 this.beam_hitlight[2] = 1;
1348                                 this.beam_hitlight[3] = 1;
1349                                 this.beam_muzzleeffect = EFFECT_Null;
1350                                 this.beam_muzzlelight[0] = 0;
1351                                 this.beam_muzzlelight[1] = 1;
1352                                 this.beam_muzzlelight[2] = 1;
1353                                 this.beam_muzzlelight[3] = 1;
1354                                 this.beam_image = "particles/lgbeam";
1355                                 if(this.beam_muzzleeffect)
1356                                 {
1357                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1358                                         flash.alpha = this.beam_alpha;
1359                                         flash.colormod = this.beam_color;
1360                                         flash.scale = 0.35;
1361                                 }
1362                                 break;
1363                         }
1364                         case ARC_BT_HIT:
1365                         {
1366                                 this.beam_color = beamcolor;
1367                                 this.beam_alpha = 0.5;
1368                                 this.beam_thickness = 8;
1369                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1370                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1371                                 this.beam_hitlight[0] = 20;
1372                                 this.beam_hitlight[1] = 1;
1373                                 this.beam_hitlight[2] = 0;
1374                                 this.beam_hitlight[3] = 0;
1375                                 this.beam_muzzleeffect = EFFECT_Null;
1376                                 this.beam_muzzlelight[0] = 50;
1377                                 this.beam_muzzlelight[1] = 1;
1378                                 this.beam_muzzlelight[2] = 0;
1379                                 this.beam_muzzlelight[3] = 0;
1380                                 this.beam_image = "particles/lgbeam";
1381                                 if(this.beam_muzzleeffect)
1382                                 {
1383                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1384                                         flash.alpha = this.beam_alpha;
1385                                         flash.colormod = this.beam_color;
1386                                         flash.scale = 0.35;
1387                                 }
1388                                 break;
1389                         }
1390                         case ARC_BT_BURST_MISS:
1391                         {
1392                                 this.beam_color = beamcolor;
1393                                 this.beam_alpha = 0.5;
1394                                 this.beam_thickness = 14;
1395                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1396                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1397                                 this.beam_hitlight[0] = 0;
1398                                 this.beam_hitlight[1] = 1;
1399                                 this.beam_hitlight[2] = 1;
1400                                 this.beam_hitlight[3] = 1;
1401                                 this.beam_muzzleeffect = EFFECT_Null;
1402                                 this.beam_muzzlelight[0] = 0;
1403                                 this.beam_muzzlelight[1] = 1;
1404                                 this.beam_muzzlelight[2] = 1;
1405                                 this.beam_muzzlelight[3] = 1;
1406                                 this.beam_image = "particles/lgbeam";
1407                                 if(this.beam_muzzleeffect)
1408                                 {
1409                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1410                                         flash.alpha = this.beam_alpha;
1411                                         flash.colormod = this.beam_color;
1412                                         flash.scale = 0.35;
1413                                 }
1414                                 break;
1415                         }
1416                         case ARC_BT_BURST_WALL:
1417                         {
1418                                 this.beam_color = beamcolor;
1419                                 this.beam_alpha = 0.5;
1420                                 this.beam_thickness = 14;
1421                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1422                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1423                                 this.beam_hitlight[0] = 0;
1424                                 this.beam_hitlight[1] = 1;
1425                                 this.beam_hitlight[2] = 1;
1426                                 this.beam_hitlight[3] = 1;
1427                                 this.beam_muzzleeffect = EFFECT_Null;
1428                                 this.beam_muzzlelight[0] = 0;
1429                                 this.beam_muzzlelight[1] = 1;
1430                                 this.beam_muzzlelight[2] = 1;
1431                                 this.beam_muzzlelight[3] = 1;
1432                                 this.beam_image = "particles/lgbeam";
1433                                 if(this.beam_muzzleeffect)
1434                                 {
1435                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1436                                         flash.alpha = this.beam_alpha;
1437                                         flash.colormod = this.beam_color;
1438                                         flash.scale = 0.35;
1439                                 }
1440                                 break;
1441                         }
1442                         case ARC_BT_BURST_HEAL:
1443                         {
1444                                 this.beam_color = beamcolor;
1445                                 this.beam_alpha = 0.5;
1446                                 this.beam_thickness = 14;
1447                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1448                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1449                                 this.beam_hitlight[0] = 0;
1450                                 this.beam_hitlight[1] = 1;
1451                                 this.beam_hitlight[2] = 1;
1452                                 this.beam_hitlight[3] = 1;
1453                                 this.beam_muzzleeffect = EFFECT_Null;
1454                                 this.beam_muzzlelight[0] = 0;
1455                                 this.beam_muzzlelight[1] = 1;
1456                                 this.beam_muzzlelight[2] = 1;
1457                                 this.beam_muzzlelight[3] = 1;
1458                                 this.beam_image = "particles/lgbeam";
1459                                 if(this.beam_muzzleeffect)
1460                                 {
1461                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1462                                         flash.alpha = this.beam_alpha;
1463                                         flash.colormod = this.beam_color;
1464                                         flash.scale = 0.35;
1465                                 }
1466                                 break;
1467                         }
1468                         case ARC_BT_BURST_HIT:
1469                         {
1470                                 this.beam_color = beamcolor;
1471                                 this.beam_alpha = 0.5;
1472                                 this.beam_thickness = 14;
1473                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1474                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1475                                 this.beam_hitlight[0] = 0;
1476                                 this.beam_hitlight[1] = 1;
1477                                 this.beam_hitlight[2] = 1;
1478                                 this.beam_hitlight[3] = 1;
1479                                 this.beam_muzzleeffect = EFFECT_Null;
1480                                 this.beam_muzzlelight[0] = 0;
1481                                 this.beam_muzzlelight[1] = 1;
1482                                 this.beam_muzzlelight[2] = 1;
1483                                 this.beam_muzzlelight[3] = 1;
1484                                 this.beam_image = "particles/lgbeam";
1485                                 if(this.beam_muzzleeffect)
1486                                 {
1487                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1488                                         flash.alpha = this.beam_alpha;
1489                                         flash.colormod = this.beam_color;
1490                                         flash.scale = 0.35;
1491                                 }
1492                                 break;
1493                         }
1494
1495                         // shouldn't be possible, but lets make it colorful if it does :D
1496                         default:
1497                         {
1498                                 this.beam_color = randomvec();
1499                                 this.beam_alpha = 1;
1500                                 this.beam_thickness = 8;
1501                                 this.beam_traileffect = NULL;
1502                                 this.beam_hiteffect = NULL;
1503                                 this.beam_hitlight[0] = 0;
1504                                 this.beam_hitlight[1] = 1;
1505                                 this.beam_hitlight[2] = 1;
1506                                 this.beam_hitlight[3] = 1;
1507                                 this.beam_muzzleeffect = EFFECT_Null;
1508                                 this.beam_muzzlelight[0] = 0;
1509                                 this.beam_muzzlelight[1] = 1;
1510                                 this.beam_muzzlelight[2] = 1;
1511                                 this.beam_muzzlelight[3] = 1;
1512                                 this.beam_image = "particles/lgbeam";
1513                                 if(this.beam_muzzleeffect)
1514                                 {
1515                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1516                                         flash.alpha = this.beam_alpha;
1517                                         flash.colormod = this.beam_color;
1518                                         flash.scale = 0.35;
1519                                 }
1520                                 break;
1521                         }
1522                 }
1523         }
1524
1525         if(!this.beam_usevieworigin)
1526         {
1527                 InterpolateOrigin_Note(this);
1528         }
1529         return true;
1530 }
1531
1532 #endif