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Merge branch 'master' into TimePath/csqc_viewmodels
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
1 #ifndef IMPLEMENTATION
2 CLASS(Arc, Weapon)
3 /* ammotype  */ ATTRIB(Arc, ammo_field, .int, ammo_cells)
4 /* impulse   */ ATTRIB(Arc, impulse, int, 3)
5 /* flags     */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
6 /* rating    */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
8 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
13 /* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
14 /* wepimg    */ ATTRIB(Arc, model2, string, "weaponarc");
15 /* refname   */ ATTRIB(Arc, netname, string, "arc");
16 /* wepname   */ ATTRIB(Arc, m_name, string, _("Arc"));
17 ENDCLASS(Arc)
18 REGISTER_WEAPON(ARC, NEW(Arc));
19
20 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
21 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22         w_cvar(id, sn, NONE, beam_ammo) \
23         w_cvar(id, sn, NONE, beam_animtime) \
24         w_cvar(id, sn, NONE, beam_botaimspeed) \
25         w_cvar(id, sn, NONE, beam_botaimlifetime) \
26         w_cvar(id, sn, NONE, beam_damage) \
27         w_cvar(id, sn, NONE, beam_degreespersegment) \
28         w_cvar(id, sn, NONE, beam_distancepersegment) \
29         w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
30         w_cvar(id, sn, NONE, beam_falloff_maxdist) \
31         w_cvar(id, sn, NONE, beam_falloff_mindist) \
32         w_cvar(id, sn, NONE, beam_force) \
33         w_cvar(id, sn, NONE, beam_healing_amax) \
34         w_cvar(id, sn, NONE, beam_healing_aps) \
35         w_cvar(id, sn, NONE, beam_healing_hmax) \
36         w_cvar(id, sn, NONE, beam_healing_hps) \
37         w_cvar(id, sn, NONE, beam_maxangle) \
38         w_cvar(id, sn, NONE, beam_nonplayerdamage) \
39         w_cvar(id, sn, NONE, beam_range) \
40         w_cvar(id, sn, NONE, beam_refire) \
41         w_cvar(id, sn, NONE, beam_returnspeed) \
42         w_cvar(id, sn, NONE, beam_tightness) \
43         w_cvar(id, sn, NONE, burst_ammo) \
44         w_cvar(id, sn, NONE, burst_damage) \
45         w_cvar(id, sn, NONE, burst_healing_aps) \
46         w_cvar(id, sn, NONE, burst_healing_hps) \
47         w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \
48         w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \
49         w_cvar(id, sn, NONE, beam_heat)   /* heat increase per second (primary) */ \
50         w_cvar(id, sn, NONE, burst_heat)  /* heat increase per second (secondary) */ \
51         w_cvar(id, sn, NONE, cooldown)    /* heat decrease per second when resting */ \
52         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
53         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
54         w_prop(id, sn, string, weaponreplace, weaponreplace) \
55         w_prop(id, sn, float,  weaponstart, weaponstart) \
56         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
57         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
58
59 #ifndef MENUQC
60 const float ARC_MAX_SEGMENTS = 20;
61 vector arc_shotorigin[4];
62 .vector beam_start;
63 .vector beam_dir;
64 .vector beam_wantdir;
65 .int beam_type;
66
67 const int ARC_BT_MISS =        0x00;
68 const int ARC_BT_WALL =        0x01;
69 const int ARC_BT_HEAL =        0x02;
70 const int ARC_BT_HIT =         0x03;
71 const int ARC_BT_BURST_MISS =  0x10;
72 const int ARC_BT_BURST_WALL =  0x11;
73 const int ARC_BT_BURST_HEAL =  0x12;
74 const int ARC_BT_BURST_HIT =   0x13;
75 const int ARC_BT_BURSTMASK =   0x10;
76
77 const int ARC_SF_SETTINGS =    BIT(0);
78 const int ARC_SF_START =       BIT(1);
79 const int ARC_SF_WANTDIR =     BIT(2);
80 const int ARC_SF_BEAMDIR =     BIT(3);
81 const int ARC_SF_BEAMTYPE =    BIT(4);
82 const int ARC_SF_LOCALMASK =   ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
83 #endif
84 #ifdef SVQC
85 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
86 .entity arc_beam;
87 .bool arc_BUTTON_ATCK_prev; // for better animation control
88 .float beam_prev;
89 .float beam_initialized;
90 .float beam_bursting;
91 .float beam_teleporttime;
92 .float beam_heat; // (beam) amount of heat produced
93 .float arc_overheat; // (dropped arc/player) time during which it's too hot
94 .float arc_cooldown; // (dropped arc/player) cooling speed
95 .float arc_heat_percent; // (player) arc heat in [0,1] (stat)
96 .float arc_smoke_sound;
97 #endif
98 #ifdef CSQC
99 void Ent_ReadArcBeam(float isnew);
100
101 .vector beam_color;
102 .float beam_alpha;
103 .float beam_thickness;
104 .entity beam_traileffect;
105 .entity beam_hiteffect;
106 .float beam_hitlight[4]; // 0: radius, 123: rgb
107 .entity beam_muzzleeffect;
108 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
109 .string beam_image;
110
111 .entity beam_muzzleentity;
112
113 .float beam_degreespersegment;
114 .float beam_distancepersegment;
115 .float beam_usevieworigin;
116 .float beam_initialized;
117 .float beam_maxangle;
118 .float beam_range;
119 .float beam_returnspeed;
120 .float beam_tightness;
121 .vector beam_shotorigin;
122
123 entity Draw_ArcBeam_callback_entity;
124 float Draw_ArcBeam_callback_last_thickness;
125 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
126 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
127 #endif
128 #endif
129 #ifdef IMPLEMENTATION
130 #ifdef SVQC
131 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
132
133 bool W_Arc_Beam_Send(entity this, entity to, int sf)
134 {
135         WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
136
137         // Truncate information when this beam is displayed to the owner client
138         // - The owner client has no use for beam start position or directions,
139         //    it always figures this information out for itself with csqc code.
140         // - Spectating the owner also truncates this information.
141         float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
142         if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
143
144         WriteByte(MSG_ENTITY, sf);
145
146         if(sf & ARC_SF_SETTINGS) // settings information
147         {
148                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
149                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
150                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
151                 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
152                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
153                 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
154
155                 WriteByte(MSG_ENTITY, drawlocal);
156         }
157         if(sf & ARC_SF_START) // starting location
158         {
159                 WriteCoord(MSG_ENTITY, self.beam_start.x);
160                 WriteCoord(MSG_ENTITY, self.beam_start.y);
161                 WriteCoord(MSG_ENTITY, self.beam_start.z);
162         }
163         if(sf & ARC_SF_WANTDIR) // want/aim direction
164         {
165                 WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
166                 WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
167                 WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
168         }
169         if(sf & ARC_SF_BEAMDIR) // beam direction
170         {
171                 WriteCoord(MSG_ENTITY, self.beam_dir.x);
172                 WriteCoord(MSG_ENTITY, self.beam_dir.y);
173                 WriteCoord(MSG_ENTITY, self.beam_dir.z);
174         }
175         if(sf & ARC_SF_BEAMTYPE) // beam type
176         {
177                 WriteByte(MSG_ENTITY, self.beam_type);
178         }
179
180         return true;
181 }
182
183 void Reset_ArcBeam(entity player, vector forward)
184 {
185         if (!player.arc_beam) {
186                 return;
187         }
188         player.arc_beam.beam_dir = forward;
189         player.arc_beam.beam_teleporttime = time;
190 }
191
192 float Arc_GetHeat_Percent(entity player)
193 {
194         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
195         {
196                 player.arc_overheat = 0;
197                 return 0;
198         }
199
200         if ( player.arc_beam )
201                 return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
202
203         if ( player.arc_overheat > time )
204         {
205                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
206                         * player.arc_cooldown;
207         }
208
209         return 0;
210 }
211 void Arc_Player_SetHeat(entity player)
212 {
213         player.arc_heat_percent = Arc_GetHeat_Percent(player);
214         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
215 }
216
217 void W_Arc_Beam_Think(void)
218 {SELFPARAM();
219         if(self != self.owner.arc_beam)
220         {
221                 remove(self);
222                 return;
223         }
224
225
226         float burst = 0;
227         if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
228         {
229                 if(!self.beam_bursting)
230                         self.beam_bursting = true;
231                 burst = ARC_BT_BURSTMASK;
232         }
233
234         if(
235                 !IS_PLAYER(self.owner)
236                 ||
237                 (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
238                 ||
239                 self.owner.deadflag != DEAD_NO
240                 ||
241                 (!self.owner.BUTTON_ATCK && !burst )
242                 ||
243                 self.owner.frozen
244                 ||
245                 self.owner.vehicle
246                 ||
247                 (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
248         )
249         {
250                 if ( WEP_CVAR(arc, cooldown) > 0 )
251                 {
252                         float cooldown_speed = 0;
253                         if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
254                         {
255                                 cooldown_speed = WEP_CVAR(arc, cooldown);
256                         }
257                         else if ( !burst )
258                         {
259                                 cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
260                         }
261
262                         if ( cooldown_speed )
263                         {
264                                 self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
265                                 self.owner.arc_cooldown = cooldown_speed;
266                         }
267
268                         if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
269                         {
270                                 Send_Effect_("arc_overheat",
271                                         self.beam_start, self.beam_wantdir, 1 );
272                                 sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
273                         }
274                 }
275
276                 if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
277                 setself(self.owner);
278                 Weapon w = WEP_ARC;
279                 if(!w.wr_checkammo1(w) && !w.wr_checkammo2(w))
280                 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
281                 {
282                         // note: this doesn't force the switch
283                         W_SwitchToOtherWeapon(self);
284                 }
285                 setself(this);
286                 remove(self);
287                 return;
288         }
289
290         // decrease ammo
291         float coefficient = frametime;
292         if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
293         {
294                 float rootammo;
295                 if(burst)
296                         { rootammo = WEP_CVAR(arc, burst_ammo); }
297                 else
298                         { rootammo = WEP_CVAR(arc, beam_ammo); }
299
300                 if(rootammo)
301                 {
302                         coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
303                         self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
304                 }
305         }
306         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
307         self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
308
309         makevectors(self.owner.v_angle);
310
311         W_SetupShot_Range(
312                 self.owner,
313                 true,
314                 0,
315                 "",
316                 0,
317                 WEP_CVAR(arc, beam_damage) * coefficient,
318                 WEP_CVAR(arc, beam_range)
319         );
320
321         // After teleport, "lock" the beam until the teleport is confirmed.
322         if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
323                 w_shotdir = self.beam_dir;
324         }
325
326         // network information: shot origin and want/aim direction
327         if(self.beam_start != w_shotorg)
328         {
329                 self.SendFlags |= ARC_SF_START;
330                 self.beam_start = w_shotorg;
331         }
332         if(self.beam_wantdir != w_shotdir)
333         {
334                 self.SendFlags |= ARC_SF_WANTDIR;
335                 self.beam_wantdir = w_shotdir;
336         }
337
338         if(!self.beam_initialized)
339         {
340                 self.beam_dir = w_shotdir;
341                 self.beam_initialized = true;
342         }
343
344         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
345         // idea: blend together self.beam_dir with the inverted direction the player is moving in
346         // might have to make some special accomodation so that it only uses view_right and view_up
347
348         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
349
350         float segments;
351         if(self.beam_dir != w_shotdir)
352         {
353                 // calculate how much we're going to move the end of the beam to the want position
354                 // WEAPONTODO (server and client):
355                 // blendfactor never actually becomes 0 in this situation, which is a problem
356                 // regarding precision... this means that self.beam_dir and w_shotdir approach
357                 // eachother, however they never actually become the same value with this method.
358                 // Perhaps we should do some form of rounding/snapping?
359                 float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
360                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
361                 {
362                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
363                         float blendfactor = bound(
364                                 0,
365                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
366                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
367                         );
368                         self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
369                 }
370                 else
371                 {
372                         // the radius is not too far yet, no worries :D
373                         float blendfactor = bound(
374                                 0,
375                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
376                                 1
377                         );
378                         self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
379                 }
380
381                 // network information: beam direction
382                 self.SendFlags |= ARC_SF_BEAMDIR;
383
384                 // calculate how many segments are needed
385                 float max_allowed_segments;
386
387                 if(WEP_CVAR(arc, beam_distancepersegment))
388                 {
389                         max_allowed_segments = min(
390                                 ARC_MAX_SEGMENTS,
391                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
392                         );
393                 }
394                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
395
396                 if(WEP_CVAR(arc, beam_degreespersegment))
397                 {
398                         segments = bound(
399                                 1,
400                                 (
401                                         min(
402                                                 angle,
403                                                 WEP_CVAR(arc, beam_maxangle)
404                                         )
405                                         /
406                                         WEP_CVAR(arc, beam_degreespersegment)
407                                 ),
408                                 max_allowed_segments
409                         );
410                 }
411                 else { segments = 1; }
412         }
413         else { segments = 1; }
414
415         vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
416         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
417
418         float i;
419         float new_beam_type = 0;
420         vector last_origin = w_shotorg;
421         for(i = 1; i <= segments; ++i)
422         {
423                 // WEAPONTODO (client):
424                 // In order to do nice fading and pointing on the starting segment, we must always
425                 // have that drawn as a separate triangle... However, that is difficult to do when
426                 // keeping in mind the above problems and also optimizing the amount of segments
427                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
428
429                 vector new_origin = bezier_quadratic_getpoint(
430                         w_shotorg,
431                         beam_controlpoint,
432                         beam_endpos,
433                         i / segments);
434                 vector new_dir = normalize(new_origin - last_origin);
435
436                 WarpZone_traceline_antilag(
437                         self.owner,
438                         last_origin,
439                         new_origin,
440                         MOVE_NORMAL,
441                         self.owner,
442                         ANTILAG_LATENCY(self.owner)
443                 );
444
445                 // Do all the transforms for warpzones right now, as we already
446                 // "are" in the post-trace system (if we hit a player, that's
447                 // always BEHIND the last passed wz).
448                 last_origin = trace_endpos;
449                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
450                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
451                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
452                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
453
454                 float is_player = (
455                         IS_PLAYER(trace_ent)
456                         ||
457                         trace_ent.classname == "body"
458                         ||
459                         IS_MONSTER(trace_ent)
460                 );
461
462                 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
463                 {
464                         // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
465                         // NO. trace_endpos should be just fine. If not,
466                         // that's an engine bug that needs proper debugging.
467                         vector hitorigin = trace_endpos;
468
469                         float falloff = ExponentialFalloff(
470                                 WEP_CVAR(arc, beam_falloff_mindist),
471                                 WEP_CVAR(arc, beam_falloff_maxdist),
472                                 WEP_CVAR(arc, beam_falloff_halflifedist),
473                                 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
474                         );
475
476                         if(is_player && SAME_TEAM(self.owner, trace_ent))
477                         {
478                                 float roothealth, rootarmor;
479                                 if(burst)
480                                 {
481                                         roothealth = WEP_CVAR(arc, burst_healing_hps);
482                                         rootarmor = WEP_CVAR(arc, burst_healing_aps);
483                                 }
484                                 else
485                                 {
486                                         roothealth = WEP_CVAR(arc, beam_healing_hps);
487                                         rootarmor = WEP_CVAR(arc, beam_healing_aps);
488                                 }
489
490                                 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
491                                 {
492                                         trace_ent.health = min(
493                                                 trace_ent.health + (roothealth * coefficient),
494                                                 WEP_CVAR(arc, beam_healing_hmax)
495                                         );
496                                 }
497                                 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
498                                 {
499                                         trace_ent.armorvalue = min(
500                                                 trace_ent.armorvalue + (rootarmor * coefficient),
501                                                 WEP_CVAR(arc, beam_healing_amax)
502                                         );
503                                 }
504
505                                 // stop rot, set visual effect
506                                 if(roothealth || rootarmor)
507                                 {
508                                         trace_ent.pauserothealth_finished = max(
509                                                 trace_ent.pauserothealth_finished,
510                                                 time + autocvar_g_balance_pause_health_rot
511                                         );
512                                         trace_ent.pauserotarmor_finished = max(
513                                                 trace_ent.pauserotarmor_finished,
514                                                 time + autocvar_g_balance_pause_armor_rot
515                                         );
516                                         new_beam_type = ARC_BT_HEAL;
517                                 }
518                         }
519                         else
520                         {
521                                 float rootdamage;
522                                 if(is_player)
523                                 {
524                                         if(burst)
525                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
526                                         else
527                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
528                                 }
529                                 else
530                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
531
532                                 if(accuracy_isgooddamage(self.owner, trace_ent))
533                                 {
534                                         accuracy_add(
535                                                 self.owner,
536                                                 WEP_ARC.m_id,
537                                                 0,
538                                                 rootdamage * coefficient * falloff
539                                         );
540                                 }
541
542                                 Damage(
543                                         trace_ent,
544                                         self.owner,
545                                         self.owner,
546                                         rootdamage * coefficient * falloff,
547                                         WEP_ARC.m_id,
548                                         hitorigin,
549                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
550                                 );
551
552                                 new_beam_type = ARC_BT_HIT;
553                         }
554                         break;
555                 }
556                 else if(trace_fraction != 1)
557                 {
558                         // we collided with geometry
559                         new_beam_type = ARC_BT_WALL;
560                         break;
561                 }
562         }
563
564         // te_explosion(trace_endpos);
565
566         // if we're bursting, use burst visual effects
567         new_beam_type |= burst;
568
569         // network information: beam type
570         if(new_beam_type != self.beam_type)
571         {
572                 self.SendFlags |= ARC_SF_BEAMTYPE;
573                 self.beam_type = new_beam_type;
574         }
575
576         self.owner.beam_prev = time;
577         self.nextthink = time;
578 }
579
580 void W_Arc_Beam(float burst)
581 {SELFPARAM();
582
583         // only play fire sound if 1 sec has passed since player let go the fire button
584         if(time - self.beam_prev > 1)
585                 sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
586
587         entity beam = self.arc_beam = spawn();
588         beam.classname = "W_Arc_Beam";
589         beam.solid = SOLID_NOT;
590         beam.think = W_Arc_Beam_Think;
591         beam.owner = self;
592         beam.movetype = MOVETYPE_NONE;
593         beam.bot_dodge = true;
594         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
595         beam.beam_bursting = burst;
596         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
597
598         WITH(entity, self, beam, beam.think());
599 }
600
601 void Arc_Smoke()
602 {SELFPARAM();
603         makevectors(self.v_angle);
604         W_SetupShot_Range(self,true,0,"",0,0,0);
605
606         vector smoke_origin = w_shotorg + self.velocity*frametime;
607         if ( self.arc_overheat > time )
608         {
609                 if ( random() < self.arc_heat_percent )
610                         Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
611                 if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
612                 {
613                         Send_Effect_("arc_overheat_fire", smoke_origin, w_shotdir, 1 );
614                         if ( !self.arc_smoke_sound )
615                         {
616                                 self.arc_smoke_sound = 1;
617                                 sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
618                         }
619                 }
620         }
621         else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
622                         self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
623         {
624                 if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
625                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
626                         Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
627         }
628
629         if (  self.arc_smoke_sound && ( self.arc_overheat <= time ||
630                 !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
631         {
632                 self.arc_smoke_sound = 0;
633                 sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
634         }
635 }
636
637                 METHOD(Arc, wr_aim, void(entity thiswep))
638                 {
639                         SELFPARAM();
640                         if(WEP_CVAR(arc, beam_botaimspeed))
641                         {
642                                 self.BUTTON_ATCK = bot_aim(
643                                         WEP_CVAR(arc, beam_botaimspeed),
644                                         0,
645                                         WEP_CVAR(arc, beam_botaimlifetime),
646                                         false
647                                 );
648                         }
649                         else
650                         {
651                                 self.BUTTON_ATCK = bot_aim(
652                                         1000000,
653                                         0,
654                                         0.001,
655                                         false
656                                 );
657                         }
658                 }
659                 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
660                 {
661                         Arc_Player_SetHeat(actor);
662                         Arc_Smoke();
663
664                         if (time >= actor.arc_overheat)
665                         if ((fire & 1) || (fire & 2) || actor.arc_beam.beam_bursting)
666                         {
667
668                                 if(actor.arc_BUTTON_ATCK_prev)
669                                 {
670                                         #if 0
671                                         if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
672                                                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
673                                         else
674                                         #endif
675                                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
676                                 }
677
678                                 if((!actor.arc_beam) || wasfreed(actor.arc_beam))
679                                 {
680                                         if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(fire & 2), 0))
681                                         {
682                                                 W_Arc_Beam(boolean(fire & 2));
683
684                                                 if(!actor.arc_BUTTON_ATCK_prev)
685                                                 {
686                                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
687                                                         actor.arc_BUTTON_ATCK_prev = true;
688                                                 }
689                                         }
690                                 }
691
692                                 return;
693                         }
694
695                         if(actor.arc_BUTTON_ATCK_prev)
696                         {
697                                 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
698                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
699                                 int slot = weaponslot(weaponentity);
700                                 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
701                         }
702                         actor.arc_BUTTON_ATCK_prev = false;
703
704                         #if 0
705                         if(fire & 2)
706                         if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
707                         {
708                                 W_Arc_Attack2();
709                                 actor.arc_count = autocvar_g_balance_arc_secondary_count;
710                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
711                                 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
712                         }
713                         #endif
714                 }
715                 METHOD(Arc, wr_init, void(entity thiswep))
716                 {
717                         if(!arc_shotorigin[0])
718                         {
719                                 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
720                                 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
721                                 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
722                                 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
723                         }
724                         ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
725                 }
726                 METHOD(Arc, wr_checkammo1, bool(entity thiswep))
727                 {
728                         SELFPARAM();
729                         return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
730                 }
731                 METHOD(Arc, wr_checkammo2, bool(entity thiswep))
732                 {
733                         SELFPARAM();
734                         return WEP_CVAR(arc, overheat_max) > 0 &&
735                                 ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
736                 }
737                 METHOD(Arc, wr_config, void(entity thiswep))
738                 {
739                         ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
740                 }
741                 METHOD(Arc, wr_killmessage, int(entity thiswep))
742                 {
743                         return WEAPON_ARC_MURDER;
744                 }
745                 METHOD(Arc, wr_drop, void(entity thiswep))
746                 {
747                         weapon_dropevent_item.arc_overheat = self.arc_overheat;
748                         weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
749                         self.arc_overheat = 0;
750                         self.arc_cooldown = 0;
751                 }
752                 METHOD(Arc, wr_pickup, void(entity thiswep))
753                 {
754                         if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
755                                 weapon_dropevent_item.arc_overheat > time )
756                         {
757                                 self.arc_overheat = weapon_dropevent_item.arc_overheat;
758                                 self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
759                         }
760                 }
761 #endif
762 #ifdef CSQC
763 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
764 {
765         entity beam = Draw_ArcBeam_callback_entity;
766         vector transformed_view_org;
767         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
768
769         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
770         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
771         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
772
773         vector hitorigin;
774
775         // draw segment
776         #if 0
777         if(trace_fraction != 1)
778         {
779                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
780                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
781                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
782         }
783         else
784         {
785                 hitorigin = hit;
786         }
787         #else
788         hitorigin = hit;
789         #endif
790
791         // decide upon thickness
792         float thickness = beam.beam_thickness;
793
794         // draw primary beam render
795         vector top    = hitorigin + (thickdir * thickness);
796         vector bottom = hitorigin - (thickdir * thickness);
797
798         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
799         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
800
801         R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
802         R_PolygonVertex(
803                 top,
804                 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
805                 beam.beam_color,
806                 beam.beam_alpha
807         );
808         R_PolygonVertex(
809                 last_top,
810                 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
811                 beam.beam_color,
812                 beam.beam_alpha
813         );
814         R_PolygonVertex(
815                 last_bottom,
816                 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
817                 beam.beam_color,
818                 beam.beam_alpha
819         );
820         R_PolygonVertex(
821                 bottom,
822                 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
823                 beam.beam_color,
824                 beam.beam_alpha
825         );
826         R_EndPolygon();
827
828         // draw trailing particles
829         // NOTES:
830         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
831         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
832         if(beam.beam_traileffect)
833         {
834                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
835         }
836
837         // set up for the next
838         Draw_ArcBeam_callback_last_thickness = thickness;
839         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
840         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
841 }
842
843 void Reset_ArcBeam(void)
844 {
845         entity e;
846         for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
847                 e.beam_initialized = false;
848         }
849         for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
850                 e.beam_initialized = false;
851         }
852 }
853
854 void Draw_ArcBeam(entity this)
855 {
856         float dt = time - self.move_time;
857         self.move_time = time;
858         if(dt <= 0) { return; }
859
860         if(!self.beam_usevieworigin)
861         {
862                 InterpolateOrigin_Do();
863         }
864
865         // origin = beam starting origin
866         // v_angle = wanted/aim direction
867         // angles = current direction of beam
868
869         vector start_pos;
870         vector wantdir; //= view_forward;
871         vector beamdir; //= self.beam_dir;
872
873         float segments;
874         if(self.beam_usevieworigin)
875         {
876                 // WEAPONTODO:
877                 // Currently we have to replicate nearly the same method of figuring
878                 // out the shotdir that the server does... Ideally in the future we
879                 // should be able to acquire this from a generalized function built
880                 // into a weapon system for client code.
881
882                 // find where we are aiming
883                 makevectors(warpzone_save_view_angles);
884                 vector forward = v_forward;
885                 vector right = v_right;
886                 vector up = v_up;
887
888                 // decide upon start position
889                 if(self.beam_usevieworigin == 2)
890                         { start_pos = warpzone_save_view_origin; }
891                 else
892                         { start_pos = self.origin; }
893
894                 // trace forward with an estimation
895                 WarpZone_TraceLine(
896                         start_pos,
897                         start_pos + forward * self.beam_range,
898                         MOVE_NOMONSTERS,
899                         self
900                 );
901
902                 // untransform in case our trace went through a warpzone
903                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
904
905                 // un-adjust trueaim if shotend is too close
906                 if(vlen(end_pos - start_pos) < g_trueaim_minrange)
907                         end_pos = start_pos + (forward * g_trueaim_minrange);
908
909                 // move shot origin to the actual gun muzzle origin
910                 vector origin_offset =
911                           right * -self.beam_shotorigin.y
912                         + up * self.beam_shotorigin.z;
913
914                 start_pos = start_pos + origin_offset;
915
916                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
917                 traceline(start_pos, start_pos + forward * self.beam_shotorigin.x, MOVE_NORMAL, self);
918                 start_pos = trace_endpos;
919
920                 // calculate the aim direction now
921                 wantdir = normalize(end_pos - start_pos);
922
923                 if(!self.beam_initialized)
924                 {
925                         self.beam_dir = wantdir;
926                         self.beam_initialized = true;
927                 }
928
929                 if(self.beam_dir != wantdir)
930                 {
931                         // calculate how much we're going to move the end of the beam to the want position
932                         // WEAPONTODO (server and client):
933                         // blendfactor never actually becomes 0 in this situation, which is a problem
934                         // regarding precision... this means that self.beam_dir and w_shotdir approach
935                         // eachother, however they never actually become the same value with this method.
936                         // Perhaps we should do some form of rounding/snapping?
937                         float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
938                         if(angle && (angle > self.beam_maxangle))
939                         {
940                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
941                                 float blendfactor = bound(
942                                         0,
943                                         (1 - (self.beam_returnspeed * frametime)),
944                                         min(self.beam_maxangle / angle, 1)
945                                 );
946                                 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
947                         }
948                         else
949                         {
950                                 // the radius is not too far yet, no worries :D
951                                 float blendfactor = bound(
952                                         0,
953                                         (1 - (self.beam_returnspeed * frametime)),
954                                         1
955                                 );
956                                 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
957                         }
958
959                         // calculate how many segments are needed
960                         float max_allowed_segments;
961
962                         if(self.beam_distancepersegment)
963                         {
964                                 max_allowed_segments = min(
965                                         ARC_MAX_SEGMENTS,
966                                         1 + (vlen(wantdir / self.beam_distancepersegment))
967                                 );
968                         }
969                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
970
971                         if(self.beam_degreespersegment)
972                         {
973                                 segments = bound(
974                                         1,
975                                         (
976                                                 min(
977                                                         angle,
978                                                         self.beam_maxangle
979                                                 )
980                                                 /
981                                                 self.beam_degreespersegment
982                                         ),
983                                         max_allowed_segments
984                                 );
985                         }
986                         else { segments = 1; }
987                 }
988                 else { segments = 1; }
989
990                 // set the beam direction which the rest of the code will refer to
991                 beamdir = self.beam_dir;
992
993                 // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
994                 self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
995         }
996         else
997         {
998                 // set the values from the provided info from the networked entity
999                 start_pos = self.origin;
1000                 wantdir = self.v_angle;
1001                 beamdir = self.angles;
1002
1003                 if(beamdir != wantdir)
1004                 {
1005                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1006
1007                         // calculate how many segments are needed
1008                         float max_allowed_segments;
1009
1010                         if(self.beam_distancepersegment)
1011                         {
1012                                 max_allowed_segments = min(
1013                                         ARC_MAX_SEGMENTS,
1014                                         1 + (vlen(wantdir / self.beam_distancepersegment))
1015                                 );
1016                         }
1017                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1018
1019                         if(self.beam_degreespersegment)
1020                         {
1021                                 segments = bound(
1022                                         1,
1023                                         (
1024                                                 min(
1025                                                         angle,
1026                                                         self.beam_maxangle
1027                                                 )
1028                                                 /
1029                                                 self.beam_degreespersegment
1030                                         ),
1031                                         max_allowed_segments
1032                                 );
1033                         }
1034                         else { segments = 1; }
1035                 }
1036                 else { segments = 1; }
1037         }
1038
1039         setorigin(self, start_pos);
1040         self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1041
1042         vector beam_endpos = (start_pos + (beamdir * self.beam_range));
1043         vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
1044
1045         Draw_ArcBeam_callback_entity = self;
1046         Draw_ArcBeam_callback_last_thickness = 0;
1047         Draw_ArcBeam_callback_last_top = start_pos;
1048         Draw_ArcBeam_callback_last_bottom = start_pos;
1049
1050         vector last_origin = start_pos;
1051         vector original_start_pos = start_pos;
1052
1053         float i;
1054         for(i = 1; i <= segments; ++i)
1055         {
1056                 // WEAPONTODO (client):
1057                 // In order to do nice fading and pointing on the starting segment, we must always
1058                 // have that drawn as a separate triangle... However, that is difficult to do when
1059                 // keeping in mind the above problems and also optimizing the amount of segments
1060                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1061
1062                 vector new_origin = bezier_quadratic_getpoint(
1063                         start_pos,
1064                         beam_controlpoint,
1065                         beam_endpos,
1066                         i / segments);
1067
1068                 WarpZone_TraceBox_ThroughZone(
1069                         last_origin,
1070                         '0 0 0',
1071                         '0 0 0',
1072                         new_origin,
1073                         MOVE_NORMAL,
1074                         world,
1075                         world,
1076                         Draw_ArcBeam_callback
1077                 );
1078
1079                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1080                 // system (if we hit a player, that's always BEHIND the last passed wz).
1081                 last_origin = trace_endpos;
1082                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1083                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1084                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1085                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1086                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1087                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1088
1089                 if(trace_fraction < 1) { break; }
1090         }
1091
1092         // visual effects for startpoint and endpoint
1093         if(self.beam_hiteffect)
1094         {
1095                 // FIXME we really should do this on the server so it actually
1096                 // matches gameplay. What this client side stuff is doing is no
1097                 // more than guesswork.
1098                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1099                 pointparticles(
1100                         self.beam_hiteffect,
1101                         last_origin,
1102                         beamdir * -1,
1103                         frametime * 2
1104                 );
1105         }
1106         if(self.beam_hitlight[0])
1107         {
1108                 adddynamiclight(
1109                         last_origin,
1110                         self.beam_hitlight[0],
1111                         vec3(
1112                                 self.beam_hitlight[1],
1113                                 self.beam_hitlight[2],
1114                                 self.beam_hitlight[3]
1115                         )
1116                 );
1117         }
1118         if(self.beam_muzzleeffect)
1119         {
1120                 pointparticles(
1121                         self.beam_muzzleeffect,
1122                         original_start_pos + wantdir * 20,
1123                         wantdir * 1000,
1124                         frametime * 0.1
1125                 );
1126         }
1127         if(self.beam_muzzlelight[0])
1128         {
1129                 adddynamiclight(
1130                         original_start_pos + wantdir * 20,
1131                         self.beam_muzzlelight[0],
1132                         vec3(
1133                                 self.beam_muzzlelight[1],
1134                                 self.beam_muzzlelight[2],
1135                                 self.beam_muzzlelight[3]
1136                         )
1137                 );
1138         }
1139
1140         // cleanup
1141         Draw_ArcBeam_callback_entity = world;
1142         Draw_ArcBeam_callback_last_thickness = 0;
1143         Draw_ArcBeam_callback_last_top = '0 0 0';
1144         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1145 }
1146
1147 void Remove_ArcBeam(void)
1148 {SELFPARAM();
1149         remove(self.beam_muzzleentity);
1150         sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1151 }
1152
1153 void Ent_ReadArcBeam(float isnew)
1154 {SELFPARAM();
1155         int sf = ReadByte();
1156         entity flash;
1157
1158         if(isnew)
1159         {
1160                 int gunalign = W_GetGunAlignment(world);
1161
1162                 self.beam_shotorigin = arc_shotorigin[gunalign];
1163
1164                 // set other main attributes of the beam
1165                 self.draw = Draw_ArcBeam;
1166                 self.entremove = Remove_ArcBeam;
1167                 self.move_time = time;
1168                 loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
1169
1170                 flash = spawn();
1171                 flash.owner = self;
1172                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1173                 flash.drawmask = MASK_NORMAL;
1174                 flash.solid = SOLID_NOT;
1175                 flash.avelocity_z = 5000;
1176                 setattachment(flash, self, "");
1177                 setorigin(flash, '0 0 0');
1178
1179                 self.beam_muzzleentity = flash;
1180         }
1181         else
1182         {
1183                 flash = self.beam_muzzleentity;
1184         }
1185
1186         if(sf & ARC_SF_SETTINGS) // settings information
1187         {
1188                 self.beam_degreespersegment = ReadShort();
1189                 self.beam_distancepersegment = ReadShort();
1190                 self.beam_maxangle = ReadShort();
1191                 self.beam_range = ReadCoord();
1192                 self.beam_returnspeed = ReadShort();
1193                 self.beam_tightness = (ReadByte() / 10);
1194
1195                 if(ReadByte())
1196                 {
1197                         if(autocvar_chase_active)
1198                                 { self.beam_usevieworigin = 1; }
1199                         else // use view origin
1200                                 { self.beam_usevieworigin = 2; }
1201                 }
1202                 else
1203                 {
1204                         self.beam_usevieworigin = 0;
1205                 }
1206         }
1207
1208         if(!self.beam_usevieworigin)
1209         {
1210                 // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1211                 self.iflags = IFLAG_ORIGIN;
1212
1213                 InterpolateOrigin_Undo();
1214         }
1215
1216         if(sf & ARC_SF_START) // starting location
1217         {
1218                 self.origin_x = ReadCoord();
1219                 self.origin_y = ReadCoord();
1220                 self.origin_z = ReadCoord();
1221         }
1222         else if(self.beam_usevieworigin) // infer the location from player location
1223         {
1224                 if(self.beam_usevieworigin == 2)
1225                 {
1226                         // use view origin
1227                         self.origin = view_origin;
1228                 }
1229                 else
1230                 {
1231                         // use player origin so that third person display still works
1232                         self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
1233                 }
1234         }
1235
1236         setorigin(self, self.origin);
1237
1238         if(sf & ARC_SF_WANTDIR) // want/aim direction
1239         {
1240                 self.v_angle_x = ReadCoord();
1241                 self.v_angle_y = ReadCoord();
1242                 self.v_angle_z = ReadCoord();
1243         }
1244
1245         if(sf & ARC_SF_BEAMDIR) // beam direction
1246         {
1247                 self.angles_x = ReadCoord();
1248                 self.angles_y = ReadCoord();
1249                 self.angles_z = ReadCoord();
1250         }
1251
1252         if(sf & ARC_SF_BEAMTYPE) // beam type
1253         {
1254                 self.beam_type = ReadByte();
1255                 switch(self.beam_type)
1256                 {
1257                         case ARC_BT_MISS:
1258                         {
1259                                 self.beam_color = '1 1 1';
1260                                 self.beam_alpha = 0.5;
1261                                 self.beam_thickness = 8;
1262                                 self.beam_traileffect = (EFFECT_ARC_BEAM);
1263                                 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1264                                 self.beam_hitlight[0] = 0;
1265                                 self.beam_hitlight[1] = 1;
1266                                 self.beam_hitlight[2] = 1;
1267                                 self.beam_hitlight[3] = 1;
1268                                 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1269                                 self.beam_muzzlelight[0] = 0;
1270                                 self.beam_muzzlelight[1] = 1;
1271                                 self.beam_muzzlelight[2] = 1;
1272                                 self.beam_muzzlelight[3] = 1;
1273                                 if(self.beam_muzzleeffect)
1274                                 {
1275                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1276                                         flash.alpha = self.beam_alpha;
1277                                         flash.colormod = self.beam_color;
1278                                         flash.scale = 0.5;
1279                                 }
1280                                 break;
1281                         }
1282                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1283                         {
1284                                 self.beam_color = '1 1 1';
1285                                 self.beam_alpha = 0.5;
1286                                 self.beam_thickness = 8;
1287                                 self.beam_traileffect = (EFFECT_ARC_BEAM);
1288                                 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1289                                 self.beam_hitlight[0] = 0;
1290                                 self.beam_hitlight[1] = 1;
1291                                 self.beam_hitlight[2] = 1;
1292                                 self.beam_hitlight[3] = 1;
1293                                 self.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1294                                 self.beam_muzzlelight[0] = 0;
1295                                 self.beam_muzzlelight[1] = 1;
1296                                 self.beam_muzzlelight[2] = 1;
1297                                 self.beam_muzzlelight[3] = 1;
1298                                 self.beam_image = "particles/lgbeam";
1299                                 if(self.beam_muzzleeffect)
1300                                 {
1301                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1302                                         flash.alpha = self.beam_alpha;
1303                                         flash.colormod = self.beam_color;
1304                                         flash.scale = 0.5;
1305                                 }
1306                                 break;
1307                         }
1308                         case ARC_BT_HEAL:
1309                         {
1310                                 self.beam_color = '1 1 1';
1311                                 self.beam_alpha = 0.5;
1312                                 self.beam_thickness = 8;
1313                                 self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1314                                 self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1315                                 self.beam_hitlight[0] = 0;
1316                                 self.beam_hitlight[1] = 1;
1317                                 self.beam_hitlight[2] = 1;
1318                                 self.beam_hitlight[3] = 1;
1319                                 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1320                                 self.beam_muzzlelight[0] = 0;
1321                                 self.beam_muzzlelight[1] = 1;
1322                                 self.beam_muzzlelight[2] = 1;
1323                                 self.beam_muzzlelight[3] = 1;
1324                                 self.beam_image = "particles/lgbeam";
1325                                 if(self.beam_muzzleeffect)
1326                                 {
1327                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1328                                         flash.alpha = self.beam_alpha;
1329                                         flash.colormod = self.beam_color;
1330                                         flash.scale = 0.5;
1331                                 }
1332                                 break;
1333                         }
1334                         case ARC_BT_HIT:
1335                         {
1336                                 self.beam_color = '1 1 1';
1337                                 self.beam_alpha = 0.5;
1338                                 self.beam_thickness = 8;
1339                                 self.beam_traileffect = (EFFECT_ARC_BEAM);
1340                                 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1341                                 self.beam_hitlight[0] = 20;
1342                                 self.beam_hitlight[1] = 1;
1343                                 self.beam_hitlight[2] = 0;
1344                                 self.beam_hitlight[3] = 0;
1345                                 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1346                                 self.beam_muzzlelight[0] = 50;
1347                                 self.beam_muzzlelight[1] = 1;
1348                                 self.beam_muzzlelight[2] = 0;
1349                                 self.beam_muzzlelight[3] = 0;
1350                                 self.beam_image = "particles/lgbeam";
1351                                 if(self.beam_muzzleeffect)
1352                                 {
1353                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1354                                         flash.alpha = self.beam_alpha;
1355                                         flash.colormod = self.beam_color;
1356                                         flash.scale = 0.5;
1357                                 }
1358                                 break;
1359                         }
1360                         case ARC_BT_BURST_MISS:
1361                         {
1362                                 self.beam_color = '1 1 1';
1363                                 self.beam_alpha = 0.5;
1364                                 self.beam_thickness = 14;
1365                                 self.beam_traileffect = (EFFECT_ARC_BEAM);
1366                                 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1367                                 self.beam_hitlight[0] = 0;
1368                                 self.beam_hitlight[1] = 1;
1369                                 self.beam_hitlight[2] = 1;
1370                                 self.beam_hitlight[3] = 1;
1371                                 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1372                                 self.beam_muzzlelight[0] = 0;
1373                                 self.beam_muzzlelight[1] = 1;
1374                                 self.beam_muzzlelight[2] = 1;
1375                                 self.beam_muzzlelight[3] = 1;
1376                                 self.beam_image = "particles/lgbeam";
1377                                 if(self.beam_muzzleeffect)
1378                                 {
1379                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1380                                         flash.alpha = self.beam_alpha;
1381                                         flash.colormod = self.beam_color;
1382                                         flash.scale = 0.5;
1383                                 }
1384                                 break;
1385                         }
1386                         case ARC_BT_BURST_WALL:
1387                         {
1388                                 self.beam_color = '1 1 1';
1389                                 self.beam_alpha = 0.5;
1390                                 self.beam_thickness = 14;
1391                                 self.beam_traileffect = (EFFECT_ARC_BEAM);
1392                                 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1393                                 self.beam_hitlight[0] = 0;
1394                                 self.beam_hitlight[1] = 1;
1395                                 self.beam_hitlight[2] = 1;
1396                                 self.beam_hitlight[3] = 1;
1397                                 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1398                                 self.beam_muzzlelight[0] = 0;
1399                                 self.beam_muzzlelight[1] = 1;
1400                                 self.beam_muzzlelight[2] = 1;
1401                                 self.beam_muzzlelight[3] = 1;
1402                                 self.beam_image = "particles/lgbeam";
1403                                 if(self.beam_muzzleeffect)
1404                                 {
1405                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1406                                         flash.alpha = self.beam_alpha;
1407                                         flash.colormod = self.beam_color;
1408                                         flash.scale = 0.5;
1409                                 }
1410                                 break;
1411                         }
1412                         case ARC_BT_BURST_HEAL:
1413                         {
1414                                 self.beam_color = '1 1 1';
1415                                 self.beam_alpha = 0.5;
1416                                 self.beam_thickness = 14;
1417                                 self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1418                                 self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1419                                 self.beam_hitlight[0] = 0;
1420                                 self.beam_hitlight[1] = 1;
1421                                 self.beam_hitlight[2] = 1;
1422                                 self.beam_hitlight[3] = 1;
1423                                 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1424                                 self.beam_muzzlelight[0] = 0;
1425                                 self.beam_muzzlelight[1] = 1;
1426                                 self.beam_muzzlelight[2] = 1;
1427                                 self.beam_muzzlelight[3] = 1;
1428                                 self.beam_image = "particles/lgbeam";
1429                                 if(self.beam_muzzleeffect)
1430                                 {
1431                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1432                                         flash.alpha = self.beam_alpha;
1433                                         flash.colormod = self.beam_color;
1434                                         flash.scale = 0.5;
1435                                 }
1436                                 break;
1437                         }
1438                         case ARC_BT_BURST_HIT:
1439                         {
1440                                 self.beam_color = '1 1 1';
1441                                 self.beam_alpha = 0.5;
1442                                 self.beam_thickness = 14;
1443                                 self.beam_traileffect = (EFFECT_ARC_BEAM);
1444                                 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1445                                 self.beam_hitlight[0] = 0;
1446                                 self.beam_hitlight[1] = 1;
1447                                 self.beam_hitlight[2] = 1;
1448                                 self.beam_hitlight[3] = 1;
1449                                 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1450                                 self.beam_muzzlelight[0] = 0;
1451                                 self.beam_muzzlelight[1] = 1;
1452                                 self.beam_muzzlelight[2] = 1;
1453                                 self.beam_muzzlelight[3] = 1;
1454                                 self.beam_image = "particles/lgbeam";
1455                                 if(self.beam_muzzleeffect)
1456                                 {
1457                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1458                                         flash.alpha = self.beam_alpha;
1459                                         flash.colormod = self.beam_color;
1460                                         flash.scale = 0.5;
1461                                 }
1462                                 break;
1463                         }
1464
1465                         // shouldn't be possible, but lets make it colorful if it does :D
1466                         default:
1467                         {
1468                                 self.beam_color = randomvec();
1469                                 self.beam_alpha = 1;
1470                                 self.beam_thickness = 8;
1471                                 self.beam_traileffect = NULL;
1472                                 self.beam_hiteffect = NULL;
1473                                 self.beam_hitlight[0] = 0;
1474                                 self.beam_hitlight[1] = 1;
1475                                 self.beam_hitlight[2] = 1;
1476                                 self.beam_hitlight[3] = 1;
1477                                 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1478                                 self.beam_muzzlelight[0] = 0;
1479                                 self.beam_muzzlelight[1] = 1;
1480                                 self.beam_muzzlelight[2] = 1;
1481                                 self.beam_muzzlelight[3] = 1;
1482                                 self.beam_image = "particles/lgbeam";
1483                                 if(self.beam_muzzleeffect)
1484                                 {
1485                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1486                                         flash.alpha = self.beam_alpha;
1487                                         flash.colormod = self.beam_color;
1488                                         flash.scale = 0.5;
1489                                 }
1490                                 break;
1491                         }
1492                 }
1493         }
1494
1495         if(!self.beam_usevieworigin)
1496         {
1497                 InterpolateOrigin_Note();
1498         }
1499 }
1500
1501 #endif
1502 #endif