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Merge branch 'master' into terencehill/bot_waypoints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
1 #include "arc.qh"
2 #ifndef IMPLEMENTATION
3 CLASS(Arc, Weapon)
4 /* ammotype  */ ATTRIB(Arc, ammo_field, .int, ammo_cells);
5 /* impulse   */ ATTRIB(Arc, impulse, int, 3);
6 /* flags     */ ATTRIB(Arc, spawnflags, int, WEP_TYPE_HITSCAN);
7 /* rating    */ ATTRIB(Arc, bot_pickupbasevalue, float, 8000);
8 /* color     */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
9 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
14 /* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
15 /* wepimg    */ ATTRIB(Arc, model2, string, "weaponarc");
16 /* refname   */ ATTRIB(Arc, netname, string, "arc");
17 /* wepname   */ ATTRIB(Arc, m_name, string, _("Arc"));
18
19 #define X(BEGIN, P, END, class, prefix) \
20         BEGIN(class) \
21                 P(class, prefix, bolt, float, NONE) \
22                 P(class, prefix, bolt_ammo, float, NONE) \
23         P(class, prefix, bolt_damageforcescale, float, NONE) \
24         P(class, prefix, bolt_damage, float, NONE) \
25         P(class, prefix, bolt_edgedamage, float, NONE) \
26         P(class, prefix, bolt_force, float, NONE) \
27         P(class, prefix, bolt_health, float, NONE) \
28         P(class, prefix, bolt_lifetime, float, NONE) \
29         P(class, prefix, bolt_radius, float, NONE) \
30         P(class, prefix, bolt_refire, float, NONE) \
31         P(class, prefix, bolt_speed, float, NONE) \
32         P(class, prefix, bolt_spread, float, NONE) \
33                 P(class, prefix, beam_ammo, float, NONE) \
34         P(class, prefix, beam_animtime, float, NONE) \
35         P(class, prefix, beam_botaimlifetime, float, NONE) \
36         P(class, prefix, beam_botaimspeed, float, NONE) \
37         P(class, prefix, beam_damage, float, NONE) \
38         P(class, prefix, beam_degreespersegment, float, NONE) \
39         P(class, prefix, beam_distancepersegment, float, NONE) \
40         P(class, prefix, beam_falloff_halflifedist, float, NONE) \
41         P(class, prefix, beam_falloff_maxdist, float, NONE) \
42         P(class, prefix, beam_falloff_mindist, float, NONE) \
43         P(class, prefix, beam_force, float, NONE) \
44         P(class, prefix, beam_healing_amax, float, NONE) \
45         P(class, prefix, beam_healing_aps, float, NONE) \
46         P(class, prefix, beam_healing_hmax, float, NONE) \
47         P(class, prefix, beam_healing_hps, float, NONE) \
48         P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
49         P(class, prefix, beam_maxangle, float, NONE) \
50         P(class, prefix, beam_nonplayerdamage, float, NONE) \
51         P(class, prefix, beam_range, float, NONE) \
52         P(class, prefix, beam_refire, float, NONE) \
53         P(class, prefix, beam_returnspeed, float, NONE) \
54         P(class, prefix, beam_tightness, float, NONE) \
55         P(class, prefix, burst_ammo, float, NONE) \
56         P(class, prefix, burst_damage, float, NONE) \
57         P(class, prefix, burst_healing_aps, float, NONE) \
58         P(class, prefix, burst_healing_hps, float, NONE) \
59         P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
60         P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
61         P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
62         P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
63         P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
64         P(class, prefix, switchdelay_drop, float, NONE) \
65         P(class, prefix, switchdelay_raise, float, NONE) \
66         P(class, prefix, weaponreplace, string, NONE) \
67         P(class, prefix, weaponstartoverride, float, NONE) \
68         P(class, prefix, weaponstart, float, NONE) \
69         P(class, prefix, weaponthrowable, float, NONE) \
70     END()
71     W_PROPS(X, Arc, arc)
72 #undef X
73
74 ENDCLASS(Arc)
75 REGISTER_WEAPON(ARC, arc, NEW(Arc));
76
77
78 #ifdef GAMEQC
79 const float ARC_MAX_SEGMENTS = 20;
80 vector arc_shotorigin[4];
81 .vector beam_start;
82 .vector beam_dir;
83 .vector beam_wantdir;
84 .int beam_type;
85
86 const int ARC_BT_MISS =        0x00;
87 const int ARC_BT_WALL =        0x01;
88 const int ARC_BT_HEAL =        0x02;
89 const int ARC_BT_HIT =         0x03;
90 const int ARC_BT_BURST_MISS =  0x10;
91 const int ARC_BT_BURST_WALL =  0x11;
92 const int ARC_BT_BURST_HEAL =  0x12;
93 const int ARC_BT_BURST_HIT =   0x13;
94 const int ARC_BT_BURSTMASK =   0x10;
95
96 const int ARC_SF_SETTINGS =    BIT(0);
97 const int ARC_SF_START =       BIT(1);
98 const int ARC_SF_WANTDIR =     BIT(2);
99 const int ARC_SF_BEAMDIR =     BIT(3);
100 const int ARC_SF_BEAMTYPE =    BIT(4);
101 const int ARC_SF_LOCALMASK =   ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
102 #endif
103 #ifdef SVQC
104 .entity arc_beam;
105 .bool arc_BUTTON_ATCK_prev; // for better animation control
106 .float beam_prev;
107 .float beam_initialized;
108 .float beam_bursting;
109 .float beam_teleporttime;
110 .float beam_heat; // (beam) amount of heat produced
111 .float arc_overheat; // (dropped arc/player) time during which it's too hot
112 .float arc_cooldown; // (dropped arc/player) cooling speed
113 .float arc_heat_percent = _STAT(ARC_HEAT);
114 .float arc_smoke_sound;
115 #endif
116 #ifdef CSQC
117
118 .vector beam_color;
119 .float beam_alpha;
120 .float beam_thickness;
121 .entity beam_traileffect;
122 .entity beam_hiteffect;
123 .float beam_hitlight[4]; // 0: radius, 123: rgb
124 .entity beam_muzzleeffect;
125 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
126 .string beam_image;
127
128 .entity beam_muzzleentity;
129
130 .float beam_degreespersegment;
131 .float beam_distancepersegment;
132 .float beam_usevieworigin;
133 .float beam_initialized;
134 .float beam_maxangle;
135 .float beam_range;
136 .float beam_returnspeed;
137 .float beam_tightness;
138 .vector beam_shotorigin;
139
140 entity Draw_ArcBeam_callback_entity;
141 float Draw_ArcBeam_callback_last_thickness;
142 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
143 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
144 #endif
145 #endif
146 #ifdef IMPLEMENTATION
147 #ifdef SVQC
148 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
149
150 bool W_Arc_Beam_Send(entity this, entity to, int sf)
151 {
152         WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
153
154         // Truncate information when this beam is displayed to the owner client
155         // - The owner client has no use for beam start position or directions,
156         //    it always figures this information out for itself with csqc code.
157         // - Spectating the owner also truncates this information.
158         float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
159         if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
160
161         WriteByte(MSG_ENTITY, sf);
162         WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
163
164         if(sf & ARC_SF_SETTINGS) // settings information
165         {
166                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
167                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
168                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
169                 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
170                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
171                 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
172
173                 WriteByte(MSG_ENTITY, drawlocal);
174                 WriteByte(MSG_ENTITY, etof(this.owner));
175         }
176         if(sf & ARC_SF_START) // starting location
177         {
178                 WriteCoord(MSG_ENTITY, this.beam_start.x);
179                 WriteCoord(MSG_ENTITY, this.beam_start.y);
180                 WriteCoord(MSG_ENTITY, this.beam_start.z);
181         }
182         if(sf & ARC_SF_WANTDIR) // want/aim direction
183         {
184                 WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
185                 WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
186                 WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
187         }
188         if(sf & ARC_SF_BEAMDIR) // beam direction
189         {
190                 WriteCoord(MSG_ENTITY, this.beam_dir.x);
191                 WriteCoord(MSG_ENTITY, this.beam_dir.y);
192                 WriteCoord(MSG_ENTITY, this.beam_dir.z);
193         }
194         if(sf & ARC_SF_BEAMTYPE) // beam type
195         {
196                 WriteByte(MSG_ENTITY, this.beam_type);
197         }
198
199         return true;
200 }
201
202 void Reset_ArcBeam(entity player, vector forward)
203 {
204         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
205         {
206                 .entity weaponentity = weaponentities[slot];
207                 if(!player.(weaponentity).arc_beam)
208                         continue;
209                 player.(weaponentity).arc_beam.beam_dir = forward;
210                 player.(weaponentity).arc_beam.beam_teleporttime = time;
211         }
212 }
213
214 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
215 {
216         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
217         {
218                 player.arc_overheat = 0;
219                 return 0;
220         }
221
222         if ( player.(weaponentity).arc_beam )
223                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
224
225         if ( player.arc_overheat > time )
226         {
227                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
228                         * player.arc_cooldown;
229         }
230
231         return 0;
232 }
233 void Arc_Player_SetHeat(entity player, .entity weaponentity)
234 {
235         player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
236         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
237 }
238
239 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
240 {
241         this.event_damage = func_null;
242         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, directhitentity);
243
244         delete(this);
245 }
246
247 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
248 {
249         W_Arc_Bolt_Explode(this, trigger);
250 }
251
252 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
253 {
254         if(this.health <= 0)
255                 return;
256
257         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
258                 return; // g_projectiles_damage says to halt
259
260         this.health = this.health - damage;
261         this.angles = vectoangles(this.velocity);
262
263         if(this.health <= 0)
264                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
265 }
266
267 void W_Arc_Bolt_Touch(entity this, entity toucher)
268 {
269         PROJECTILE_TOUCH(this, toucher);
270         this.use(this, NULL, toucher);
271 }
272
273 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
274 {
275         entity missile;
276
277         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
278
279         W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
280
281         Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
282
283         missile = new(missile);
284         missile.owner = missile.realowner = actor;
285         missile.bot_dodge = true;
286         IL_PUSH(g_bot_dodge, missile);
287         missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
288
289         missile.takedamage = DAMAGE_YES;
290         missile.health = WEP_CVAR(arc, bolt_health);
291         missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
292         missile.event_damage = W_Arc_Bolt_Damage;
293         missile.damagedbycontents = true;
294         IL_PUSH(g_damagedbycontents, missile);
295
296         settouch(missile, W_Arc_Bolt_Touch);
297         missile.use = W_Arc_Bolt_Explode_use;
298         setthink(missile, adaptor_think2use_hittype_splash);
299         missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
300         PROJECTILE_MAKETRIGGER(missile);
301         missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
302         setorigin(missile, w_shotorg);
303         setsize(missile, '0 0 0', '0 0 0');
304
305         set_movetype(missile, MOVETYPE_FLY);
306         W_SetupProjVelocity_PRE(missile, arc, bolt_);
307
308         missile.angles = vectoangles(missile.velocity);
309         missile.flags = FL_PROJECTILE;
310         missile.missile_flags = MIF_SPLASH;
311
312         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
313
314         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
315 }
316
317 void W_Arc_Beam_Think(entity this)
318 {
319         .entity weaponentity = this.weaponentity_fld;
320         entity own = this.owner;
321         if(this != own.(weaponentity).arc_beam)
322         {
323                 delete(this);
324                 return;
325         }
326
327         float burst = 0;
328         if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
329         {
330                 if(!this.beam_bursting)
331                         this.beam_bursting = true;
332                 burst = ARC_BT_BURSTMASK;
333         }
334
335         Weapon thiswep = WEP_ARC;
336
337         if(
338                 !IS_PLAYER(own)
339                 ||
340                 (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
341                 ||
342                 IS_DEAD(own)
343                 ||
344                 forbidWeaponUse(own)
345                 ||
346                 own.(weaponentity).m_switchweapon != WEP_ARC
347                 ||
348                 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
349                 ||
350                 own.vehicle
351                 ||
352                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
353         )
354         {
355                 if ( WEP_CVAR(arc, cooldown) > 0 )
356                 {
357                         float cooldown_speed = 0;
358                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
359                         {
360                                 cooldown_speed = WEP_CVAR(arc, cooldown);
361                         }
362                         else if ( !burst )
363                         {
364                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
365                         }
366
367                         if ( cooldown_speed )
368                         {
369                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
370                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
371                                 own.arc_cooldown = cooldown_speed;
372                         }
373
374                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
375                         {
376                                 Send_Effect(EFFECT_ARC_OVERHEAT,
377                                         this.beam_start, this.beam_wantdir, 1 );
378                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
379                         }
380                 }
381
382                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
383                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
384                 {
385                         // note: this doesn't force the switch
386                         W_SwitchToOtherWeapon(own, weaponentity);
387                         own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
388                 }
389                 delete(this);
390                 return;
391         }
392
393         // decrease ammo
394         float coefficient = frametime;
395         if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
396         {
397                 float rootammo;
398                 if(burst)
399                         { rootammo = WEP_CVAR(arc, burst_ammo); }
400                 else
401                         { rootammo = WEP_CVAR(arc, beam_ammo); }
402
403                 if(rootammo)
404                 {
405                         coefficient = min(coefficient, own.(thiswep.ammo_field) / rootammo);
406                         own.(thiswep.ammo_field) = max(0, own.(thiswep.ammo_field) - (rootammo * frametime));
407                 }
408         }
409         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
410         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
411
412         makevectors(own.v_angle);
413
414         W_SetupShot_Range(
415                 own,
416                 weaponentity, // TODO
417                 true,
418                 0,
419                 SND_Null,
420                 0,
421                 WEP_CVAR(arc, beam_damage) * coefficient,
422                 WEP_CVAR(arc, beam_range)
423         );
424
425         // After teleport, "lock" the beam until the teleport is confirmed.
426         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
427                 w_shotdir = this.beam_dir;
428         }
429
430         // network information: shot origin and want/aim direction
431         if(this.beam_start != w_shotorg)
432         {
433                 this.SendFlags |= ARC_SF_START;
434                 this.beam_start = w_shotorg;
435         }
436         if(this.beam_wantdir != w_shotdir)
437         {
438                 this.SendFlags |= ARC_SF_WANTDIR;
439                 this.beam_wantdir = w_shotdir;
440         }
441
442         if(!this.beam_initialized)
443         {
444                 this.beam_dir = w_shotdir;
445                 this.beam_initialized = true;
446         }
447
448         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
449         // idea: blend together this.beam_dir with the inverted direction the player is moving in
450         // might have to make some special accomodation so that it only uses view_right and view_up
451
452         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
453
454         float segments;
455         if(this.beam_dir != w_shotdir)
456         {
457                 // calculate how much we're going to move the end of the beam to the want position
458                 // WEAPONTODO (server and client):
459                 // blendfactor never actually becomes 0 in this situation, which is a problem
460                 // regarding precision... this means that this.beam_dir and w_shotdir approach
461                 // eachother, however they never actually become the same value with this method.
462                 // Perhaps we should do some form of rounding/snapping?
463                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
464                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
465                 {
466                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
467                         float blendfactor = bound(
468                                 0,
469                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
470                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
471                         );
472                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
473                 }
474                 else
475                 {
476                         // the radius is not too far yet, no worries :D
477                         float blendfactor = bound(
478                                 0,
479                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
480                                 1
481                         );
482                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
483                 }
484
485                 // network information: beam direction
486                 this.SendFlags |= ARC_SF_BEAMDIR;
487
488                 // calculate how many segments are needed
489                 float max_allowed_segments;
490
491                 if(WEP_CVAR(arc, beam_distancepersegment))
492                 {
493                         max_allowed_segments = min(
494                                 ARC_MAX_SEGMENTS,
495                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
496                         );
497                 }
498                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
499
500                 if(WEP_CVAR(arc, beam_degreespersegment))
501                 {
502                         segments = bound(
503                                 1,
504                                 (
505                                         min(
506                                                 angle,
507                                                 WEP_CVAR(arc, beam_maxangle)
508                                         )
509                                         /
510                                         WEP_CVAR(arc, beam_degreespersegment)
511                                 ),
512                                 max_allowed_segments
513                         );
514                 }
515                 else { segments = 1; }
516         }
517         else { segments = 1; }
518
519         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
520         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
521
522         float i;
523         float new_beam_type = 0;
524         vector last_origin = w_shotorg;
525         for(i = 1; i <= segments; ++i)
526         {
527                 // WEAPONTODO (client):
528                 // In order to do nice fading and pointing on the starting segment, we must always
529                 // have that drawn as a separate triangle... However, that is difficult to do when
530                 // keeping in mind the above problems and also optimizing the amount of segments
531                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
532
533                 vector new_origin = bezier_quadratic_getpoint(
534                         w_shotorg,
535                         beam_controlpoint,
536                         beam_endpos,
537                         i / segments);
538                 vector new_dir = normalize(new_origin - last_origin);
539
540                 WarpZone_traceline_antilag(
541                         own,
542                         last_origin,
543                         new_origin,
544                         MOVE_NORMAL,
545                         own,
546                         ANTILAG_LATENCY(own)
547                 );
548
549                 // Do all the transforms for warpzones right now, as we already
550                 // "are" in the post-trace system (if we hit a player, that's
551                 // always BEHIND the last passed wz).
552                 last_origin = trace_endpos;
553                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
554                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
555                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
556                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
557
558                 float is_player = (
559                         IS_PLAYER(trace_ent)
560                         ||
561                         trace_ent.classname == "body"
562                         ||
563                         IS_MONSTER(trace_ent)
564                 );
565
566                 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
567                 {
568                         // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
569                         // NO. trace_endpos should be just fine. If not,
570                         // that's an engine bug that needs proper debugging.
571                         vector hitorigin = trace_endpos;
572
573                         float falloff = ExponentialFalloff(
574                                 WEP_CVAR(arc, beam_falloff_mindist),
575                                 WEP_CVAR(arc, beam_falloff_maxdist),
576                                 WEP_CVAR(arc, beam_falloff_halflifedist),
577                                 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
578                         );
579
580                         if(is_player && SAME_TEAM(own, trace_ent))
581                         {
582                                 float roothealth, rootarmor;
583                                 if(burst)
584                                 {
585                                         roothealth = WEP_CVAR(arc, burst_healing_hps);
586                                         rootarmor = WEP_CVAR(arc, burst_healing_aps);
587                                 }
588                                 else
589                                 {
590                                         roothealth = WEP_CVAR(arc, beam_healing_hps);
591                                         rootarmor = WEP_CVAR(arc, beam_healing_aps);
592                                 }
593
594                                 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
595                                 {
596                                         trace_ent.health = min(
597                                                 trace_ent.health + (roothealth * coefficient),
598                                                 WEP_CVAR(arc, beam_healing_hmax)
599                                         );
600                                 }
601                                 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
602                                 {
603                                         trace_ent.armorvalue = min(
604                                                 trace_ent.armorvalue + (rootarmor * coefficient),
605                                                 WEP_CVAR(arc, beam_healing_amax)
606                                         );
607                                 }
608
609                                 // stop rot, set visual effect
610                                 if(roothealth || rootarmor)
611                                 {
612                                         trace_ent.pauserothealth_finished = max(
613                                                 trace_ent.pauserothealth_finished,
614                                                 time + autocvar_g_balance_pause_health_rot
615                                         );
616                                         trace_ent.pauserotarmor_finished = max(
617                                                 trace_ent.pauserotarmor_finished,
618                                                 time + autocvar_g_balance_pause_armor_rot
619                                         );
620                                         new_beam_type = ARC_BT_HEAL;
621                                 }
622                         }
623                         else
624                         {
625                                 float rootdamage;
626                                 if(is_player)
627                                 {
628                                         if(burst)
629                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
630                                         else
631                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
632                                 }
633                                 else
634                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
635
636                                 if(accuracy_isgooddamage(own, trace_ent))
637                                 {
638                                         accuracy_add(
639                                                 own,
640                                                 WEP_ARC.m_id,
641                                                 0,
642                                                 rootdamage * coefficient * falloff
643                                         );
644                                 }
645
646                                 Damage(
647                                         trace_ent,
648                                         own,
649                                         own,
650                                         rootdamage * coefficient * falloff,
651                                         WEP_ARC.m_id,
652                                         hitorigin,
653                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
654                                 );
655
656                                 new_beam_type = ARC_BT_HIT;
657                         }
658                         break;
659                 }
660                 else if(trace_fraction != 1)
661                 {
662                         // we collided with geometry
663                         new_beam_type = ARC_BT_WALL;
664                         break;
665                 }
666         }
667
668         // te_explosion(trace_endpos);
669
670         // if we're bursting, use burst visual effects
671         new_beam_type |= burst;
672
673         // network information: beam type
674         if(new_beam_type != this.beam_type)
675         {
676                 this.SendFlags |= ARC_SF_BEAMTYPE;
677                 this.beam_type = new_beam_type;
678         }
679
680         own.(weaponentity).beam_prev = time;
681         this.nextthink = time;
682 }
683
684 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
685 {
686
687         // only play fire sound if 1 sec has passed since player let go the fire button
688         if(time - actor.(weaponentity).beam_prev > 1)
689                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
690
691         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
692         beam.weaponentity_fld = weaponentity;
693         beam.solid = SOLID_NOT;
694         setthink(beam, W_Arc_Beam_Think);
695         beam.owner = actor;
696         set_movetype(beam, MOVETYPE_NONE);
697         beam.bot_dodge = true;
698         IL_PUSH(g_bot_dodge, beam);
699         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
700         beam.beam_bursting = burst;
701         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
702
703         getthink(beam)(beam);
704 }
705 void Arc_Smoke(entity actor, .entity weaponentity)
706 {
707         makevectors(actor.v_angle);
708         W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
709
710         vector smoke_origin = w_shotorg + actor.velocity*frametime;
711         if ( actor.arc_overheat > time )
712         {
713                 if ( random() < actor.arc_heat_percent )
714                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
715                 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
716                 {
717                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
718                         if ( !actor.arc_smoke_sound )
719                         {
720                                 actor.arc_smoke_sound = 1;
721                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
722                         }
723                 }
724         }
725         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
726                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
727         {
728                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
729                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
730                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
731         }
732
733         if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
734                 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
735         {
736                 actor.arc_smoke_sound = 0;
737                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
738         }
739 }
740
741 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
742 {
743     if(WEP_CVAR(arc, beam_botaimspeed))
744     {
745         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
746                 actor,
747                 weaponentity,
748             WEP_CVAR(arc, beam_botaimspeed),
749             0,
750             WEP_CVAR(arc, beam_botaimlifetime),
751             false
752         );
753     }
754     else
755     {
756         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
757                 actor,
758                 weaponentity,
759             1000000,
760             0,
761             0.001,
762             false
763         );
764     }
765 }
766 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
767 {
768     Arc_Player_SetHeat(actor, weaponentity);
769     Arc_Smoke(actor, weaponentity);
770
771     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
772
773     if (time >= actor.arc_overheat)
774     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
775     {
776
777         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
778         {
779             #if 0
780             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
781                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
782             else
783             #endif
784                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
785         }
786
787         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
788         {
789             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
790             {
791                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
792
793                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
794                 {
795                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
796                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
797                 }
798             }
799         }
800
801         return;
802     }
803     else if(fire & 2)
804     {
805         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
806         {
807             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
808             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
809         }
810     }
811
812     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
813     {
814         int slot = weaponslot(weaponentity);
815         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
816         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
817         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
818     }
819     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
820
821     #if 0
822     if(fire & 2)
823     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
824     {
825         W_Arc_Attack2();
826         actor.arc_count = autocvar_g_balance_arc_secondary_count;
827         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
828         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
829     }
830     #endif
831 }
832 METHOD(Arc, wr_init, void(entity thiswep))
833 {
834     if(!arc_shotorigin[0])
835     {
836         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
837         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
838         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
839         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
840     }
841 }
842 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
843 {
844     return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
845 }
846 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
847 {
848     if(WEP_CVAR(arc, bolt))
849     {
850         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
851         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
852         return ammo_amount;
853     }
854     else
855         return WEP_CVAR(arc, overheat_max) > 0 &&
856             ((!WEP_CVAR(arc, burst_ammo)) || (actor.(thiswep.ammo_field) > 0));
857 }
858 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
859 {
860     if(w_deathtype & HITTYPE_SECONDARY)
861         return WEAPON_ARC_MURDER_SPRAY;
862     else
863         return WEAPON_ARC_MURDER;
864 }
865 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
866 {
867     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
868     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
869     actor.arc_overheat = 0;
870     actor.arc_cooldown = 0;
871     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
872 }
873 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
874 {
875     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
876         weapon_dropevent_item.arc_overheat > time )
877     {
878         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
879         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
880     }
881 }
882 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
883 {
884     actor.arc_overheat = 0;
885     actor.arc_cooldown = 0;
886     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
887     {
888         .entity weaponentity = weaponentities[slot];
889         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
890     }
891 }
892 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
893 {
894     actor.arc_overheat = 0;
895     actor.arc_cooldown = 0;
896     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
897 }
898 #endif
899 #ifdef CSQC
900 bool autocvar_cl_arcbeam_teamcolor = true;
901
902 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
903 {
904     if(w_deathtype & HITTYPE_SECONDARY)
905     {
906         vector org2;
907         org2 = w_org + w_backoff * 6;
908         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
909         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
910     }
911 }
912
913 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
914 {
915         entity beam = Draw_ArcBeam_callback_entity;
916         vector transformed_view_org;
917         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
918
919         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
920         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
921         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
922
923         vector hitorigin;
924
925         // draw segment
926         #if 0
927         if(trace_fraction != 1)
928         {
929                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
930                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
931                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
932         }
933         else
934         {
935                 hitorigin = hit;
936         }
937         #else
938         hitorigin = hit;
939         #endif
940
941         // decide upon thickness
942         float thickness = beam.beam_thickness;
943
944         // draw primary beam render
945         vector top    = hitorigin + (thickdir * thickness);
946         vector bottom = hitorigin - (thickdir * thickness);
947
948         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
949         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
950
951         R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
952         R_PolygonVertex(
953                 top,
954                 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
955                 beam.beam_color,
956                 beam.beam_alpha
957         );
958         R_PolygonVertex(
959                 last_top,
960                 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
961                 beam.beam_color,
962                 beam.beam_alpha
963         );
964         R_PolygonVertex(
965                 last_bottom,
966                 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
967                 beam.beam_color,
968                 beam.beam_alpha
969         );
970         R_PolygonVertex(
971                 bottom,
972                 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
973                 beam.beam_color,
974                 beam.beam_alpha
975         );
976         R_EndPolygon();
977
978         // draw trailing particles
979         // NOTES:
980         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
981         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
982         if(beam.beam_traileffect)
983         {
984                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
985         }
986
987         // set up for the next
988         Draw_ArcBeam_callback_last_thickness = thickness;
989         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
990         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
991 }
992
993 void Reset_ArcBeam()
994 {
995         entity e;
996         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
997                 e.beam_initialized = false;
998         }
999         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
1000                 e.beam_initialized = false;
1001         }
1002 }
1003
1004 void Draw_ArcBeam(entity this)
1005 {
1006         float dt = time - this.move_time;
1007         this.move_time = time;
1008         if(dt <= 0) { return; }
1009
1010         if(!this.beam_usevieworigin)
1011         {
1012                 InterpolateOrigin_Do(this);
1013         }
1014
1015         // origin = beam starting origin
1016         // v_angle = wanted/aim direction
1017         // angles = current direction of beam
1018
1019         vector start_pos;
1020         vector wantdir; //= view_forward;
1021         vector beamdir; //= this.beam_dir;
1022
1023         float segments;
1024         if(this.beam_usevieworigin)
1025         {
1026                 // WEAPONTODO:
1027                 // Currently we have to replicate nearly the same method of figuring
1028                 // out the shotdir that the server does... Ideally in the future we
1029                 // should be able to acquire this from a generalized function built
1030                 // into a weapon system for client code.
1031
1032                 // find where we are aiming
1033                 makevectors(warpzone_save_view_angles);
1034                 vector forward = v_forward;
1035                 vector right = v_right;
1036                 vector up = v_up;
1037
1038                 // decide upon start position
1039                 if(this.beam_usevieworigin == 2)
1040                         { start_pos = warpzone_save_view_origin; }
1041                 else
1042                         { start_pos = this.origin; }
1043
1044                 // trace forward with an estimation
1045                 WarpZone_TraceLine(
1046                         start_pos,
1047                         start_pos + forward * this.beam_range,
1048                         MOVE_NOMONSTERS,
1049                         this
1050                 );
1051
1052                 // untransform in case our trace went through a warpzone
1053                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
1054
1055                 // un-adjust trueaim if shotend is too close
1056                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
1057                         end_pos = start_pos + (forward * g_trueaim_minrange);
1058
1059                 // move shot origin to the actual gun muzzle origin
1060                 vector origin_offset =
1061                           right * -this.beam_shotorigin.y
1062                         + up * this.beam_shotorigin.z;
1063
1064                 start_pos = start_pos + origin_offset;
1065
1066                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1067                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1068                 start_pos = trace_endpos;
1069
1070                 // calculate the aim direction now
1071                 wantdir = normalize(end_pos - start_pos);
1072
1073                 if(!this.beam_initialized)
1074                 {
1075                         this.beam_dir = wantdir;
1076                         this.beam_initialized = true;
1077                 }
1078
1079                 if(this.beam_dir != wantdir)
1080                 {
1081                         // calculate how much we're going to move the end of the beam to the want position
1082                         // WEAPONTODO (server and client):
1083                         // blendfactor never actually becomes 0 in this situation, which is a problem
1084                         // regarding precision... this means that this.beam_dir and w_shotdir approach
1085                         // eachother, however they never actually become the same value with this method.
1086                         // Perhaps we should do some form of rounding/snapping?
1087                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1088                         if(angle && (angle > this.beam_maxangle))
1089                         {
1090                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1091                                 float blendfactor = bound(
1092                                         0,
1093                                         (1 - (this.beam_returnspeed * frametime)),
1094                                         min(this.beam_maxangle / angle, 1)
1095                                 );
1096                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1097                         }
1098                         else
1099                         {
1100                                 // the radius is not too far yet, no worries :D
1101                                 float blendfactor = bound(
1102                                         0,
1103                                         (1 - (this.beam_returnspeed * frametime)),
1104                                         1
1105                                 );
1106                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1107                         }
1108
1109                         // calculate how many segments are needed
1110                         float max_allowed_segments;
1111
1112                         if(this.beam_distancepersegment)
1113                         {
1114                                 max_allowed_segments = min(
1115                                         ARC_MAX_SEGMENTS,
1116                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1117                                 );
1118                         }
1119                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1120
1121                         if(this.beam_degreespersegment)
1122                         {
1123                                 segments = bound(
1124                                         1,
1125                                         (
1126                                                 min(
1127                                                         angle,
1128                                                         this.beam_maxangle
1129                                                 )
1130                                                 /
1131                                                 this.beam_degreespersegment
1132                                         ),
1133                                         max_allowed_segments
1134                                 );
1135                         }
1136                         else { segments = 1; }
1137                 }
1138                 else { segments = 1; }
1139
1140                 // set the beam direction which the rest of the code will refer to
1141                 beamdir = this.beam_dir;
1142
1143                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1144                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1145         }
1146         else
1147         {
1148                 // set the values from the provided info from the networked entity
1149                 start_pos = this.origin;
1150                 wantdir = this.v_angle;
1151                 beamdir = this.angles;
1152
1153                 if(beamdir != wantdir)
1154                 {
1155                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1156
1157                         // calculate how many segments are needed
1158                         float max_allowed_segments;
1159
1160                         if(this.beam_distancepersegment)
1161                         {
1162                                 max_allowed_segments = min(
1163                                         ARC_MAX_SEGMENTS,
1164                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1165                                 );
1166                         }
1167                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1168
1169                         if(this.beam_degreespersegment)
1170                         {
1171                                 segments = bound(
1172                                         1,
1173                                         (
1174                                                 min(
1175                                                         angle,
1176                                                         this.beam_maxangle
1177                                                 )
1178                                                 /
1179                                                 this.beam_degreespersegment
1180                                         ),
1181                                         max_allowed_segments
1182                                 );
1183                         }
1184                         else { segments = 1; }
1185                 }
1186                 else { segments = 1; }
1187         }
1188
1189         setorigin(this, start_pos);
1190         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1191
1192         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1193         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1194
1195         Draw_ArcBeam_callback_entity = this;
1196         Draw_ArcBeam_callback_last_thickness = 0;
1197         Draw_ArcBeam_callback_last_top = start_pos;
1198         Draw_ArcBeam_callback_last_bottom = start_pos;
1199
1200         vector last_origin = start_pos;
1201         vector original_start_pos = start_pos;
1202
1203         float i;
1204         for(i = 1; i <= segments; ++i)
1205         {
1206                 // WEAPONTODO (client):
1207                 // In order to do nice fading and pointing on the starting segment, we must always
1208                 // have that drawn as a separate triangle... However, that is difficult to do when
1209                 // keeping in mind the above problems and also optimizing the amount of segments
1210                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1211
1212                 vector new_origin = bezier_quadratic_getpoint(
1213                         start_pos,
1214                         beam_controlpoint,
1215                         beam_endpos,
1216                         i / segments);
1217
1218                 WarpZone_TraceBox_ThroughZone(
1219                         last_origin,
1220                         '0 0 0',
1221                         '0 0 0',
1222                         new_origin,
1223                         MOVE_NORMAL,
1224                         NULL,
1225                         NULL,
1226                         Draw_ArcBeam_callback
1227                 );
1228
1229                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1230                 // system (if we hit a player, that's always BEHIND the last passed wz).
1231                 last_origin = trace_endpos;
1232                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1233                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1234                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1235                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1236                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1237                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1238
1239                 if(trace_fraction < 1) { break; }
1240         }
1241
1242         // visual effects for startpoint and endpoint
1243         if(this.beam_hiteffect)
1244         {
1245                 // FIXME we really should do this on the server so it actually
1246                 // matches gameplay. What this client side stuff is doing is no
1247                 // more than guesswork.
1248                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1249                 pointparticles(
1250                         this.beam_hiteffect,
1251                         last_origin,
1252                         beamdir * -1,
1253                         frametime * 2
1254                 );
1255         }
1256         if(this.beam_hitlight[0])
1257         {
1258                 adddynamiclight(
1259                         last_origin,
1260                         this.beam_hitlight[0],
1261                         vec3(
1262                                 this.beam_hitlight[1],
1263                                 this.beam_hitlight[2],
1264                                 this.beam_hitlight[3]
1265                         )
1266                 );
1267         }
1268         if(this.beam_muzzleeffect)
1269         {
1270                 pointparticles(
1271                         this.beam_muzzleeffect,
1272                         original_start_pos + wantdir * 20,
1273                         wantdir * 1000,
1274                         frametime * 0.1
1275                 );
1276         }
1277         if(this.beam_muzzlelight[0])
1278         {
1279                 adddynamiclight(
1280                         original_start_pos + wantdir * 20,
1281                         this.beam_muzzlelight[0],
1282                         vec3(
1283                                 this.beam_muzzlelight[1],
1284                                 this.beam_muzzlelight[2],
1285                                 this.beam_muzzlelight[3]
1286                         )
1287                 );
1288         }
1289
1290         // cleanup
1291         Draw_ArcBeam_callback_entity = NULL;
1292         Draw_ArcBeam_callback_last_thickness = 0;
1293         Draw_ArcBeam_callback_last_top = '0 0 0';
1294         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1295 }
1296
1297 void Remove_ArcBeam(entity this)
1298 {
1299         delete(this.beam_muzzleentity);
1300         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1301 }
1302
1303 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1304 {
1305         int sf = ReadByte();
1306         int slot = ReadByte();
1307         entity flash;
1308
1309         if(isnew)
1310         {
1311                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1312
1313                 this.beam_shotorigin = arc_shotorigin[gunalign];
1314
1315                 // set other main attributes of the beam
1316                 this.draw = Draw_ArcBeam;
1317                 IL_PUSH(g_drawables, this);
1318                 this.entremove = Remove_ArcBeam;
1319                 this.move_time = time;
1320                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1321
1322                 flash = spawn();
1323                 flash.owner = this;
1324                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1325                 flash.drawmask = MASK_NORMAL;
1326                 flash.solid = SOLID_NOT;
1327                 flash.avelocity_z = 5000;
1328                 setattachment(flash, this, "");
1329                 setorigin(flash, '0 0 0');
1330
1331                 this.beam_muzzleentity = flash;
1332         }
1333         else
1334         {
1335                 flash = this.beam_muzzleentity;
1336         }
1337
1338         if(sf & ARC_SF_SETTINGS) // settings information
1339         {
1340                 this.beam_degreespersegment = ReadShort();
1341                 this.beam_distancepersegment = ReadShort();
1342                 this.beam_maxangle = ReadShort();
1343                 this.beam_range = ReadCoord();
1344                 this.beam_returnspeed = ReadShort();
1345                 this.beam_tightness = (ReadByte() / 10);
1346
1347                 if(ReadByte())
1348                 {
1349                         if(autocvar_chase_active)
1350                                 { this.beam_usevieworigin = 1; }
1351                         else // use view origin
1352                                 { this.beam_usevieworigin = 2; }
1353                 }
1354                 else
1355                 {
1356                         this.beam_usevieworigin = 0;
1357                 }
1358
1359                 this.sv_entnum = ReadByte();
1360         }
1361
1362         if(!this.beam_usevieworigin)
1363         {
1364                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1365                 this.iflags = IFLAG_ORIGIN;
1366
1367                 InterpolateOrigin_Undo(this);
1368         }
1369
1370         if(sf & ARC_SF_START) // starting location
1371         {
1372                 this.origin_x = ReadCoord();
1373                 this.origin_y = ReadCoord();
1374                 this.origin_z = ReadCoord();
1375         }
1376         else if(this.beam_usevieworigin) // infer the location from player location
1377         {
1378                 if(this.beam_usevieworigin == 2)
1379                 {
1380                         // use view origin
1381                         this.origin = view_origin;
1382                 }
1383                 else
1384                 {
1385                         // use player origin so that third person display still works
1386                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1387                 }
1388         }
1389
1390         setorigin(this, this.origin);
1391
1392         if(sf & ARC_SF_WANTDIR) // want/aim direction
1393         {
1394                 this.v_angle_x = ReadCoord();
1395                 this.v_angle_y = ReadCoord();
1396                 this.v_angle_z = ReadCoord();
1397         }
1398
1399         if(sf & ARC_SF_BEAMDIR) // beam direction
1400         {
1401                 this.angles_x = ReadCoord();
1402                 this.angles_y = ReadCoord();
1403                 this.angles_z = ReadCoord();
1404         }
1405
1406         if(sf & ARC_SF_BEAMTYPE) // beam type
1407         {
1408                 this.beam_type = ReadByte();
1409
1410                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1411                 switch(this.beam_type)
1412                 {
1413                         case ARC_BT_MISS:
1414                         {
1415                                 this.beam_color = beamcolor;
1416                                 this.beam_alpha = 0.5;
1417                                 this.beam_thickness = 8;
1418                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1419                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1420                                 this.beam_hitlight[0] = 0;
1421                                 this.beam_hitlight[1] = 1;
1422                                 this.beam_hitlight[2] = 1;
1423                                 this.beam_hitlight[3] = 1;
1424                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1425                                 this.beam_muzzlelight[0] = 0;
1426                                 this.beam_muzzlelight[1] = 1;
1427                                 this.beam_muzzlelight[2] = 1;
1428                                 this.beam_muzzlelight[3] = 1;
1429                                 if(this.beam_muzzleeffect)
1430                                 {
1431                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1432                                         flash.alpha = this.beam_alpha;
1433                                         flash.colormod = this.beam_color;
1434                                         flash.scale = 0.5;
1435                                 }
1436                                 break;
1437                         }
1438                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1439                         {
1440                                 this.beam_color = beamcolor;
1441                                 this.beam_alpha = 0.5;
1442                                 this.beam_thickness = 8;
1443                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1444                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1445                                 this.beam_hitlight[0] = 0;
1446                                 this.beam_hitlight[1] = 1;
1447                                 this.beam_hitlight[2] = 1;
1448                                 this.beam_hitlight[3] = 1;
1449                                 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1450                                 this.beam_muzzlelight[0] = 0;
1451                                 this.beam_muzzlelight[1] = 1;
1452                                 this.beam_muzzlelight[2] = 1;
1453                                 this.beam_muzzlelight[3] = 1;
1454                                 this.beam_image = "particles/lgbeam";
1455                                 if(this.beam_muzzleeffect)
1456                                 {
1457                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1458                                         flash.alpha = this.beam_alpha;
1459                                         flash.colormod = this.beam_color;
1460                                         flash.scale = 0.5;
1461                                 }
1462                                 break;
1463                         }
1464                         case ARC_BT_HEAL:
1465                         {
1466                                 this.beam_color = beamcolor;
1467                                 this.beam_alpha = 0.5;
1468                                 this.beam_thickness = 8;
1469                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1470                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1471                                 this.beam_hitlight[0] = 0;
1472                                 this.beam_hitlight[1] = 1;
1473                                 this.beam_hitlight[2] = 1;
1474                                 this.beam_hitlight[3] = 1;
1475                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1476                                 this.beam_muzzlelight[0] = 0;
1477                                 this.beam_muzzlelight[1] = 1;
1478                                 this.beam_muzzlelight[2] = 1;
1479                                 this.beam_muzzlelight[3] = 1;
1480                                 this.beam_image = "particles/lgbeam";
1481                                 if(this.beam_muzzleeffect)
1482                                 {
1483                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1484                                         flash.alpha = this.beam_alpha;
1485                                         flash.colormod = this.beam_color;
1486                                         flash.scale = 0.5;
1487                                 }
1488                                 break;
1489                         }
1490                         case ARC_BT_HIT:
1491                         {
1492                                 this.beam_color = beamcolor;
1493                                 this.beam_alpha = 0.5;
1494                                 this.beam_thickness = 8;
1495                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1496                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1497                                 this.beam_hitlight[0] = 20;
1498                                 this.beam_hitlight[1] = 1;
1499                                 this.beam_hitlight[2] = 0;
1500                                 this.beam_hitlight[3] = 0;
1501                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1502                                 this.beam_muzzlelight[0] = 50;
1503                                 this.beam_muzzlelight[1] = 1;
1504                                 this.beam_muzzlelight[2] = 0;
1505                                 this.beam_muzzlelight[3] = 0;
1506                                 this.beam_image = "particles/lgbeam";
1507                                 if(this.beam_muzzleeffect)
1508                                 {
1509                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1510                                         flash.alpha = this.beam_alpha;
1511                                         flash.colormod = this.beam_color;
1512                                         flash.scale = 0.5;
1513                                 }
1514                                 break;
1515                         }
1516                         case ARC_BT_BURST_MISS:
1517                         {
1518                                 this.beam_color = beamcolor;
1519                                 this.beam_alpha = 0.5;
1520                                 this.beam_thickness = 14;
1521                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1522                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1523                                 this.beam_hitlight[0] = 0;
1524                                 this.beam_hitlight[1] = 1;
1525                                 this.beam_hitlight[2] = 1;
1526                                 this.beam_hitlight[3] = 1;
1527                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1528                                 this.beam_muzzlelight[0] = 0;
1529                                 this.beam_muzzlelight[1] = 1;
1530                                 this.beam_muzzlelight[2] = 1;
1531                                 this.beam_muzzlelight[3] = 1;
1532                                 this.beam_image = "particles/lgbeam";
1533                                 if(this.beam_muzzleeffect)
1534                                 {
1535                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1536                                         flash.alpha = this.beam_alpha;
1537                                         flash.colormod = this.beam_color;
1538                                         flash.scale = 0.5;
1539                                 }
1540                                 break;
1541                         }
1542                         case ARC_BT_BURST_WALL:
1543                         {
1544                                 this.beam_color = beamcolor;
1545                                 this.beam_alpha = 0.5;
1546                                 this.beam_thickness = 14;
1547                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1548                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1549                                 this.beam_hitlight[0] = 0;
1550                                 this.beam_hitlight[1] = 1;
1551                                 this.beam_hitlight[2] = 1;
1552                                 this.beam_hitlight[3] = 1;
1553                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1554                                 this.beam_muzzlelight[0] = 0;
1555                                 this.beam_muzzlelight[1] = 1;
1556                                 this.beam_muzzlelight[2] = 1;
1557                                 this.beam_muzzlelight[3] = 1;
1558                                 this.beam_image = "particles/lgbeam";
1559                                 if(this.beam_muzzleeffect)
1560                                 {
1561                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1562                                         flash.alpha = this.beam_alpha;
1563                                         flash.colormod = this.beam_color;
1564                                         flash.scale = 0.5;
1565                                 }
1566                                 break;
1567                         }
1568                         case ARC_BT_BURST_HEAL:
1569                         {
1570                                 this.beam_color = beamcolor;
1571                                 this.beam_alpha = 0.5;
1572                                 this.beam_thickness = 14;
1573                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1574                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1575                                 this.beam_hitlight[0] = 0;
1576                                 this.beam_hitlight[1] = 1;
1577                                 this.beam_hitlight[2] = 1;
1578                                 this.beam_hitlight[3] = 1;
1579                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1580                                 this.beam_muzzlelight[0] = 0;
1581                                 this.beam_muzzlelight[1] = 1;
1582                                 this.beam_muzzlelight[2] = 1;
1583                                 this.beam_muzzlelight[3] = 1;
1584                                 this.beam_image = "particles/lgbeam";
1585                                 if(this.beam_muzzleeffect)
1586                                 {
1587                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1588                                         flash.alpha = this.beam_alpha;
1589                                         flash.colormod = this.beam_color;
1590                                         flash.scale = 0.5;
1591                                 }
1592                                 break;
1593                         }
1594                         case ARC_BT_BURST_HIT:
1595                         {
1596                                 this.beam_color = beamcolor;
1597                                 this.beam_alpha = 0.5;
1598                                 this.beam_thickness = 14;
1599                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1600                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1601                                 this.beam_hitlight[0] = 0;
1602                                 this.beam_hitlight[1] = 1;
1603                                 this.beam_hitlight[2] = 1;
1604                                 this.beam_hitlight[3] = 1;
1605                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1606                                 this.beam_muzzlelight[0] = 0;
1607                                 this.beam_muzzlelight[1] = 1;
1608                                 this.beam_muzzlelight[2] = 1;
1609                                 this.beam_muzzlelight[3] = 1;
1610                                 this.beam_image = "particles/lgbeam";
1611                                 if(this.beam_muzzleeffect)
1612                                 {
1613                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1614                                         flash.alpha = this.beam_alpha;
1615                                         flash.colormod = this.beam_color;
1616                                         flash.scale = 0.5;
1617                                 }
1618                                 break;
1619                         }
1620
1621                         // shouldn't be possible, but lets make it colorful if it does :D
1622                         default:
1623                         {
1624                                 this.beam_color = randomvec();
1625                                 this.beam_alpha = 1;
1626                                 this.beam_thickness = 8;
1627                                 this.beam_traileffect = NULL;
1628                                 this.beam_hiteffect = NULL;
1629                                 this.beam_hitlight[0] = 0;
1630                                 this.beam_hitlight[1] = 1;
1631                                 this.beam_hitlight[2] = 1;
1632                                 this.beam_hitlight[3] = 1;
1633                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1634                                 this.beam_muzzlelight[0] = 0;
1635                                 this.beam_muzzlelight[1] = 1;
1636                                 this.beam_muzzlelight[2] = 1;
1637                                 this.beam_muzzlelight[3] = 1;
1638                                 this.beam_image = "particles/lgbeam";
1639                                 if(this.beam_muzzleeffect)
1640                                 {
1641                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1642                                         flash.alpha = this.beam_alpha;
1643                                         flash.colormod = this.beam_color;
1644                                         flash.scale = 0.5;
1645                                 }
1646                                 break;
1647                         }
1648                 }
1649         }
1650
1651         if(!this.beam_usevieworigin)
1652         {
1653                 InterpolateOrigin_Note(this);
1654         }
1655         return true;
1656 }
1657
1658 #endif
1659 #endif