.float dphitcontentsmask; .float cnt; // effect number .vector velocity; // particle velocity .float waterlevel; // direction jitter .float count; // count multiplier .float impulse; // density .string noise; // sound .float atten; .float volume; .float absolute; // 1 = count per second is absolute, 2 = only spawn at toggle .vector movedir; // trace direction void Draw_PointParticles() { float n, i, fail; vector p; vector sz; vector o; o = self.origin; sz = self.maxs - self.mins; n = BGMScript(self); if(self.absolute == 2) { if(n >= 0) n = self.just_toggled ? self.impulse : 0; else n = self.impulse * drawframetime; } else { n *= self.impulse * drawframetime; if(self.just_toggled) if(n < 1) n = 1; } if(n == 0) return; fail = 0; for(i = random(); i <= n && fail <= 64*n; ++i) { p = o + self.mins; p_x += random() * sz_x; p_y += random() * sz_y; p_z += random() * sz_z; if(WarpZoneLib_BoxTouchesBrush(p, p, self, world)) { if(self.movedir != '0 0 0') { traceline(p, p + normalize(self.movedir) * 4096, 0, world); p = trace_endpos; pointparticles(self.cnt, p, trace_plane_normal * vlen(self.movedir) + self.velocity + randomvec() * self.waterlevel, self.count); } else { pointparticles(self.cnt, p, self.velocity + randomvec() * self.waterlevel, self.count); } if(self.noise != "") { setorigin(self, p); sound(self, CH_AMBIENT, self.noise, VOL_BASE * self.volume, self.atten); } self.just_toggled = 0; } else if(self.absolute) { ++fail; --i; } } setorigin(self, o); } void Ent_PointParticles_Remove() { if(self.noise) strunzone(self.noise); self.noise = string_null; if(self.bgmscript) strunzone(self.bgmscript); self.bgmscript = string_null; } void Ent_PointParticles() { float f, i; vector v; f = ReadByte(); if(f & 2) { i = ReadCoord(); // density (<0: point, >0: volume) if(i && !self.impulse && self.cnt) // self.cnt check is so it only happens if the ent already existed self.just_toggled = 1; self.impulse = i; } if(f & 4) { self.origin_x = ReadCoord(); self.origin_y = ReadCoord(); self.origin_z = ReadCoord(); } if(f & 1) { self.modelindex = ReadShort(); if(f & 0x80) { if(self.modelindex) { self.mins_x = ReadCoord(); self.mins_y = ReadCoord(); self.mins_z = ReadCoord(); self.maxs_x = ReadCoord(); self.maxs_y = ReadCoord(); self.maxs_z = ReadCoord(); } else { self.mins = '0 0 0'; self.maxs_x = ReadCoord(); self.maxs_y = ReadCoord(); self.maxs_z = ReadCoord(); } } else { self.mins = self.maxs = '0 0 0'; } self.cnt = ReadShort(); // effect number if(f & 0x20) { self.velocity = decompressShortVector(ReadShort()); self.movedir = decompressShortVector(ReadShort()); } else { self.velocity = self.movedir = '0 0 0'; } if(f & 0x40) { self.waterlevel = ReadShort() / 16.0; self.count = ReadByte() / 16.0; } else { self.waterlevel = 0; self.count = 1; } if(self.noise) strunzone(self.noise); if(self.bgmscript) strunzone(self.bgmscript); self.noise = strzone(ReadString()); if(self.noise != "") { self.atten = ReadByte() / 64.0; self.volume = ReadByte() / 255.0; } self.bgmscript = strzone(ReadString()); if(self.bgmscript != "") { self.bgmscriptattack = ReadByte() / 64.0; self.bgmscriptdecay = ReadByte() / 64.0; self.bgmscriptsustain = ReadByte() / 255.0; self.bgmscriptrelease = ReadByte() / 64.0; } BGMScript_InitEntity(self); } if(f & 2) { self.absolute = (self.impulse >= 0); if(!self.absolute) { v = self.maxs - self.mins; self.impulse *= -v_x * v_y * v_z / 262144; // relative: particles per 64^3 cube } } if(f & 0x10) self.absolute = 2; setorigin(self, self.origin); setsize(self, self.mins, self.maxs); self.solid = SOLID_NOT; self.draw = Draw_PointParticles; self.entremove = Ent_PointParticles_Remove; } .float glow_color; // palette index void Draw_Rain() { te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color); } void Draw_Snow() { te_particlesnow(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color); } void Ent_RainOrSnow() { self.impulse = ReadByte(); // Rain, Snow, or Whatever self.origin_x = ReadCoord(); self.origin_y = ReadCoord(); self.origin_z = ReadCoord(); self.maxs_x = ReadCoord(); self.maxs_y = ReadCoord(); self.maxs_z = ReadCoord(); self.velocity = decompressShortVector(ReadShort()); self.count = ReadShort() * 10; self.glow_color = ReadByte(); // color self.mins = -0.5 * self.maxs; self.maxs = 0.5 * self.maxs; self.origin = self.origin - self.mins; setorigin(self, self.origin); setsize(self, self.mins, self.maxs); self.solid = SOLID_NOT; if(self.impulse) self.draw = Draw_Rain; else self.draw = Draw_Snow; } void Net_ReadVortexBeamParticle() { vector shotorg, endpos; float charge; shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord(); endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord(); charge = ReadByte() / 255.0; pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1); //draw either the old v2.3 beam or the new beam charge = sqrt(charge); // divide evenly among trail spacing and alpha particles_alphamin = particles_alphamax = particles_fade = charge; if (autocvar_cl_particles_oldnexbeam && (getstati(STAT_ALLOW_OLDNEXBEAM) || isdemo())) WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("TE_TEI_G3"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); else WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("nex_beam"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE); } .vector sw_shotorg; .vector sw_endpos; .float sw_spread_max; .float sw_spread_min; .float sw_time; void Draw_Shockwave() { float a = bound(0, (0.5 - ((time - self.sw_time) / 0.4)), 0.5); if(!a) { remove(self); } vector deviation, angle; vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum)); vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0'; vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0'; float new_max_dist, new_min_dist; vector shotdir = normalize(self.sw_endpos - self.sw_shotorg); vectorvectors(shotdir); vector right = v_right; vector up = v_up; float counter, dist_before_normal = 200, shots = 20; vector min_end = ((self.sw_shotorg + (shotdir * dist_before_normal)) + (up * self.sw_spread_min)); vector max_end = (self.sw_endpos + (up * self.sw_spread_max)); float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - shotdir); float spread_to_max = vlen(normalize(max_end - min_end) - shotdir); for(counter = 0; counter < shots; ++counter) { // perfect circle effect lines angle = '0 0 0'; makevectors('0 360 0' * (0.75 + (counter - 0.5) / shots)); angle_y = v_forward_x; angle_z = v_forward_y; // first do the spread_to_min effect deviation = angle * spread_to_min; deviation = ((shotdir + (right * deviation_y) + (up * deviation_z))); new_min_dist = dist_before_normal; new_min_end = (self.sw_shotorg + (deviation * new_min_dist)); //te_lightning2(world, new_min_end, self.sw_shotorg); // then calculate spread_to_max effect deviation = angle * spread_to_max; deviation = ((shotdir + (right * deviation_y) + (up * deviation_z))); new_max_dist = vlen(new_min_end - self.sw_endpos); new_max_end = (new_min_end + (deviation * new_max_dist)); //te_lightning2(world, new_end, prev_min_end); if(counter == 0) { first_min_end = new_min_end; first_max_end = new_max_end; } if(counter >= 1) { R_BeginPolygon("", DRAWFLAG_NORMAL); R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); R_PolygonVertex(new_min_end, '0 0 0', sw_color, a); R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a); R_EndPolygon(); R_BeginPolygon("", DRAWFLAG_NORMAL); R_PolygonVertex(new_min_end, '0 0 0', sw_color, a); R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a); R_PolygonVertex(new_max_end, '0 0 0', sw_color, a); R_EndPolygon(); } prev_min_end = new_min_end; prev_max_end = new_max_end; if((counter + 1) == shots) { R_BeginPolygon("", DRAWFLAG_NORMAL); R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); R_PolygonVertex(first_min_end, '0 0 0', sw_color, a); R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a); R_EndPolygon(); R_BeginPolygon("", DRAWFLAG_NORMAL); R_PolygonVertex(first_min_end, '0 0 0', sw_color, a); R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a); R_PolygonVertex(first_max_end, '0 0 0', sw_color, a); R_EndPolygon(); } } } void Net_ReadShockwaveParticle() { entity shockwave; shockwave = spawn(); shockwave.draw = Draw_Shockwave; shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord(); shockwave.sw_endpos_x = ReadCoord(); shockwave.sw_endpos_y = ReadCoord(); shockwave.sw_endpos_z = ReadCoord(); shockwave.sw_spread_max = ReadByte(); shockwave.sw_spread_min = ReadByte(); shockwave.sv_entnum = ReadByte(); shockwave.sw_time = time; } .vector beam_color; .float beam_alpha; .float beam_thickness; .float beam_traileffect; .float beam_hiteffect; .float beam_hitlight[4]; // 0: radius, 123: rgb .float beam_muzzleeffect; .float beam_muzzlelight[4]; // 0: radius, 123: rgb .string beam_image; .entity beam_muzzleentity; .float beam_degreespersegment; .float beam_distancepersegment; .float beam_usevieworigin; .float beam_initialized; .float beam_maxangle; .float beam_range; .float beam_returnspeed; .float beam_tightness; .vector beam_shotorigin; .vector beam_dir; entity Draw_ArcBeam_callback_entity; vector Draw_ArcBeam_callback_new_dir; float Draw_ArcBeam_callback_segmentdist; float Draw_ArcBeam_callback_last_thickness; vector Draw_ArcBeam_callback_last_top; vector Draw_ArcBeam_callback_last_bottom; void Draw_ArcBeam_callback(vector start, vector hit, vector end) { entity beam = Draw_ArcBeam_callback_entity; vector transformed_view_org; transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin); vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start)); vector hitorigin; // draw segment #if 0 if(trace_fraction != 1) { // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?) hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction); hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin); } else { hitorigin = hit; } #else hitorigin = hit; #endif // decide upon thickness float thickness = beam.beam_thickness; // draw primary beam render vector top = hitorigin + (thickdir * thickness); vector bottom = hitorigin - (thickdir * thickness); //vector last_top = start + (thickdir * Draw_ArcBeam_callback_last_thickness); //vector last_bottom = start - (thickdir * Draw_ArcBeam_callback_last_thickness); R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE R_PolygonVertex( top, '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)), beam.beam_color, beam.beam_alpha ); R_PolygonVertex( Draw_ArcBeam_callback_last_top, '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)), beam.beam_color, beam.beam_alpha ); R_PolygonVertex( Draw_ArcBeam_callback_last_bottom, '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)), beam.beam_color, beam.beam_alpha ); R_PolygonVertex( bottom, '0 0.5 0' * (1 - (thickness / beam.beam_thickness)), beam.beam_color, beam.beam_alpha ); R_EndPolygon(); // draw trailing particles // NOTES: // - Don't use spammy particle counts here, use a FEW small particles around the beam // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves. if(beam.beam_traileffect) { trailparticles(beam, beam.beam_traileffect, start, hitorigin); } // set up for the next Draw_ArcBeam_callback_last_thickness = thickness; Draw_ArcBeam_callback_last_top = top; Draw_ArcBeam_callback_last_bottom = bottom; } void Draw_ArcBeam() { if(!self.beam_usevieworigin) { InterpolateOrigin_Do(); } // origin = beam starting origin // v_angle = wanted/aim direction // angles = current direction of beam vector start_pos; vector wantdir; //= view_forward; vector beamdir; //= self.beam_dir; float segments; if(self.beam_usevieworigin) { // WEAPONTODO: // Currently we have to replicate nearly the same method of figuring // out the shotdir that the server does... Ideally in the future we // should be able to acquire this from a generalized function built // into a weapon system for client code. // find where we are aiming makevectors(view_angles); // decide upon start position if(self.beam_usevieworigin == 2) { start_pos = view_origin; } else { start_pos = self.origin; } // trace forward with an estimation WarpZone_TraceLine( start_pos, start_pos + view_forward * self.beam_range, MOVE_NOMONSTERS, self ); // untransform in case our trace went through a warpzone vector vf, vr, vu; vf = view_forward; vr = view_right; vu = view_up; vector shothitpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support view_forward = vf; view_right = vr; view_up = vu; // un-adjust trueaim if shotend is too close if(vlen(shothitpos - view_origin) < g_trueaim_minrange) shothitpos = view_origin + (view_forward * g_trueaim_minrange); // move shot origin to the actual gun muzzle origin vector origin_offset = view_forward * self.beam_shotorigin_x + view_right * -self.beam_shotorigin_y + view_up * self.beam_shotorigin_z; start_pos = start_pos + origin_offset; // calculate the aim direction now wantdir = normalize(shothitpos - start_pos); if(!self.beam_initialized) { self.beam_dir = wantdir; self.beam_initialized = TRUE; } if(self.beam_dir != wantdir) { // calculate how much we're going to move the end of the beam to the want position // WEAPONTODO (server and client): // blendfactor never actually becomes 0 in this situation, which is a problem // regarding precision... this means that self.beam_dir and w_shotdir approach // eachother, however they never actually become the same value with this method. // Perhaps we should do some form of rounding/snapping? float angle = vlen(wantdir - self.beam_dir) * RAD2DEG; if(angle && (angle > self.beam_maxangle)) { // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor float blendfactor = bound( 0, (1 - (self.beam_returnspeed * frametime)), min(self.beam_maxangle / angle, 1) ); self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor)); } else { // the radius is not too far yet, no worries :D float blendfactor = bound( 0, (1 - (self.beam_returnspeed * frametime)), 1 ); self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor)); } // calculate how many segments are needed float max_allowed_segments; if(self.beam_distancepersegment) { max_allowed_segments = min( ARC_MAX_SEGMENTS, 1 + (vlen(wantdir / self.beam_distancepersegment)) ); } else { max_allowed_segments = ARC_MAX_SEGMENTS; } if(self.beam_degreespersegment) { segments = bound( 1, ( min( angle, self.beam_maxangle ) / self.beam_degreespersegment ), max_allowed_segments ); } else { segments = 1; } } else { segments = 1; } // set the beam direction which the rest of the code will refer to beamdir = self.beam_dir; // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction self.angles = fixedvectoangles2(view_forward, view_up); } else { // set the values from the provided info from the networked entity start_pos = self.origin; wantdir = self.v_angle; beamdir = self.angles; if(beamdir != wantdir) { float angle = vlen(wantdir - beamdir) * RAD2DEG; // calculate how many segments are needed float max_allowed_segments; if(self.beam_distancepersegment) { max_allowed_segments = min( ARC_MAX_SEGMENTS, 1 + (vlen(wantdir / self.beam_distancepersegment)) ); } else { max_allowed_segments = ARC_MAX_SEGMENTS; } if(self.beam_degreespersegment) { segments = bound( 1, ( min( angle, self.beam_maxangle ) / self.beam_degreespersegment ), max_allowed_segments ); } else { segments = 1; } } else { segments = 1; } } setorigin(self, start_pos); self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead? vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range)); Draw_ArcBeam_callback_entity = self; Draw_ArcBeam_callback_last_thickness = 0; Draw_ArcBeam_callback_last_top = start_pos; Draw_ArcBeam_callback_last_bottom = start_pos; vector last_origin = start_pos; float i; for(i = 1; i <= segments; ++i) { // WEAPONTODO (server and client): // Segment blend and distance should probably really be calculated in a better way, // however I am not sure how to do it properly. There are a few things I have tried, // but most of them do not work properly due to my lack of understanding regarding // the mathematics behind them. // Ideally, we should calculate the positions along a perfect curve // between wantdir and self.beam_dir with an option for depth of arc // Another issue is that (on the client code) we must separate the // curve into multiple rendered curves when handling warpzones. // I can handle this by detecting it for each segment, however that // is a fairly inefficient method in comparison to having a curved line // drawing function similar to Draw_CylindricLine that accepts // top and bottom origins as input, this way there would be no // overlapping edges when connecting the curved pieces. // WEAPONTODO (client): // In order to do nice fading and pointing on the starting segment, we must always // have that drawn as a separate triangle... However, that is difficult to do when // keeping in mind the above problems and also optimizing the amount of segments // drawn on screen at any given time. (Automatic beam quality scaling, essentially) // calculate this on every segment to ensure that we always reach the full length of the attack float segmentblend = bound(0, (i/segments) + self.beam_tightness, 1); float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments); // WEAPONTODO: Apparently, normalize is not the correct function to use here... // Figure out how this actually should work. vector new_dir = normalize( (wantdir * (1 - segmentblend)) + (normalize(beam_endpos_estimate - last_origin) * segmentblend) ); vector new_origin = last_origin + (new_dir * segmentdist); Draw_ArcBeam_callback_segmentdist = segmentdist; Draw_ArcBeam_callback_new_dir = new_dir; WarpZone_TraceBox_ThroughZone( last_origin, '0 0 0', '0 0 0', new_origin, MOVE_NORMAL, world, world, Draw_ArcBeam_callback ); //printf("segment: %d, warpzone transform: %d\n", i, (WarpZone_trace_transform != world)); // WEAPONTODO: // Figure out some way to detect a collision with geometry with callback... // That way we can know when we are done drawing the beam and skip // the rest of the segments without breaking warpzone support. last_origin = WarpZone_TransformOrigin(WarpZone_trace_transform, new_origin); beam_endpos_estimate = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos_estimate); } // startpoint and endpoint drawn visual effects if(self.beam_hiteffect) { pointparticles( self.beam_hiteffect, last_origin, beamdir * -1, frametime * 2 ); } if(self.beam_hitlight[0]) { adddynamiclight( last_origin, self.beam_hitlight[0], vec3( self.beam_hitlight[1], self.beam_hitlight[2], self.beam_hitlight[3] ) ); } if(self.beam_muzzleeffect) { pointparticles( self.beam_muzzleeffect, start_pos + wantdir * 20, wantdir * 1000, frametime * 0.1 ); } if(self.beam_muzzlelight[0]) { adddynamiclight( start_pos + wantdir * 20, self.beam_muzzlelight[0], vec3( self.beam_muzzlelight[1], self.beam_muzzlelight[2], self.beam_muzzlelight[3] ) ); } // cleanup Draw_ArcBeam_callback_entity = world; Draw_ArcBeam_callback_new_dir = '0 0 0'; Draw_ArcBeam_callback_segmentdist = 0; Draw_ArcBeam_callback_last_thickness = 0; Draw_ArcBeam_callback_last_top = '0 0 0'; Draw_ArcBeam_callback_last_bottom = '0 0 0'; } void Remove_ArcBeam(void) { remove(self.beam_muzzleentity); sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM); } void Ent_ReadArcBeam(float isnew) { float sf = ReadByte(); entity flash; if(isnew) { // calculate shot origin offset from gun alignment float gunalign = autocvar_cl_gunalign; if(gunalign != 1 && gunalign != 2 && gunalign != 4) gunalign = 3; // default value --gunalign; self.beam_shotorigin = arc_shotorigin[gunalign]; // set other main attributes of the beam self.draw = Draw_ArcBeam; self.entremove = Remove_ArcBeam; sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM); flash = spawn(); flash.owner = self; flash.effects = EF_ADDITIVE | EF_FULLBRIGHT; flash.drawmask = MASK_NORMAL; flash.solid = SOLID_NOT; setattachment(flash, self, ""); setorigin(flash, '0 0 0'); self.beam_muzzleentity = flash; } else { flash = self.beam_muzzleentity; } if(sf & 1) // settings information { self.beam_degreespersegment = ReadShort(); self.beam_distancepersegment = ReadShort(); self.beam_maxangle = ReadShort(); self.beam_range = ReadCoord(); self.beam_returnspeed = ReadShort(); self.beam_tightness = (ReadByte() / 10); if(ReadByte()) { if(autocvar_chase_active) { self.beam_usevieworigin = 1; } else // use view origin { self.beam_usevieworigin = 2; } } else { self.beam_usevieworigin = 0; } } if(!self.beam_usevieworigin) { // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work? self.iflags = IFLAG_ORIGIN; InterpolateOrigin_Undo(); } if(sf & 2) // starting location { self.origin_x = ReadCoord(); self.origin_y = ReadCoord(); self.origin_z = ReadCoord(); } else if(self.beam_usevieworigin) // infer the location from player location { if(self.beam_usevieworigin == 2) { // use view origin self.origin = view_origin; } else { // use player origin so that third person display still works self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT)); } } setorigin(self, self.origin); if(sf & 4) // want/aim direction { self.v_angle_x = ReadCoord(); self.v_angle_y = ReadCoord(); self.v_angle_z = ReadCoord(); } if(sf & 8) // beam direction { self.angles_x = ReadCoord(); self.angles_y = ReadCoord(); self.angles_z = ReadCoord(); } if(sf & 16) // beam type { self.beam_type = ReadByte(); switch(self.beam_type) { case ARC_BT_MISS: { self.beam_color = '-1 -1 1'; self.beam_alpha = 0.5; self.beam_thickness = 8; self.beam_traileffect = FALSE; self.beam_hiteffect = particleeffectnum("electro_lightning"); self.beam_hitlight[0] = 0; self.beam_hitlight[1] = 1; self.beam_hitlight[2] = 1; self.beam_hitlight[3] = 1; self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash"); self.beam_muzzlelight[0] = 0; self.beam_muzzlelight[1] = 1; self.beam_muzzlelight[2] = 1; self.beam_muzzlelight[3] = 1; self.beam_image = "particles/lgbeam"; setmodel(flash, "models/flash.md3"); flash.alpha = self.beam_alpha; flash.colormod = self.beam_color; flash.scale = 0.5; break; } case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash { self.beam_color = '0.5 0.5 1'; self.beam_alpha = 0.5; self.beam_thickness = 8; self.beam_traileffect = FALSE; self.beam_hiteffect = particleeffectnum("electro_lightning"); self.beam_hitlight[0] = 0; self.beam_hitlight[1] = 1; self.beam_hitlight[2] = 1; self.beam_hitlight[3] = 1; self.beam_muzzleeffect = FALSE; // particleeffectnum("grenadelauncher_muzzleflash"); self.beam_muzzlelight[0] = 0; self.beam_muzzlelight[1] = 1; self.beam_muzzlelight[2] = 1; self.beam_muzzlelight[3] = 1; self.beam_image = "particles/lgbeam"; setmodel(flash, "models/flash.md3"); flash.alpha = self.beam_alpha; flash.colormod = self.beam_color; flash.scale = 0.5; break; } case ARC_BT_HEAL: { self.beam_color = '0 1 0'; self.beam_alpha = 0.5; self.beam_thickness = 8; self.beam_traileffect = FALSE; self.beam_hiteffect = particleeffectnum("healray_impact"); self.beam_hitlight[0] = 0; self.beam_hitlight[1] = 1; self.beam_hitlight[2] = 1; self.beam_hitlight[3] = 1; self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash"); self.beam_muzzlelight[0] = 0; self.beam_muzzlelight[1] = 1; self.beam_muzzlelight[2] = 1; self.beam_muzzlelight[3] = 1; self.beam_image = "particles/lgbeam"; setmodel(flash, "models/flash.md3"); flash.alpha = self.beam_alpha; flash.colormod = self.beam_color; flash.scale = 0.5; break; } case ARC_BT_HIT: { self.beam_color = '1 0 1'; self.beam_alpha = 0.5; self.beam_thickness = 8; self.beam_traileffect = particleeffectnum("nex_beam"); self.beam_hiteffect = particleeffectnum("electro_lightning"); self.beam_hitlight[0] = 20; self.beam_hitlight[1] = 1; self.beam_hitlight[2] = 0; self.beam_hitlight[3] = 0; self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash"); self.beam_muzzlelight[0] = 50; self.beam_muzzlelight[1] = 1; self.beam_muzzlelight[2] = 0; self.beam_muzzlelight[3] = 0; self.beam_image = "particles/lgbeam"; setmodel(flash, "models/flash.md3"); flash.alpha = self.beam_alpha; flash.colormod = self.beam_color; flash.scale = 0.5; break; } case ARC_BT_BURST_MISS: { self.beam_color = '-1 -1 1'; self.beam_alpha = 0.5; self.beam_thickness = 14; self.beam_traileffect = FALSE; self.beam_hiteffect = particleeffectnum("electro_lightning"); self.beam_hitlight[0] = 0; self.beam_hitlight[1] = 1; self.beam_hitlight[2] = 1; self.beam_hitlight[3] = 1; self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash"); self.beam_muzzlelight[0] = 0; self.beam_muzzlelight[1] = 1; self.beam_muzzlelight[2] = 1; self.beam_muzzlelight[3] = 1; self.beam_image = "particles/lgbeam"; setmodel(flash, "models/flash.md3"); flash.alpha = self.beam_alpha; flash.colormod = self.beam_color; flash.scale = 0.5; break; } case ARC_BT_BURST_WALL: { self.beam_color = '0.5 0.5 1'; self.beam_alpha = 0.5; self.beam_thickness = 14; self.beam_traileffect = FALSE; self.beam_hiteffect = particleeffectnum("electro_lightning"); self.beam_hitlight[0] = 0; self.beam_hitlight[1] = 1; self.beam_hitlight[2] = 1; self.beam_hitlight[3] = 1; self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash"); self.beam_muzzlelight[0] = 0; self.beam_muzzlelight[1] = 1; self.beam_muzzlelight[2] = 1; self.beam_muzzlelight[3] = 1; self.beam_image = "particles/lgbeam"; setmodel(flash, "models/flash.md3"); flash.alpha = self.beam_alpha; flash.colormod = self.beam_color; flash.scale = 0.5; break; } case ARC_BT_BURST_HEAL: { self.beam_color = '0 1 0'; self.beam_alpha = 0.5; self.beam_thickness = 14; self.beam_traileffect = FALSE; self.beam_hiteffect = particleeffectnum("electro_lightning"); self.beam_hitlight[0] = 0; self.beam_hitlight[1] = 1; self.beam_hitlight[2] = 1; self.beam_hitlight[3] = 1; self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash"); self.beam_muzzlelight[0] = 0; self.beam_muzzlelight[1] = 1; self.beam_muzzlelight[2] = 1; self.beam_muzzlelight[3] = 1; self.beam_image = "particles/lgbeam"; setmodel(flash, "models/flash.md3"); flash.alpha = self.beam_alpha; flash.colormod = self.beam_color; flash.scale = 0.5; break; } case ARC_BT_BURST_HIT: { self.beam_color = '1 0 1'; self.beam_alpha = 0.5; self.beam_thickness = 14; self.beam_traileffect = FALSE; self.beam_hiteffect = particleeffectnum("electro_lightning"); self.beam_hitlight[0] = 0; self.beam_hitlight[1] = 1; self.beam_hitlight[2] = 1; self.beam_hitlight[3] = 1; self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash"); self.beam_muzzlelight[0] = 0; self.beam_muzzlelight[1] = 1; self.beam_muzzlelight[2] = 1; self.beam_muzzlelight[3] = 1; self.beam_image = "particles/lgbeam"; setmodel(flash, "models/flash.md3"); flash.alpha = self.beam_alpha; flash.colormod = self.beam_color; flash.scale = 0.5; break; } // shouldn't be possible, but lets make it colorful if it does :D default: { self.beam_color = randomvec(); self.beam_alpha = 1; self.beam_thickness = 8; self.beam_traileffect = FALSE; self.beam_hiteffect = FALSE; self.beam_hitlight[0] = 0; self.beam_hitlight[1] = 1; self.beam_hitlight[2] = 1; self.beam_hitlight[3] = 1; self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash"); self.beam_muzzlelight[0] = 0; self.beam_muzzlelight[1] = 1; self.beam_muzzlelight[2] = 1; self.beam_muzzlelight[3] = 1; self.beam_image = "particles/lgbeam"; setmodel(flash, "models/flash.md3"); flash.alpha = self.beam_alpha; flash.colormod = self.beam_color; flash.scale = 0.5; break; } } } if(!self.beam_usevieworigin) { InterpolateOrigin_Note(); } }