]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/particles.qc
Merge branch 'master' into Mario/showspecs
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / particles.qc
index 1005c0496f65e4425e2ec43d7a95418b743dc4de..6d2ddf87d5a431b3cf4c901b60881d868fb0e25b 100644 (file)
@@ -1,15 +1,4 @@
-.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
+#include "particles.qh"
 
 void Draw_PointParticles()
 {
@@ -40,9 +29,9 @@ void Draw_PointParticles()
        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;
+               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')
@@ -83,9 +72,9 @@ void Ent_PointParticles_Remove()
 
 void Ent_PointParticles()
 {
-       float f, i;
+       float i;
        vector v;
-       f = ReadByte();
+       int f = ReadByte();
        if(f & 2)
        {
                i = ReadCoord(); // density (<0: point, >0: volume)
@@ -174,7 +163,7 @@ void Ent_PointParticles()
                if(!self.absolute)
                {
                        v = self.maxs - self.mins;
-                       self.impulse *= -v_x * v_y * v_z / 262144; // relative: particles per 64^3 cube
+                       self.impulse *= -v.x * v.y * v.z / 262144; // relative: particles per 64^3 cube
                }
        }
 
@@ -188,7 +177,6 @@ void Ent_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);
@@ -229,8 +217,8 @@ 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();
+       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);
@@ -239,816 +227,8 @@ void Net_ReadVortexBeamParticle()
        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()))
+       if (autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || 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_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(
-               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(
-               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;
-               }
-
-               // WEAPONTODO: Calculate segments dyanmically similarly to the server code
-               segments = 20;
-               if(self.beam_dir != wantdir)
-               {
-                       float angle = ceil(vlen(wantdir - self.beam_dir) * RAD2DEG);
-                       float anglelimit;
-                       if(angle && (angle > self.beam_maxangle))
-                       {
-                               // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
-                               anglelimit = min(self.beam_maxangle / angle, 1);
-                       }
-                       else
-                       {
-                               // the radius is not too far yet, no worries :D
-                               anglelimit = 1;
-                       }
-
-                       // calculate how much we're going to move the end of the beam to the want position
-                       float blendfactor = bound(0, anglelimit * (1 - (self.beam_returnspeed * frametime)), 1);
-                       self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
-
-                       // 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?
-
-                       // printf("blendfactor = %f\n", blendfactor);
-
-                       #if 0
-                       // calculate how many segments are needed
-                       float max_allowed_segments;
-
-                       if(WEP_CVAR(arc, beam_distancepersegment))
-                               max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment))));
-                       else
-                               max_allowed_segments = ARC_MAX_SEGMENTS;
-
-                       if(WEP_CVAR(arc, beam_degreespersegment))
-                       {
-                               segments = min( max(1, ( min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment) ) ), max_allowed_segments );
-                       }
-                       else
-                       {
-                               segments = 1;
-                       }
-                       #endif
-               }
-               #if 0
-               else
-               {
-                       segments = 1;
-               }
-               #endif
-
-               // 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;
-
-               // WEAPONTODO: Calculate segments dyanmically similarly to the server code
-               segments = 20;
-               #if 0
-               if(beamdir != wantdir)
-               {
-                       // calculate how many segments are needed
-                       float max_allowed_segments;
-
-                       if(WEP_CVAR(arc, beam_distancepersegment))
-                               max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment))));
-                       else
-                               max_allowed_segments = ARC_MAX_SEGMENTS;
-
-                       if(WEP_CVAR(arc, beam_degreespersegment))
-                       {
-                               segments = min( max(1, ( min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment) ) ), max_allowed_segments );
-                       }
-                       else
-                       {
-                               segments = 1;
-                       }
-               }
-               else
-               {
-                       segments = 1;
-               }
-               #endif
-       }
-
-       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;
-       //vector hitorigin = 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);
-
-               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
-               );
-
-               // 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);
-       }
-
-       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_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();
-       }
-}
-