]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_arc.qc
Turn #define'd constants into actual constants
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_arc.qc
index a5521462f53f89a9e092e09689099f6a35d49b04..a32ce00f15e15589054b33fdfc257423c0a931e1 100644 (file)
@@ -7,10 +7,10 @@ REGISTER_WEAPON(
 /* flags     */ WEP_FLAG_NORMAL,
 /* rating    */ BOT_PICKUP_RATING_HIGH,
 /* color     */ '1 1 1',
-/* modelname */ "hlac",
+/* modelname */ "arc",
 /* simplemdl */ "foobar",
 /* crosshair */ "gfx/crosshairhlac 0.7",
-/* wepimg    */ "weaponhlac",
+/* wepimg    */ "weaponarc",
 /* refname   */ "arc",
 /* wepname   */ _("Arc")
 );
@@ -42,6 +42,11 @@ REGISTER_WEAPON(
        w_cvar(id, sn, NONE, burst_damage) \
        w_cvar(id, sn, NONE, burst_healing_aps) \
        w_cvar(id, sn, NONE, burst_healing_hps) \
+       w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \
+       w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \
+       w_cvar(id, sn, NONE, beam_heat)   /* heat increase per second (primary) */ \
+       w_cvar(id, sn, NONE, burst_heat)  /* heat increase per second (secondary) */ \
+       w_cvar(id, sn, NONE, cooldown)    /* heat decrease per second when resting */ \
        w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
        w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
        w_prop(id, sn, string, weaponreplace, weaponreplace) \
@@ -50,29 +55,73 @@ REGISTER_WEAPON(
        w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifndef MENUQC
+const float ARC_MAX_SEGMENTS = 20;
 vector arc_shotorigin[4];
 .vector beam_start;
 .vector beam_dir;
 .vector beam_wantdir;
 .float beam_type;
-#define ARC_BT_MISS        0
-#define ARC_BT_WALL        1
-#define ARC_BT_HEAL        2
-#define ARC_BT_HIT         3
-#define ARC_BT_BURST_MISS  10
-#define ARC_BT_BURST_WALL  11
-#define ARC_BT_BURST_HEAL  12
-#define ARC_BT_BURST_HIT   13
-#define ARC_BT_BURSTMASK   10
+
+const float ARC_BT_MISS =        0x00;
+const float ARC_BT_WALL =        0x01;
+const float ARC_BT_HEAL =        0x02;
+const float ARC_BT_HIT =         0x03;
+const float ARC_BT_BURST_MISS =  0x10;
+const float ARC_BT_BURST_WALL =  0x11;
+const float ARC_BT_BURST_HEAL =  0x12;
+const float ARC_BT_BURST_HIT =   0x13;
+const float ARC_BT_BURSTMASK =   0x10;
+
+const float ARC_SF_SETTINGS =    1;
+const float ARC_SF_START =       2;
+const float ARC_SF_WANTDIR =     4;
+const float ARC_SF_BEAMDIR =     8;
+const float ARC_SF_BEAMTYPE =    16;
+const float ARC_SF_LOCALMASK =   14;
 #endif
 #ifdef SVQC
-#define ARC_MAX_SEGMENTS 20
 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-.entity arc_beam; // used for beam
-.float BUTTON_ATCK_prev; // for better animation control
-.float lg_fire_prev; // for better animation control
+.entity arc_beam;
+.float arc_BUTTON_ATCK_prev; // for better animation control
+.float beam_prev;
 .float beam_initialized;
 .float beam_bursting;
+.float beam_teleporttime;
+.float beam_heat; // (beam) amount of heat produced
+.float arc_overheat; // (dropped arc/player) time during which it's too hot
+.float arc_cooldown; // (dropped arc/player) cooling speed
+.float arc_heat_percent; // (player) arc heat in [0,1] (stat)
+.float arc_smoke_sound;
+#endif
+#ifdef CSQC
+void Ent_ReadArcBeam(float isnew);
+
+.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;
+
+entity Draw_ArcBeam_callback_entity;
+float Draw_ArcBeam_callback_last_thickness;
+vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
+vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
 #endif
 #else
 #ifdef SVQC
@@ -87,21 +136,14 @@ float W_Arc_Beam_Send(entity to, float sf)
        //    it always figures this information out for itself with csqc code.
        // - Spectating the owner also truncates this information.
        float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
-       if(drawlocal)
-       {
-               #if 0
-               sf &= ~2;
-               sf &= ~4;
-               sf &= ~8;
-               #else
-               sf &= ~14;
-               #endif
-       }
+       if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
 
        WriteByte(MSG_ENTITY, sf);
 
-       if(sf & 1) // settings information
+       if(sf & ARC_SF_SETTINGS) // settings information
        {
+               WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
+               WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
                WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
                WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
                WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
@@ -109,25 +151,25 @@ float W_Arc_Beam_Send(entity to, float sf)
 
                WriteByte(MSG_ENTITY, drawlocal);
        }
-       if(sf & 2) // starting location
+       if(sf & ARC_SF_START) // starting location
        {
                WriteCoord(MSG_ENTITY, self.beam_start_x);
                WriteCoord(MSG_ENTITY, self.beam_start_y);
                WriteCoord(MSG_ENTITY, self.beam_start_z);
        }
-       if(sf & 4) // want/aim direction
+       if(sf & ARC_SF_WANTDIR) // want/aim direction
        {
                WriteCoord(MSG_ENTITY, self.beam_wantdir_x);
                WriteCoord(MSG_ENTITY, self.beam_wantdir_y);
                WriteCoord(MSG_ENTITY, self.beam_wantdir_z);
        }
-       if(sf & 8) // beam direction
+       if(sf & ARC_SF_BEAMDIR) // beam direction
        {
                WriteCoord(MSG_ENTITY, self.beam_dir_x);
                WriteCoord(MSG_ENTITY, self.beam_dir_y);
                WriteCoord(MSG_ENTITY, self.beam_dir_z);
        }
-       if(sf & 16) // beam type
+       if(sf & ARC_SF_BEAMTYPE) // beam type
        {
                WriteByte(MSG_ENTITY, self.beam_type);
        }
@@ -135,30 +177,112 @@ float W_Arc_Beam_Send(entity to, float sf)
        return TRUE;
 }
 
-void W_Arc_Beam_Think(void)
+void Reset_ArcBeam(entity player, vector forward)
 {
-       float i, burst = 0;
-       if(self != self.owner.arc_beam)
-       {
-               remove(self);
+       if (!player.arc_beam) {
                return;
        }
-       if((self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || (!self.owner.BUTTON_ATCK && !self.beam_bursting) || self.owner.freezetag_frozen)
+       player.arc_beam.beam_dir = forward;
+       player.arc_beam.beam_teleporttime = time;
+}
+
+float Arc_GetHeat_Percent(entity player)
+{      
+       if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
+       {
+               player.arc_overheat = 0;
+               return 0;
+       }
+       
+       if ( player.arc_beam )
+               return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
+       
+       if ( player.arc_overheat > time )
+       {
+               return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max) 
+                       * player.arc_cooldown;
+       }
+       
+       return 0;
+}
+void Arc_Player_SetHeat(entity player)
+{
+       player.arc_heat_percent = Arc_GetHeat_Percent(player);
+       //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
+}
+
+void W_Arc_Beam_Think(void)
+{
+       if(self != self.owner.arc_beam)
        {
-               if(self == self.owner.arc_beam) { self.owner.arc_beam = world; } // is this needed? I thought this is changed to world when removed ANYWAY
                remove(self);
                return;
        }
-
-       if(self.owner.BUTTON_ATCK2 || self.beam_bursting)
+       
+       
+       float burst = 0;
+       if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
        {
                if(!self.beam_bursting)
                        self.beam_bursting = TRUE;
                burst = ARC_BT_BURSTMASK;
        }
 
-       // decrease ammo // todo: support burst ammo
-       float dt = frametime;
+       if(
+               !IS_PLAYER(self.owner)
+               ||
+               (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+               ||
+               self.owner.deadflag != DEAD_NO
+               ||
+               (!self.owner.BUTTON_ATCK && !burst )
+               ||
+               self.owner.frozen
+               ||
+               (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
+       )
+       {
+               if ( WEP_CVAR(arc, cooldown) > 0 )
+               {
+                       float cooldown_speed = 0;
+                       if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
+                       {
+                               cooldown_speed = WEP_CVAR(arc, cooldown);
+                       }
+                       else if ( !burst )
+                       {
+                               cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
+                       }
+                       
+                       if ( cooldown_speed )
+                       {
+                               self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
+                               self.owner.arc_cooldown = cooldown_speed;
+                       }
+                       
+                       if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
+                       {
+                               pointparticles( particleeffectnum("arc_overheat"), 
+                                       self.beam_start, self.beam_wantdir, 1 );
+                               sound(self, CH_WEAPON_A, "weapons/arc_stop.wav", VOL_BASE, ATTN_NORM);
+                       }
+               }
+               
+               if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
+               entity oldself = self;
+               self = self.owner;
+               if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
+               {
+                       // note: this doesn't force the switch
+                       W_SwitchToOtherWeapon(self);
+               }
+               self = oldself;
+               remove(self);
+               return;
+       }
+       
+       // decrease ammo
+       float coefficient = frametime;
        if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
        {
                float rootammo;
@@ -169,34 +293,44 @@ void W_Arc_Beam_Think(void)
 
                if(rootammo)
                {
-                       dt = min(dt, self.owner.WEP_AMMO(ARC) / rootammo);
+                       coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
                        self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
                }
        }
+       float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
+       self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
 
        makevectors(self.owner.v_angle);
 
-       W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR(arc, beam_damage) * dt, WEP_CVAR(arc, beam_range));
+       W_SetupShot_Range(
+               self.owner,
+               TRUE,
+               0,
+               "",
+               0,
+               WEP_CVAR(arc, beam_damage) * coefficient,
+               WEP_CVAR(arc, beam_range)
+       );
+
+       // After teleport, "lock" the beam until the teleport is confirmed.
+       if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
+               w_shotdir = self.beam_dir;
+       }
 
        // network information: shot origin and want/aim direction
        if(self.beam_start != w_shotorg)
        {
-               self.SendFlags |= 2;
+               self.SendFlags |= ARC_SF_START;
                self.beam_start = w_shotorg;
        }
        if(self.beam_wantdir != w_shotdir)
        {
-               self.SendFlags |= 4;
+               self.SendFlags |= ARC_SF_WANTDIR;
                self.beam_wantdir = w_shotdir;
        }
 
        if(!self.beam_initialized)
        {
-               #ifdef ARC_DEBUG
-               for(i = 0; i < ARC_MAX_SEGMENTS; ++i)
-                       self.lg_ents[i] = spawn();
-               #endif
-               
                self.beam_dir = w_shotdir;
                self.beam_initialized = TRUE;
        }
@@ -210,93 +344,88 @@ void W_Arc_Beam_Think(void)
        float segments; 
        if(self.beam_dir != w_shotdir)
        {
-               float angle = ceil(vlen(w_shotdir - self.beam_dir) * RAD2DEG);
-               float anglelimit;
+               // 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(w_shotdir - self.beam_dir) * RAD2DEG;
                if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
                {
                        // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
-                       anglelimit = min(WEP_CVAR(arc, beam_maxangle) / angle, 1);
+                       float blendfactor = bound(
+                               0,
+                               (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
+                               min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
+                       );
+                       self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
                }
                else
                {
                        // the radius is not too far yet, no worries :D
-                       anglelimit = 1;
+                       float blendfactor = bound(
+                               0,
+                               (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
+                               1
+                       );
+                       self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
                }
 
-               // calculate how much we're going to move the end of the beam to the want position
-               float blendfactor = bound(0, anglelimit * (1 - (WEP_CVAR(arc, beam_returnspeed) * dt)), 1);
-               self.beam_dir = normalize((w_shotdir * (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);
-
                // network information: beam direction
-               self.SendFlags |= 8;
+               self.SendFlags |= ARC_SF_BEAMDIR;
 
                // 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 );
+                       max_allowed_segments = min(
+                               ARC_MAX_SEGMENTS,
+                               1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
+                       );
                }
-               else
+               else { max_allowed_segments = ARC_MAX_SEGMENTS; }
+
+               if(WEP_CVAR(arc, beam_degreespersegment))
                {
-                       segments = 1;
+                       segments = bound(
+                               1, 
+                               (
+                                       min(
+                                               angle,
+                                               WEP_CVAR(arc, beam_maxangle)
+                                       )
+                                       /
+                                       WEP_CVAR(arc, beam_degreespersegment)
+                               ),
+                               max_allowed_segments
+                       );
                }
+               else { segments = 1; }
        }
-       else
-       {
-               segments = 1;
-       }
+       else { segments = 1; }
 
-       vector beam_endpos_estimate = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
+       vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
+       vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
 
+       float i;
        float new_beam_type = 0;
        vector last_origin = w_shotorg;
        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) + WEP_CVAR(arc, beam_tightness), 1);
-               float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
-
-               vector new_dir = normalize( (w_shotdir * (1 - segmentblend)) + (normalize(beam_endpos_estimate - last_origin) * segmentblend) );
-               vector new_origin = last_origin + (new_dir * segmentdist);
+               vector new_origin = bezier_quadratic_getpoint(
+                       w_shotorg,
+                       beam_controlpoint,
+                       beam_endpos,
+                       i / segments);
+               vector new_dir = normalize(new_origin - last_origin);
 
                WarpZone_traceline_antilag(
                        self.owner,
@@ -307,11 +436,29 @@ void W_Arc_Beam_Think(void)
                        ANTILAG_LATENCY(self.owner)
                );
 
-               float is_player = (trace_ent.classname == "player" || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
+               // Do all the transforms for warpzones right now, as we already
+               // "are" in the post-trace system (if we hit a player, that's
+               // always BEHIND the last passed wz).
+               last_origin = trace_endpos;
+               w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
+               beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
+               beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
+               new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
+
+               float is_player = (
+                       trace_ent.classname == "player"
+                       ||
+                       trace_ent.classname == "body"
+                       ||
+                       (trace_ent.flags & FL_MONSTER)
+               );
+
                if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
                {
                        // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
-                       vector hitorigin = last_origin + (new_dir * segmentdist * trace_fraction);
+                       // NO. trace_endpos should be just fine. If not,
+                       // that's an engine bug that needs proper debugging.
+                       vector hitorigin = trace_endpos;
 
                        float falloff = ExponentialFalloff(
                                WEP_CVAR(arc, beam_falloff_mindist),
@@ -336,18 +483,30 @@ void W_Arc_Beam_Think(void)
 
                                if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
                                {
-                                       trace_ent.health = min(trace_ent.health + (roothealth * dt), WEP_CVAR(arc, beam_healing_hmax));
+                                       trace_ent.health = min(
+                                               trace_ent.health + (roothealth * coefficient),
+                                               WEP_CVAR(arc, beam_healing_hmax)
+                                       );
                                }
                                if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
                                {
-                                       trace_ent.armorvalue = min(trace_ent.armorvalue + (rootarmor * dt), WEP_CVAR(arc, beam_healing_amax));
+                                       trace_ent.armorvalue = min(
+                                               trace_ent.armorvalue + (rootarmor * coefficient),
+                                               WEP_CVAR(arc, beam_healing_amax)
+                                       );
                                }
 
                                // stop rot, set visual effect
                                if(roothealth || rootarmor)
                                {
-                                       trace_ent.pauserothealth_finished = max(trace_ent.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
-                                       trace_ent.pauserotarmor_finished = max(trace_ent.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
+                                       trace_ent.pauserothealth_finished = max(
+                                               trace_ent.pauserothealth_finished,
+                                               time + autocvar_g_balance_pause_health_rot
+                                       );
+                                       trace_ent.pauserotarmor_finished = max(
+                                               trace_ent.pauserotarmor_finished,
+                                               time + autocvar_g_balance_pause_armor_rot
+                                       );
                                        new_beam_type = ARC_BT_HEAL;
                                }
                        }
@@ -370,7 +529,7 @@ void W_Arc_Beam_Think(void)
                                                self.owner,
                                                WEP_ARC,
                                                0,
-                                               rootdamage * dt * falloff
+                                               rootdamage * coefficient * falloff
                                        );
                                }
 
@@ -378,10 +537,10 @@ void W_Arc_Beam_Think(void)
                                        trace_ent,
                                        self.owner,
                                        self.owner,
-                                       rootdamage * dt * falloff,
+                                       rootdamage * coefficient * falloff,
                                        WEP_ARC,
                                        hitorigin,
-                                       WEP_CVAR(arc, beam_force) * new_dir * dt * falloff
+                                       WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
                                );
 
                                new_beam_type = ARC_BT_HIT;
@@ -394,38 +553,34 @@ void W_Arc_Beam_Think(void)
                        new_beam_type = ARC_BT_WALL;
                        break;
                }
-               else
-               {
-                       last_origin = new_origin;
-               }
        }
 
+       // te_explosion(trace_endpos);
+
        // if we're bursting, use burst visual effects
-       new_beam_type += burst;
+       new_beam_type |= burst;
 
        // network information: beam type
        if(new_beam_type != self.beam_type)
        {
-               self.SendFlags |= 16;
+               self.SendFlags |= ARC_SF_BEAMTYPE;
                self.beam_type = new_beam_type;
        }
 
-       self.owner.lg_fire_prev = time;
+       self.owner.beam_prev = time;
        self.nextthink = time;
 }
 
-// Attack functions ========================= 
-void W_Arc_Beam(float bursting)
+void W_Arc_Beam(float burst)
 {
+
        // only play fire sound if 1 sec has passed since player let go the fire button
-       if(time - self.lg_fire_prev > 1)
+       if(time - self.beam_prev > 1)
        {
-               sound(self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
+               sound(self, CH_WEAPON_A, "weapons/arc_fire.wav", VOL_BASE, ATTN_NORM);
        }
 
-       entity beam, oldself;
-
-       self.arc_beam = beam = spawn();
+       entity beam = self.arc_beam = spawn();
        beam.classname = "W_Arc_Beam";
        beam.solid = SOLID_NOT;
        beam.think = W_Arc_Beam_Think;
@@ -433,15 +588,51 @@ void W_Arc_Beam(float bursting)
        beam.movetype = MOVETYPE_NONE;
        beam.bot_dodge = TRUE;
        beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
-       beam.beam_bursting = bursting;
+       beam.beam_bursting = burst;
        Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send);
 
-       oldself = self;
+       entity oldself = self;
        self = beam;
        self.think();
        self = oldself;
 }
 
+void Arc_Smoke()
+{
+       makevectors(self.v_angle);
+       W_SetupShot_Range(self,TRUE,0,"",0,0,0);
+
+       vector smoke_origin = w_shotorg + self.velocity*frametime;
+       if ( self.arc_overheat > time )
+       {
+               if ( random() < self.arc_heat_percent )
+                       pointparticles( particleeffectnum("arc_smoke"), smoke_origin, '0 0 0', 1 );
+               if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
+               {
+                       pointparticles( particleeffectnum("arc_overheat_fire"), smoke_origin, w_shotdir, 1 );
+                       if ( !self.arc_smoke_sound )
+                       {
+                               self.arc_smoke_sound = 1;
+                               sound(self, CH_SHOTS_SINGLE, "weapons/arc_loop_overheat.wav", VOL_BASE, ATTN_NORM);
+                       }
+               }
+       }
+       else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
+                       self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
+       {
+               if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) / 
+                               ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
+                       pointparticles( particleeffectnum("arc_smoke"), smoke_origin, '0 0 0', 1 );
+       }
+       
+       if (  self.arc_smoke_sound && ( self.arc_overheat <= time || 
+               !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC )
+       {
+               self.arc_smoke_sound = 0;
+               sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+       }
+}
+
 float W_Arc(float req)
 {
        switch(req)
@@ -449,42 +640,68 @@ float W_Arc(float req)
                case WR_AIM:
                {
                        if(WEP_CVAR(arc, beam_botaimspeed))
-                               self.BUTTON_ATCK = bot_aim(WEP_CVAR(arc, beam_botaimspeed), 0, WEP_CVAR(arc, beam_botaimlifetime), FALSE);
+                       {
+                               self.BUTTON_ATCK = bot_aim(
+                                       WEP_CVAR(arc, beam_botaimspeed),
+                                       0,
+                                       WEP_CVAR(arc, beam_botaimlifetime),
+                                       FALSE
+                               );
+                       }
                        else
-                               self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
+                       {
+                               self.BUTTON_ATCK = bot_aim(
+                                       1000000,
+                                       0,
+                                       0.001,
+                                       FALSE
+                               );
+                       }
                        return TRUE;
                }
                case WR_THINK:
                {
-                       if(self.BUTTON_ATCK || self.arc_beam.beam_bursting)
+                       Arc_Player_SetHeat(self);
+                       Arc_Smoke();
+
+                       if ( self.arc_overheat <= time )
+                       if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting )
                        {
-                               if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
-                                       /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+                       
+                               if(self.arc_BUTTON_ATCK_prev)
+                               {
+                                       #if 0
+                                       if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
                                                weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
-                                       else*/
+                                       else
+                                       #endif
                                                weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                               
-                               if(weapon_prepareattack(0, 0))
+                               }
+
+                               if((!self.arc_beam) || wasfreed(self.arc_beam))
                                {
-                                       if((!self.arc_beam) || wasfreed(self.arc_beam))
-                                               W_Arc_Beam(FALSE);
-                                       
-                                       if(!self.BUTTON_ATCK_prev)
+                                       if(weapon_prepareattack(!!self.BUTTON_ATCK2, 0))
                                        {
-                                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                                               self.BUTTON_ATCK_prev = 1;
+                                               W_Arc_Beam(!!self.BUTTON_ATCK2);
+                                               
+                                               if(!self.arc_BUTTON_ATCK_prev)
+                                               {
+                                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                                                       self.arc_BUTTON_ATCK_prev = 1;
+                                               }
                                        }
                                }
-                       } 
-                       else // todo
+                               
+                               return TRUE;
+                       }
+                       
+                       if(self.arc_BUTTON_ATCK_prev != 0)
                        {
-                               if(self.BUTTON_ATCK_prev != 0)
-                               {
-                                       weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                                       ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
-                               }
-                               self.BUTTON_ATCK_prev = 0;
+                               sound(self, CH_WEAPON_A, "weapons/arc_stop.wav", VOL_BASE, ATTN_NORM);
+                               weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                               ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
                        }
+                       self.arc_BUTTON_ATCK_prev = 0;
 
                        #if 0
                        if(self.BUTTON_ATCK2)
@@ -505,8 +722,9 @@ float W_Arc(float req)
                        precache_model("models/weapons/v_arc.md3");
                        precache_model("models/weapons/h_arc.iqm");
                        precache_sound("weapons/arc_fire.wav");
-                       precache_sound("weapons/arc_fire2.wav");
-                       precache_sound("weapons/arc_impact.wav");
+                       precache_sound("weapons/arc_loop.wav");
+                       precache_sound("weapons/arc_stop.wav");
+                       precache_sound("weapons/arc_loop_overheat.wav");
                        if(!arc_shotorigin[0])
                        {
                                arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
@@ -519,12 +737,12 @@ float W_Arc(float req)
                }
                case WR_CHECKAMMO1:
                {
-                       return !WEP_CVAR(arc, beam_ammo) || (self.WEP_AMMO(ARC) > 0);
+                       return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
                }
                case WR_CHECKAMMO2:
                {
-                       //return self.WEP_AMMO(ARC) >= WEP_CVAR_SEC(arc, ammo);
-                       return TRUE;
+                       return WEP_CVAR(arc, overheat_max) > 0 &&
+                               ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
                }
                case WR_CONFIG:
                {
@@ -533,28 +751,773 @@ float W_Arc(float req)
                }
                case WR_KILLMESSAGE:
                {
-                       if(w_deathtype & HITTYPE_SECONDARY)
+                       return WEAPON_ARC_MURDER;
+               }
+               case WR_DROP:
+               {
+                       weapon_dropevent_item.arc_overheat = self.arc_overheat;
+                       weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
+                       self.arc_overheat = 0;
+                       self.arc_cooldown = 0;
+                       return TRUE;
+               }
+               case WR_PICKUP:
+               {
+                       if ( !client_hasweapon(self, WEP_ARC, FALSE, FALSE) &&
+                               weapon_dropevent_item.arc_overheat > time )
+                       {
+                               self.arc_overheat = weapon_dropevent_item.arc_overheat;
+                               self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
+                       }
+                       return TRUE;
+               }
+       }
+       return FALSE;
+}
+#endif
+#ifdef CSQC
+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);
+
+       // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
+       // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
+       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 = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
+       vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
+
+       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 = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
+       Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
+}
+
+void Reset_ArcBeam(void)
+{
+       entity e;
+       for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
+               e.beam_initialized = FALSE;
+       }
+       for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
+               e.beam_initialized = FALSE;
+       }
+}
+
+void Draw_ArcBeam(void)
+{
+       float dt = time - self.move_time;
+       self.move_time = time;
+       if(dt <= 0) { return; }
+
+       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(warpzone_save_view_angles);
+               vector forward = v_forward;
+               vector right = v_right;
+               vector up = v_up;
+
+               // decide upon start position
+               if(self.beam_usevieworigin == 2)
+                       { start_pos = warpzone_save_view_origin; }
+               else
+                       { start_pos = self.origin; }
+
+               // trace forward with an estimation
+               WarpZone_TraceLine(
+                       start_pos,
+                       start_pos + forward * self.beam_range,
+                       MOVE_NOMONSTERS,
+                       self
+               );
+
+               // untransform in case our trace went through a warpzone
+               vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+
+               // un-adjust trueaim if shotend is too close
+               if(vlen(end_pos - start_pos) < g_trueaim_minrange)
+                       end_pos = start_pos + (forward * g_trueaim_minrange);
+
+               // move shot origin to the actual gun muzzle origin
+               vector origin_offset =
+                         right * -self.beam_shotorigin_y 
+                       + up * self.beam_shotorigin_z;
+
+               start_pos = start_pos + origin_offset;
+
+               // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
+               traceline(start_pos, start_pos + forward * self.beam_shotorigin_x, MOVE_NORMAL, self);
+               start_pos = trace_endpos;
+
+               // calculate the aim direction now
+               wantdir = normalize(end_pos - 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))
                        {
-                               return WEAPON_ELECTRO_MURDER_ORBS;
+                               // 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
                        {
-                               if(w_deathtype & HITTYPE_BOUNCE)
-                                       return WEAPON_ELECTRO_MURDER_COMBO;
-                               else
-                                       return WEAPON_ELECTRO_MURDER_BOLT;
+                               // 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; }
                }
-               case WR_RESETPLAYER:
+               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(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
+       }
+       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)
                {
-                       //self.arc_secondarytime = time;
-                       return TRUE;
+                       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; }
        }
-       return FALSE;
+
+       setorigin(self, start_pos);
+       self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+
+       vector beam_endpos = (start_pos + (beamdir * self.beam_range));
+       vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
+
+       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 original_start_pos = start_pos;
+
+       float i;
+       for(i = 1; i <= segments; ++i)
+       {
+               // 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)
+
+               vector new_origin = bezier_quadratic_getpoint(
+                       start_pos,
+                       beam_controlpoint,
+                       beam_endpos,
+                       i / segments);
+
+               WarpZone_TraceBox_ThroughZone(
+                       last_origin,
+                       '0 0 0',
+                       '0 0 0',
+                       new_origin,
+                       MOVE_NORMAL,
+                       world,
+                       world,
+                       Draw_ArcBeam_callback
+               );
+
+               // Do all the transforms for warpzones right now, as we already "are" in the post-trace
+               // system (if we hit a player, that's always BEHIND the last passed wz).
+               last_origin = trace_endpos;
+               start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
+               beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
+               beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
+               beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
+               Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
+               Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
+
+               if(trace_fraction < 1) { break; }
+       }
+
+       // visual effects for startpoint and endpoint
+       if(self.beam_hiteffect)
+       {
+               // FIXME we really should do this on the server so it actually
+               // matches gameplay. What this client side stuff is doing is no
+               // more than guesswork.
+               if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
+               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,
+                       original_start_pos + wantdir * 20,
+                       wantdir * 1000,
+                       frametime * 0.1
+               );
+       }
+       if(self.beam_muzzlelight[0])
+       {
+               adddynamiclight(
+                       original_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_last_thickness = 0;
+       Draw_ArcBeam_callback_last_top = '0 0 0';
+       Draw_ArcBeam_callback_last_bottom = '0 0 0';
 }
-#endif
-#ifdef CSQC
+
+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;
+               self.move_time = time;
+               loopsound(self, CH_SHOTS_SINGLE, "weapons/arc_loop.wav", VOL_BASE, ATTEN_NORM);
+
+               flash = spawn();
+               flash.owner = self;
+               flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
+               flash.drawmask = MASK_NORMAL;
+               flash.solid = SOLID_NOT;
+               flash.avelocity_z = 5000;
+               setattachment(flash, self, "");
+               setorigin(flash, '0 0 0');
+
+               self.beam_muzzleentity = flash;
+       }
+       else
+       {
+               flash = self.beam_muzzleentity;
+       }
+
+       if(sf & ARC_SF_SETTINGS) // 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 & ARC_SF_START) // 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 & ARC_SF_WANTDIR) // want/aim direction
+       {
+               self.v_angle_x = ReadCoord();
+               self.v_angle_y = ReadCoord();
+               self.v_angle_z = ReadCoord();
+       }
+
+       if(sf & ARC_SF_BEAMDIR) // beam direction
+       {
+               self.angles_x = ReadCoord();
+               self.angles_y = ReadCoord();
+               self.angles_z = ReadCoord();
+       }
+
+       if(sf & ARC_SF_BEAMTYPE) // 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 = particleeffectnum("arc_beam");
+                               self.beam_hiteffect = particleeffectnum("arc_lightning");
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
+                               self.beam_muzzlelight[0] = 0;
+                               self.beam_muzzlelight[1] = 1;
+                               self.beam_muzzlelight[2] = 1;
+                               self.beam_muzzlelight[3] = 1;
+                               if(self.beam_muzzleeffect >= 0)
+                               {
+                                       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 = '1 1 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 8;
+                               self.beam_traileffect = particleeffectnum("arc_beam");
+                               self.beam_hiteffect = particleeffectnum("arc_lightning");
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = -1; // 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";
+                               if(self.beam_muzzleeffect >= 0)
+                               {
+                                       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 = '1 1 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 8;
+                               self.beam_traileffect = particleeffectnum("arc_beam_heal");
+                               self.beam_hiteffect = particleeffectnum("arc_beam_healimpact");
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = -1; //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";
+                               if(self.beam_muzzleeffect >= 0)
+                               {
+                                       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 1 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 8;
+                               self.beam_traileffect = particleeffectnum("arc_beam");
+                               self.beam_hiteffect = particleeffectnum("arc_lightning");
+                               self.beam_hitlight[0] = 20;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 0;
+                               self.beam_hitlight[3] = 0;
+                               self.beam_muzzleeffect = -1; //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";
+                               if(self.beam_muzzleeffect >= 0)
+                               {
+                                       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 = particleeffectnum("arc_beam");
+                               self.beam_hiteffect = particleeffectnum("arc_lightning");
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = -1; //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";
+                               if(self.beam_muzzleeffect >= 0)
+                               {
+                                       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 = '1 1 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 14;
+                               self.beam_traileffect = particleeffectnum("arc_beam");
+                               self.beam_hiteffect = particleeffectnum("arc_lightning");
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = -1; //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";
+                               if(self.beam_muzzleeffect >= 0)
+                               {
+                                       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 = '1 1 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 14;
+                               self.beam_traileffect = particleeffectnum("arc_beam_heal");
+                               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 = -1; //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";
+                               if(self.beam_muzzleeffect >= 0)
+                               {
+                                       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 1 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 14;
+                               self.beam_traileffect = particleeffectnum("arc_beam");
+                               self.beam_hiteffect = particleeffectnum("arc_lightning");
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = -1; //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";
+                               if(self.beam_muzzleeffect >= 0)
+                               {
+                                       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 = -1; //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";
+                               if(self.beam_muzzleeffect >= 0)
+                               {
+                                       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();
+       }
+}
+
 float W_Arc(float req)
 {
        switch(req)
@@ -566,8 +1529,7 @@ float W_Arc(float req)
                }
                case WR_INIT:
                {
-                       precache_sound("weapons/arc_impact.wav");
-                       precache_sound("weapons/arc_impact_combo.wav");
+                       precache_sound("weapons/arc_loop.wav");
                        return TRUE;
                }
                case WR_ZOOMRETICLE: