]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Merge branch 'master' into Mario/hagar_notfixed
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index b5415b3d1ce1279303289b04f5d213799b9e9079..3c23e33e779ffb64c059d6742210d6965514d91b 100644 (file)
@@ -14,47 +14,65 @@ CLASS(Arc, Weapon)
 /* wepimg    */ ATTRIB(Arc, model2, string, "weaponarc");
 /* refname   */ ATTRIB(Arc, netname, string, "arc");
 /* wepname   */ ATTRIB(Arc, m_name, string, _("Arc"));
+
+#define X(BEGIN, P, END, class, prefix) \
+       BEGIN(class) \
+               P(class, prefix, bolt, float, NONE) \
+               P(class, prefix, bolt_ammo, float, NONE) \
+        P(class, prefix, bolt_damageforcescale, float, NONE) \
+        P(class, prefix, bolt_damage, float, NONE) \
+        P(class, prefix, bolt_edgedamage, float, NONE) \
+        P(class, prefix, bolt_force, float, NONE) \
+        P(class, prefix, bolt_health, float, NONE) \
+        P(class, prefix, bolt_lifetime, float, NONE) \
+        P(class, prefix, bolt_radius, float, NONE) \
+        P(class, prefix, bolt_refire, float, NONE) \
+        P(class, prefix, bolt_speed, float, NONE) \
+        P(class, prefix, bolt_spread, float, NONE) \
+               P(class, prefix, beam_ammo, float, NONE) \
+        P(class, prefix, beam_animtime, float, NONE) \
+        P(class, prefix, beam_botaimlifetime, float, NONE) \
+        P(class, prefix, beam_botaimspeed, float, NONE) \
+        P(class, prefix, beam_damage, float, NONE) \
+        P(class, prefix, beam_degreespersegment, float, NONE) \
+        P(class, prefix, beam_distancepersegment, float, NONE) \
+        P(class, prefix, beam_falloff_halflifedist, float, NONE) \
+        P(class, prefix, beam_falloff_maxdist, float, NONE) \
+        P(class, prefix, beam_falloff_mindist, float, NONE) \
+        P(class, prefix, beam_force, float, NONE) \
+        P(class, prefix, beam_healing_amax, float, NONE) \
+        P(class, prefix, beam_healing_aps, float, NONE) \
+        P(class, prefix, beam_healing_hmax, float, NONE) \
+        P(class, prefix, beam_healing_hps, float, NONE) \
+        P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
+        P(class, prefix, beam_maxangle, float, NONE) \
+        P(class, prefix, beam_nonplayerdamage, float, NONE) \
+        P(class, prefix, beam_range, float, NONE) \
+        P(class, prefix, beam_refire, float, NONE) \
+        P(class, prefix, beam_returnspeed, float, NONE) \
+        P(class, prefix, beam_tightness, float, NONE) \
+        P(class, prefix, burst_ammo, float, NONE) \
+        P(class, prefix, burst_damage, float, NONE) \
+        P(class, prefix, burst_healing_aps, float, NONE) \
+        P(class, prefix, burst_healing_hps, float, NONE) \
+        P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
+        P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
+        P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
+        P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
+        P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
+        P(class, prefix, switchdelay_drop, float, NONE) \
+        P(class, prefix, switchdelay_raise, float, NONE) \
+        P(class, prefix, weaponreplace, string, NONE) \
+        P(class, prefix, weaponstartoverride, float, NONE) \
+        P(class, prefix, weaponstart, float, NONE) \
+        P(class, prefix, weaponthrowable, float, NONE) \
+    END()
+    W_PROPS(X, Arc, arc)
+#undef X
+
 ENDCLASS(Arc)
-REGISTER_WEAPON(ARC, NEW(Arc));
-
-#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
-#define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
-       w_cvar(id, sn, NONE, beam_ammo) \
-       w_cvar(id, sn, NONE, beam_animtime) \
-       w_cvar(id, sn, NONE, beam_botaimspeed) \
-       w_cvar(id, sn, NONE, beam_botaimlifetime) \
-       w_cvar(id, sn, NONE, beam_damage) \
-       w_cvar(id, sn, NONE, beam_degreespersegment) \
-       w_cvar(id, sn, NONE, beam_distancepersegment) \
-       w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
-       w_cvar(id, sn, NONE, beam_falloff_maxdist) \
-       w_cvar(id, sn, NONE, beam_falloff_mindist) \
-       w_cvar(id, sn, NONE, beam_force) \
-       w_cvar(id, sn, NONE, beam_healing_amax) \
-       w_cvar(id, sn, NONE, beam_healing_aps) \
-       w_cvar(id, sn, NONE, beam_healing_hmax) \
-       w_cvar(id, sn, NONE, beam_healing_hps) \
-       w_cvar(id, sn, NONE, beam_maxangle) \
-       w_cvar(id, sn, NONE, beam_nonplayerdamage) \
-       w_cvar(id, sn, NONE, beam_range) \
-       w_cvar(id, sn, NONE, beam_refire) \
-       w_cvar(id, sn, NONE, beam_returnspeed) \
-       w_cvar(id, sn, NONE, beam_tightness) \
-       w_cvar(id, sn, NONE, burst_ammo) \
-       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) \
-       w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
-       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(ARC, arc, NEW(Arc));
+
 
 #ifndef MENUQC
 const float ARC_MAX_SEGMENTS = 20;
@@ -82,7 +100,6 @@ const int ARC_SF_BEAMTYPE =    BIT(4);
 const int ARC_SF_LOCALMASK =   ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
 #endif
 #ifdef SVQC
-ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .entity arc_beam;
 .bool arc_BUTTON_ATCK_prev; // for better animation control
 .float beam_prev;
@@ -92,11 +109,10 @@ ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .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_heat_percent = _STAT(ARC_HEAT);
 .float arc_smoke_sound;
 #endif
 #ifdef CSQC
-void Ent_ReadArcBeam(float isnew);
 
 .vector beam_color;
 .float beam_alpha;
@@ -132,7 +148,7 @@ spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
 
 bool W_Arc_Beam_Send(entity this, entity to, int sf)
 {
-       WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
 
        // Truncate information when this beam is displayed to the owner client
        // - The owner client has no use for beam start position or directions,
@@ -153,6 +169,7 @@ bool W_Arc_Beam_Send(entity this, entity to, int sf)
                WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
 
                WriteByte(MSG_ENTITY, drawlocal);
+               WriteByte(MSG_ENTITY, etof(this.owner));
        }
        if(sf & ARC_SF_START) // starting location
        {
@@ -214,7 +231,78 @@ void Arc_Player_SetHeat(entity player)
        //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
 }
 
-void W_Arc_Beam_Think(void)
+void W_Arc_Bolt_Explode()
+{SELFPARAM();
+       self.event_damage = func_null;
+       RadiusDamage(self, self.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), world, world, WEP_CVAR(arc, bolt_force), self.projectiledeathtype, other);
+
+       remove(self);
+}
+
+void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.health <= 0)
+               return;
+
+       if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
+               return; // g_projectiles_damage says to halt
+
+       this.health = this.health - damage;
+       this.angles = vectoangles(this.velocity);
+
+       if(this.health <= 0)
+               WITHSELF(this, W_PrepareExplosionByDamage(attacker, this.think));
+}
+
+void W_Arc_Bolt_Touch()
+{SELFPARAM();
+       PROJECTILE_TOUCH;
+       self.use();
+}
+
+void W_Arc_Attack_Bolt(Weapon thiswep)
+{SELFPARAM();
+       entity missile;
+
+       W_DecreaseAmmo(thiswep, self, WEP_CVAR(arc, bolt_ammo));
+
+       W_SetupShot(self, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
+
+       Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+       missile = new(missile);
+       missile.owner = missile.realowner = self;
+       missile.bot_dodge = true;
+       missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
+
+       missile.takedamage = DAMAGE_YES;
+       missile.health = WEP_CVAR(arc, bolt_health);
+       missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
+       missile.event_damage = W_Arc_Bolt_Damage;
+       missile.damagedbycontents = true;
+
+       missile.touch = W_Arc_Bolt_Touch;
+       missile.use = W_Arc_Bolt_Explode;
+       missile.think = adaptor_think2use_hittype_splash;
+       missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
+       PROJECTILE_MAKETRIGGER(missile);
+       missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
+       setorigin(missile, w_shotorg);
+       setsize(missile, '0 0 0', '0 0 0');
+
+       missile.movetype = MOVETYPE_FLY;
+       W_SetupProjVelocity_PRE(missile, arc, bolt_);
+
+       missile.angles = vectoangles(missile.velocity);
+       missile.flags = FL_PROJECTILE;
+       missile.missile_flags = MIF_SPLASH;
+
+       CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
+
+       MUTATOR_CALLHOOK(EditProjectile, self, missile);
+}
+
+void W_Arc_Beam_Think()
 {SELFPARAM();
        if(self != self.owner.arc_beam)
        {
@@ -224,23 +312,27 @@ void W_Arc_Beam_Think(void)
 
 
        float burst = 0;
-       if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
+       if( (PHYS_INPUT_BUTTON_ATCK2(self.owner) && !WEP_CVAR(arc, bolt)) || self.beam_bursting)
        {
                if(!self.beam_bursting)
                        self.beam_bursting = true;
                burst = ARC_BT_BURSTMASK;
        }
 
+       Weapon thiswep = WEP_ARC;
+
        if(
                !IS_PLAYER(self.owner)
                ||
-               (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+               (self.owner.(thiswep.ammo_field) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+               ||
+               IS_DEAD(self.owner)
                ||
-               self.owner.deadflag != DEAD_NO
+               gameover
                ||
-               (!self.owner.BUTTON_ATCK && !burst )
+               (!PHYS_INPUT_BUTTON_ATCK(self.owner) && !burst )
                ||
-               self.owner.frozen
+               STAT(FROZEN, self.owner)
                ||
                self.owner.vehicle
                ||
@@ -261,13 +353,14 @@ void W_Arc_Beam_Think(void)
 
                        if ( cooldown_speed )
                        {
-                               self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
+                               if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max)) )
+                                       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) )
                        {
-                               Send_Effect_("arc_overheat",
+                               Send_Effect(EFFECT_ARC_OVERHEAT,
                                        self.beam_start, self.beam_wantdir, 1 );
                                sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
                        }
@@ -299,8 +392,8 @@ void W_Arc_Beam_Think(void)
 
                if(rootammo)
                {
-                       coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
-                       self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
+                       coefficient = min(coefficient, self.owner.(thiswep.ammo_field) / rootammo);
+                       self.owner.(thiswep.ammo_field) = max(0, self.owner.(thiswep.ammo_field) - (rootammo * frametime));
                }
        }
        float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
@@ -312,7 +405,7 @@ void W_Arc_Beam_Think(void)
                self.owner,
                true,
                0,
-               "",
+               SND_Null,
                0,
                WEP_CVAR(arc, beam_damage) * coefficient,
                WEP_CVAR(arc, beam_range)
@@ -594,22 +687,22 @@ void W_Arc_Beam(float burst)
        beam.beam_bursting = burst;
        Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
 
-       WITH(entity, self, beam, beam.think());
+       WITHSELF(beam, beam.think());
 }
 
 void Arc_Smoke()
 {SELFPARAM();
        makevectors(self.v_angle);
-       W_SetupShot_Range(self,true,0,"",0,0,0);
+       W_SetupShot_Range(self,true,0,SND_Null,0,0,0);
 
        vector smoke_origin = w_shotorg + self.velocity*frametime;
        if ( self.arc_overheat > time )
        {
                if ( random() < self.arc_heat_percent )
-                       Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
-               if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
+                       Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
+               if ( PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self) )
                {
-                       Send_Effect_("arc_overheat_fire", smoke_origin, w_shotdir, 1 );
+                       Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
                        if ( !self.arc_smoke_sound )
                        {
                                self.arc_smoke_sound = 1;
@@ -622,142 +715,176 @@ void Arc_Smoke()
        {
                if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
                                ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
-                       Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
+                       Send_Effect(EFFECT_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.m_id )
+               !( PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self) ) ) || PS(self).m_switchweapon != WEP_ARC )
        {
                self.arc_smoke_sound = 0;
                sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
        }
 }
 
-               METHOD(Arc, wr_aim, void(entity thiswep))
-               {
-                       SELFPARAM();
-                       if(WEP_CVAR(arc, beam_botaimspeed))
-                       {
-                               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
-                               );
-                       }
-               }
-               METHOD(Arc, wr_think, void(entity thiswep, entity actor, int slot, int fire))
-               {
-                       Arc_Player_SetHeat(actor);
-                       Arc_Smoke();
-
-                       if (time >= actor.arc_overheat)
-                       if ((fire & 1) || (fire & 2) || actor.arc_beam.beam_bursting)
-                       {
-
-                               if(actor.arc_BUTTON_ATCK_prev)
-                               {
-                                       #if 0
-                                       if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
-                                               weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
-                                       else
-                                       #endif
-                                               weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                               }
-
-                               if((!actor.arc_beam) || wasfreed(actor.arc_beam))
-                               {
-                                       if(weapon_prepareattack(thiswep, actor, slot, boolean(fire & 2), 0))
-                                       {
-                                               W_Arc_Beam(boolean(fire & 2));
-
-                                               if(!actor.arc_BUTTON_ATCK_prev)
-                                               {
-                                                       weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                                                       actor.arc_BUTTON_ATCK_prev = true;
-                                               }
-                                       }
-                               }
-
-                               return;
-                       }
-
-                       if(actor.arc_BUTTON_ATCK_prev)
-                       {
-                               sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
-                               weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
-                               ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
-                       }
-                       actor.arc_BUTTON_ATCK_prev = false;
-
-                       #if 0
-                       if(fire & 2)
-                       if(weapon_prepareattack(thiswep, actor, slot, true, autocvar_g_balance_arc_secondary_refire))
-                       {
-                               W_Arc_Attack2();
-                               actor.arc_count = autocvar_g_balance_arc_secondary_count;
-                               weapon_thinkf(actor, slot, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
-                               actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
-                       }
-                       #endif
-               }
-               METHOD(Arc, wr_init, void(entity thiswep))
-               {
-                       if(!arc_shotorigin[0])
-                       {
-                               arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
-                               arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
-                               arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
-                               arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
-                       }
-                       ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
-               }
-               METHOD(Arc, wr_checkammo1, bool(entity thiswep))
-               {
-                       SELFPARAM();
-                       return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
-               }
-               METHOD(Arc, wr_checkammo2, bool(entity thiswep))
-               {
-                       SELFPARAM();
-                       return WEP_CVAR(arc, overheat_max) > 0 &&
-                               ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
-               }
-               METHOD(Arc, wr_config, void(entity thiswep))
-               {
-                       ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
-               }
-               METHOD(Arc, wr_killmessage, int(entity thiswep))
-               {
-                       return WEAPON_ARC_MURDER;
-               }
-               METHOD(Arc, wr_drop, void(entity thiswep))
-               {
-                       weapon_dropevent_item.arc_overheat = self.arc_overheat;
-                       weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
-                       self.arc_overheat = 0;
-                       self.arc_cooldown = 0;
-               }
-               METHOD(Arc, wr_pickup, void(entity thiswep))
-               {
-                       if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
-                               weapon_dropevent_item.arc_overheat > time )
-                       {
-                               self.arc_overheat = weapon_dropevent_item.arc_overheat;
-                               self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
-                       }
-               }
+METHOD(Arc, wr_aim, void(entity thiswep))
+{
+    SELFPARAM();
+    if(WEP_CVAR(arc, beam_botaimspeed))
+    {
+        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
+               self,
+            WEP_CVAR(arc, beam_botaimspeed),
+            0,
+            WEP_CVAR(arc, beam_botaimlifetime),
+            false
+        );
+    }
+    else
+    {
+        PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
+               self,
+            1000000,
+            0,
+            0.001,
+            false
+        );
+    }
+}
+METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+    Arc_Player_SetHeat(actor);
+    Arc_Smoke();
+
+    bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
+
+    if (time >= actor.arc_overheat)
+    if ((fire & 1) || beam_fire2 || actor.arc_beam.beam_bursting)
+    {
+
+        if(actor.arc_BUTTON_ATCK_prev)
+        {
+            #if 0
+            if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
+                weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+            else
+            #endif
+                weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
+        }
+
+        if((!actor.arc_beam) || wasfreed(actor.arc_beam))
+        {
+            if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
+            {
+                W_Arc_Beam(boolean(beam_fire2));
+
+                if(!actor.arc_BUTTON_ATCK_prev)
+                {
+                    weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+                    actor.arc_BUTTON_ATCK_prev = true;
+                }
+            }
+        }
+
+        return;
+    }
+    else if(fire & 2)
+    {
+        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
+        {
+            W_Arc_Attack_Bolt(thiswep);
+            weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
+        }
+    }
+
+    if(actor.arc_BUTTON_ATCK_prev)
+    {
+        sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+        weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+        int slot = weaponslot(weaponentity);
+        ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
+    }
+    actor.arc_BUTTON_ATCK_prev = false;
+
+    #if 0
+    if(fire & 2)
+    if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
+    {
+        W_Arc_Attack2();
+        actor.arc_count = autocvar_g_balance_arc_secondary_count;
+        weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+        actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+    }
+    #endif
+}
+METHOD(Arc, wr_init, void(entity thiswep))
+{
+    if(!arc_shotorigin[0])
+    {
+        arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
+        arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
+        arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
+        arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
+    }
+}
+METHOD(Arc, wr_checkammo1, bool(entity thiswep))
+{
+    SELFPARAM();
+    return ((!WEP_CVAR(arc, beam_ammo)) || (self.(thiswep.ammo_field) > 0));
+}
+METHOD(Arc, wr_checkammo2, bool(entity thiswep))
+{
+    SELFPARAM();
+    if(WEP_CVAR(arc, bolt))
+    {
+        float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
+        ammo_amount += self.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
+        return ammo_amount;
+    }
+    else
+        return WEP_CVAR(arc, overheat_max) > 0 &&
+            ((!WEP_CVAR(arc, burst_ammo)) || (self.(thiswep.ammo_field) > 0));
+}
+METHOD(Arc, wr_killmessage, Notification(entity thiswep))
+{
+    if(w_deathtype & HITTYPE_SECONDARY)
+        return WEAPON_ARC_MURDER_SPRAY;
+    else
+        return WEAPON_ARC_MURDER;
+}
+METHOD(Arc, wr_drop, void(entity thiswep))
+{
+    SELFPARAM();
+    weapon_dropevent_item.arc_overheat = self.arc_overheat;
+    weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
+    self.arc_overheat = 0;
+    self.arc_cooldown = 0;
+}
+METHOD(Arc, wr_pickup, void(entity thiswep))
+{
+    SELFPARAM();
+    if ( !client_hasweapon(self, thiswep, false, false) &&
+        weapon_dropevent_item.arc_overheat > time )
+    {
+        self.arc_overheat = weapon_dropevent_item.arc_overheat;
+        self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
+    }
+}
 #endif
 #ifdef CSQC
+bool autocvar_cl_arcbeam_teamcolor = true;
+
+METHOD(Arc, wr_impacteffect, void(entity thiswep))
+{
+    SELFPARAM();
+    if(w_deathtype & HITTYPE_SECONDARY)
+    {
+        vector org2;
+        org2 = w_org + w_backoff * 6;
+        pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
+        if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+    }
+}
+
 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
 {
        entity beam = Draw_ArcBeam_callback_entity;
@@ -838,7 +965,7 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end)
        Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
 }
 
-void Reset_ArcBeam(void)
+void Reset_ArcBeam()
 {
        entity e;
        for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
@@ -851,13 +978,13 @@ void Reset_ArcBeam(void)
 
 void Draw_ArcBeam(entity this)
 {
-       float dt = time - self.move_time;
-       self.move_time = time;
+       float dt = time - this.move_time;
+       this.move_time = time;
        if(dt <= 0) { return; }
 
-       if(!self.beam_usevieworigin)
+       if(!this.beam_usevieworigin)
        {
-               InterpolateOrigin_Do();
+               InterpolateOrigin_Do(this);
        }
 
        // origin = beam starting origin
@@ -866,10 +993,10 @@ void Draw_ArcBeam(entity this)
 
        vector start_pos;
        vector wantdir; //= view_forward;
-       vector beamdir; //= self.beam_dir;
+       vector beamdir; //= this.beam_dir;
 
        float segments;
-       if(self.beam_usevieworigin)
+       if(this.beam_usevieworigin)
        {
                // WEAPONTODO:
                // Currently we have to replicate nearly the same method of figuring
@@ -884,99 +1011,99 @@ void Draw_ArcBeam(entity this)
                vector up = v_up;
 
                // decide upon start position
-               if(self.beam_usevieworigin == 2)
+               if(this.beam_usevieworigin == 2)
                        { start_pos = warpzone_save_view_origin; }
                else
-                       { start_pos = self.origin; }
+                       { start_pos = this.origin; }
 
                // trace forward with an estimation
                WarpZone_TraceLine(
                        start_pos,
-                       start_pos + forward * self.beam_range,
+                       start_pos + forward * this.beam_range,
                        MOVE_NOMONSTERS,
-                       self
+                       this
                );
 
                // 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)
+               if(vdist(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;
+                         right * -this.beam_shotorigin.y
+                       + up * this.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);
+               traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
                start_pos = trace_endpos;
 
                // calculate the aim direction now
                wantdir = normalize(end_pos - start_pos);
 
-               if(!self.beam_initialized)
+               if(!this.beam_initialized)
                {
-                       self.beam_dir = wantdir;
-                       self.beam_initialized = true;
+                       this.beam_dir = wantdir;
+                       this.beam_initialized = true;
                }
 
-               if(self.beam_dir != wantdir)
+               if(this.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
+                       // regarding precision... this means that this.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))
+                       float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
+                       if(angle && (angle > this.beam_maxangle))
                        {
                                // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
                                float blendfactor = bound(
                                        0,
-                                       (1 - (self.beam_returnspeed * frametime)),
-                                       min(self.beam_maxangle / angle, 1)
+                                       (1 - (this.beam_returnspeed * frametime)),
+                                       min(this.beam_maxangle / angle, 1)
                                );
-                               self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+                               this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
                        }
                        else
                        {
                                // the radius is not too far yet, no worries :D
                                float blendfactor = bound(
                                        0,
-                                       (1 - (self.beam_returnspeed * frametime)),
+                                       (1 - (this.beam_returnspeed * frametime)),
                                        1
                                );
-                               self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+                               this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
                        }
 
                        // calculate how many segments are needed
                        float max_allowed_segments;
 
-                       if(self.beam_distancepersegment)
+                       if(this.beam_distancepersegment)
                        {
                                max_allowed_segments = min(
                                        ARC_MAX_SEGMENTS,
-                                       1 + (vlen(wantdir / self.beam_distancepersegment))
+                                       1 + (vlen(wantdir / this.beam_distancepersegment))
                                );
                        }
                        else { max_allowed_segments = ARC_MAX_SEGMENTS; }
 
-                       if(self.beam_degreespersegment)
+                       if(this.beam_degreespersegment)
                        {
                                segments = bound(
                                        1,
                                        (
                                                min(
                                                        angle,
-                                                       self.beam_maxangle
+                                                       this.beam_maxangle
                                                )
                                                /
-                                               self.beam_degreespersegment
+                                               this.beam_degreespersegment
                                        ),
                                        max_allowed_segments
                                );
@@ -986,17 +1113,17 @@ void Draw_ArcBeam(entity this)
                else { segments = 1; }
 
                // set the beam direction which the rest of the code will refer to
-               beamdir = self.beam_dir;
+               beamdir = this.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?
+               // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
+               this.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;
+               start_pos = this.origin;
+               wantdir = this.v_angle;
+               beamdir = this.angles;
 
                if(beamdir != wantdir)
                {
@@ -1005,26 +1132,26 @@ void Draw_ArcBeam(entity this)
                        // calculate how many segments are needed
                        float max_allowed_segments;
 
-                       if(self.beam_distancepersegment)
+                       if(this.beam_distancepersegment)
                        {
                                max_allowed_segments = min(
                                        ARC_MAX_SEGMENTS,
-                                       1 + (vlen(wantdir / self.beam_distancepersegment))
+                                       1 + (vlen(wantdir / this.beam_distancepersegment))
                                );
                        }
                        else { max_allowed_segments = ARC_MAX_SEGMENTS; }
 
-                       if(self.beam_degreespersegment)
+                       if(this.beam_degreespersegment)
                        {
                                segments = bound(
                                        1,
                                        (
                                                min(
                                                        angle,
-                                                       self.beam_maxangle
+                                                       this.beam_maxangle
                                                )
                                                /
-                                               self.beam_degreespersegment
+                                               this.beam_degreespersegment
                                        ),
                                        max_allowed_segments
                                );
@@ -1034,13 +1161,13 @@ void Draw_ArcBeam(entity this)
                else { segments = 1; }
        }
 
-       setorigin(self, start_pos);
-       self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+       setorigin(this, start_pos);
+       this.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));
+       vector beam_endpos = (start_pos + (beamdir * this.beam_range));
+       vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
 
-       Draw_ArcBeam_callback_entity = self;
+       Draw_ArcBeam_callback_entity = this;
        Draw_ArcBeam_callback_last_thickness = 0;
        Draw_ArcBeam_callback_last_top = start_pos;
        Draw_ArcBeam_callback_last_bottom = start_pos;
@@ -1088,49 +1215,49 @@ void Draw_ArcBeam(entity this)
        }
 
        // visual effects for startpoint and endpoint
-       if(self.beam_hiteffect)
+       if(this.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,
+                       this.beam_hiteffect,
                        last_origin,
                        beamdir * -1,
                        frametime * 2
                );
        }
-       if(self.beam_hitlight[0])
+       if(this.beam_hitlight[0])
        {
                adddynamiclight(
                        last_origin,
-                       self.beam_hitlight[0],
+                       this.beam_hitlight[0],
                        vec3(
-                               self.beam_hitlight[1],
-                               self.beam_hitlight[2],
-                               self.beam_hitlight[3]
+                               this.beam_hitlight[1],
+                               this.beam_hitlight[2],
+                               this.beam_hitlight[3]
                        )
                );
        }
-       if(self.beam_muzzleeffect)
+       if(this.beam_muzzleeffect)
        {
                pointparticles(
-                       self.beam_muzzleeffect,
+                       this.beam_muzzleeffect,
                        original_start_pos + wantdir * 20,
                        wantdir * 1000,
                        frametime * 0.1
                );
        }
-       if(self.beam_muzzlelight[0])
+       if(this.beam_muzzlelight[0])
        {
                adddynamiclight(
                        original_start_pos + wantdir * 20,
-                       self.beam_muzzlelight[0],
+                       this.beam_muzzlelight[0],
                        vec3(
-                               self.beam_muzzlelight[1],
-                               self.beam_muzzlelight[2],
-                               self.beam_muzzlelight[3]
+                               this.beam_muzzlelight[1],
+                               this.beam_muzzlelight[2],
+                               this.beam_muzzlelight[3]
                        )
                );
        }
@@ -1142,14 +1269,14 @@ void Draw_ArcBeam(entity this)
        Draw_ArcBeam_callback_last_bottom = '0 0 0';
 }
 
-void Remove_ArcBeam(void)
-{SELFPARAM();
-       remove(self.beam_muzzleentity);
-       sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+void Remove_ArcBeam(entity this)
+{
+       remove(this.beam_muzzleentity);
+       sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
 }
 
-void Ent_ReadArcBeam(float isnew)
-{SELFPARAM();
+NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
+{
        int sf = ReadByte();
        entity flash;
 
@@ -1201,6 +1328,8 @@ void Ent_ReadArcBeam(float isnew)
                {
                        self.beam_usevieworigin = 0;
                }
+
+               self.sv_entnum = ReadByte();
        }
 
        if(!self.beam_usevieworigin)
@@ -1208,7 +1337,7 @@ void Ent_ReadArcBeam(float isnew)
                // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
                self.iflags = IFLAG_ORIGIN;
 
-               InterpolateOrigin_Undo();
+               InterpolateOrigin_Undo(self);
        }
 
        if(sf & ARC_SF_START) // starting location
@@ -1227,7 +1356,7 @@ void Ent_ReadArcBeam(float isnew)
                else
                {
                        // use player origin so that third person display still works
-                       self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+                       self.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
                }
        }
 
@@ -1250,11 +1379,13 @@ void Ent_ReadArcBeam(float isnew)
        if(sf & ARC_SF_BEAMTYPE) // beam type
        {
                self.beam_type = ReadByte();
+
+               vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(stof(getplayerkeyvalue(self.sv_entnum - 1, "colors")) & 0x0F, true) : '1 1 1');
                switch(self.beam_type)
                {
                        case ARC_BT_MISS:
                        {
-                               self.beam_color = '1 1 1';
+                               self.beam_color = beamcolor;
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 8;
                                self.beam_traileffect = (EFFECT_ARC_BEAM);
@@ -1279,7 +1410,7 @@ void Ent_ReadArcBeam(float isnew)
                        }
                        case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
                        {
-                               self.beam_color = '1 1 1';
+                               self.beam_color = beamcolor;
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 8;
                                self.beam_traileffect = (EFFECT_ARC_BEAM);
@@ -1305,7 +1436,7 @@ void Ent_ReadArcBeam(float isnew)
                        }
                        case ARC_BT_HEAL:
                        {
-                               self.beam_color = '1 1 1';
+                               self.beam_color = beamcolor;
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 8;
                                self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
@@ -1331,7 +1462,7 @@ void Ent_ReadArcBeam(float isnew)
                        }
                        case ARC_BT_HIT:
                        {
-                               self.beam_color = '1 1 1';
+                               self.beam_color = beamcolor;
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 8;
                                self.beam_traileffect = (EFFECT_ARC_BEAM);
@@ -1357,7 +1488,7 @@ void Ent_ReadArcBeam(float isnew)
                        }
                        case ARC_BT_BURST_MISS:
                        {
-                               self.beam_color = '1 1 1';
+                               self.beam_color = beamcolor;
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 14;
                                self.beam_traileffect = (EFFECT_ARC_BEAM);
@@ -1383,7 +1514,7 @@ void Ent_ReadArcBeam(float isnew)
                        }
                        case ARC_BT_BURST_WALL:
                        {
-                               self.beam_color = '1 1 1';
+                               self.beam_color = beamcolor;
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 14;
                                self.beam_traileffect = (EFFECT_ARC_BEAM);
@@ -1409,7 +1540,7 @@ void Ent_ReadArcBeam(float isnew)
                        }
                        case ARC_BT_BURST_HEAL:
                        {
-                               self.beam_color = '1 1 1';
+                               self.beam_color = beamcolor;
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 14;
                                self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
@@ -1435,7 +1566,7 @@ void Ent_ReadArcBeam(float isnew)
                        }
                        case ARC_BT_BURST_HIT:
                        {
-                               self.beam_color = '1 1 1';
+                               self.beam_color = beamcolor;
                                self.beam_alpha = 0.5;
                                self.beam_thickness = 14;
                                self.beam_traileffect = (EFFECT_ARC_BEAM);
@@ -1492,8 +1623,9 @@ void Ent_ReadArcBeam(float isnew)
 
        if(!self.beam_usevieworigin)
        {
-               InterpolateOrigin_Note();
+               InterpolateOrigin_Note(this);
        }
+       return true;
 }
 
 #endif