]> 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 ba36d8fc98c9c05eaeb82d1983b13e7ef6f35faa..3c23e33e779ffb64c059d6742210d6965514d91b 100644 (file)
@@ -17,6 +17,18 @@ CLASS(Arc, Weapon)
 
 #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) \
@@ -45,6 +57,7 @@ CLASS(Arc, Weapon)
         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) \
@@ -156,6 +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
        {
@@ -217,6 +231,77 @@ void Arc_Player_SetHeat(entity player)
        //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
 }
 
+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)
@@ -227,7 +312,7 @@ void W_Arc_Beam_Think()
 
 
        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;
@@ -243,7 +328,9 @@ void W_Arc_Beam_Think()
                ||
                IS_DEAD(self.owner)
                ||
-               (!self.owner.BUTTON_ATCK && !burst )
+               gameover
+               ||
+               (!PHYS_INPUT_BUTTON_ATCK(self.owner) && !burst )
                ||
                STAT(FROZEN, self.owner)
                ||
@@ -266,7 +353,8 @@ void W_Arc_Beam_Think()
 
                        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;
                        }
 
@@ -317,7 +405,7 @@ void W_Arc_Beam_Think()
                self.owner,
                true,
                0,
-               "",
+               SND_Null,
                0,
                WEP_CVAR(arc, beam_damage) * coefficient,
                WEP_CVAR(arc, beam_range)
@@ -599,20 +687,20 @@ 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(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
-               if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
+               if ( PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self) )
                {
                        Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
                        if ( !self.arc_smoke_sound )
@@ -631,134 +719,172 @@ void Arc_Smoke()
        }
 
        if (  self.arc_smoke_sound && ( self.arc_overheat <= time ||
-               !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || PS(self).m_switchweapon != WEP_ARC )
+               !( 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, .entity weaponentity, 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, 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(fire & 2), 0))
-                                       {
-                                               W_Arc_Beam(boolean(fire & 2));
-
-                                               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;
-                       }
-
-                       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();
-                       return WEP_CVAR(arc, overheat_max) > 0 &&
-                               ((!WEP_CVAR(arc, burst_ammo)) || (self.(thiswep.ammo_field) > 0));
-               }
-               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, 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;
-                       }
-               }
+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;
@@ -1202,6 +1328,8 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                {
                        self.beam_usevieworigin = 0;
                }
+
+               self.sv_entnum = ReadByte();
        }
 
        if(!self.beam_usevieworigin)
@@ -1251,11 +1379,13 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool 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);
@@ -1280,7 +1410,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool 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);
@@ -1306,7 +1436,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool 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);
@@ -1332,7 +1462,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool 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);
@@ -1358,7 +1488,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool 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);
@@ -1384,7 +1514,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool 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);
@@ -1410,7 +1540,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool 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);
@@ -1436,7 +1566,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool 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);