-#ifndef IMPLEMENTATION
-CLASS(Arc, Weapon)
-/* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells);
-/* impulse */ ATTRIB(Arc, impulse, int, 3);
-/* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
-/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
-/* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
-/* modelname */ ATTRIB(Arc, mdl, string, "arc");
-#ifdef GAMEQC
-/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
-#endif
-/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
-/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
-/* 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, arc, NEW(Arc));
-
-
-#ifdef GAMEQC
-const float ARC_MAX_SEGMENTS = 20;
-vector arc_shotorigin[4];
-.vector beam_start;
-.vector beam_dir;
-.vector beam_wantdir;
-.int beam_type;
-
-const int ARC_BT_MISS = 0x00;
-const int ARC_BT_WALL = 0x01;
-const int ARC_BT_HEAL = 0x02;
-const int ARC_BT_HIT = 0x03;
-const int ARC_BT_BURST_MISS = 0x10;
-const int ARC_BT_BURST_WALL = 0x11;
-const int ARC_BT_BURST_HEAL = 0x12;
-const int ARC_BT_BURST_HIT = 0x13;
-const int ARC_BT_BURSTMASK = 0x10;
-
-const int ARC_SF_SETTINGS = BIT(0);
-const int ARC_SF_START = BIT(1);
-const int ARC_SF_WANTDIR = BIT(2);
-const int ARC_SF_BEAMDIR = BIT(3);
-const int ARC_SF_BEAMTYPE = BIT(4);
-const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
-#endif
-#ifdef SVQC
-.entity arc_beam;
-.bool 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 = _STAT(ARC_HEAT);
-.float arc_smoke_sound;
-#endif
-#ifdef CSQC