#include "arc.qh"
-#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
-.vector beam_color;
-.float beam_alpha;
-.float beam_thickness;
-.entity beam_traileffect;
-.entity beam_hiteffect;
-.float beam_hitlight[4]; // 0: radius, 123: rgb
-.entity 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
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
bool W_Arc_Beam_Send(entity this, entity to, int sf)
{
}
if(sf & ARC_SF_START) // starting location
{
- WriteCoord(MSG_ENTITY, this.beam_start.x);
- WriteCoord(MSG_ENTITY, this.beam_start.y);
- WriteCoord(MSG_ENTITY, this.beam_start.z);
+ WriteVector(MSG_ENTITY, this.beam_start);
}
if(sf & ARC_SF_WANTDIR) // want/aim direction
{
- WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
- WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
- WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
+ WriteVector(MSG_ENTITY, this.beam_wantdir);
}
if(sf & ARC_SF_BEAMDIR) // beam direction
{
- WriteCoord(MSG_ENTITY, this.beam_dir.x);
- WriteCoord(MSG_ENTITY, this.beam_dir.y);
- WriteCoord(MSG_ENTITY, this.beam_dir.z);
+ WriteAngle(MSG_ENTITY, this.beam_dir.x);
+ WriteAngle(MSG_ENTITY, this.beam_dir.y);
+ WriteAngle(MSG_ENTITY, this.beam_dir.z);
}
if(sf & ARC_SF_BEAMTYPE) // beam type
{
}
void Arc_Player_SetHeat(entity player, .entity weaponentity)
{
- player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
+ player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
//dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
}
void W_Arc_Bolt_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, directhitentity);
+ RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
delete(this);
}
W_Arc_Bolt_Explode(this, trigger);
}
-void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(this.health <= 0)
return;
W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
- W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
+ W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
+ missile.weaponentity_fld = weaponentity;
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
void W_Arc_Beam_Think(entity this)
{
.entity weaponentity = this.weaponentity_fld;
- if(this != this.owner.(weaponentity).arc_beam)
+ entity own = this.owner;
+ if(this != own.(weaponentity).arc_beam)
{
delete(this);
return;
}
float burst = 0;
- if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
+ if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
{
if(!this.beam_bursting)
this.beam_bursting = true;
Weapon thiswep = WEP_ARC;
if(
- !IS_PLAYER(this.owner)
+ !IS_PLAYER(own)
||
- (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
||
- IS_DEAD(this.owner)
+ IS_DEAD(own)
||
- forbidWeaponUse(this.owner)
+ forbidWeaponUse(own)
||
- this.owner.(weaponentity).m_switchweapon != WEP_ARC
+ own.(weaponentity).m_switchweapon != WEP_ARC
||
- (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
+ (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
||
- this.owner.vehicle
+ own.vehicle
||
(WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
)
if ( cooldown_speed )
{
if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
- this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
- this.owner.arc_cooldown = cooldown_speed;
+ own.arc_overheat = time + this.beam_heat / cooldown_speed;
+ own.arc_cooldown = cooldown_speed;
}
if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
}
}
- if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; }
- entity own = this.owner;
- Weapon w = WEP_ARC;
- if(!w.wr_checkammo1(w, own, weaponentity) && !w.wr_checkammo2(w, own, weaponentity))
- if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
+ if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
W_SwitchToOtherWeapon(own, weaponentity);
+ own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
}
delete(this);
return;
// decrease ammo
float coefficient = frametime;
- if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
{
float rootammo;
if(burst)
if(rootammo)
{
- coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
- this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
+ coefficient = min(coefficient, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
+ SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(own, thiswep.ammo_type) - (rootammo * frametime)));
}
}
float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
- makevectors(this.owner.v_angle);
+ makevectors(own.v_angle);
W_SetupShot_Range(
- this.owner,
+ own,
weaponentity, // TODO
true,
0,
SND_Null,
0,
WEP_CVAR(arc, beam_damage) * coefficient,
- WEP_CVAR(arc, beam_range)
+ WEP_CVAR(arc, beam_range),
+ WEP_ARC.m_id
);
// After teleport, "lock" the beam until the teleport is confirmed.
- if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
+ if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
w_shotdir = this.beam_dir;
}
vector new_dir = normalize(new_origin - last_origin);
WarpZone_traceline_antilag(
- this.owner,
+ own,
last_origin,
new_origin,
MOVE_NORMAL,
- this.owner,
- ANTILAG_LATENCY(this.owner)
+ own,
+ ANTILAG_LATENCY(own)
);
// Do all the transforms for warpzones right now, as we already
vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
);
- if(is_player && SAME_TEAM(this.owner, trace_ent))
+ if(is_player && SAME_TEAM(own, trace_ent))
{
float roothealth, rootarmor;
if(burst)
else
{ rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
- if(accuracy_isgooddamage(this.owner, trace_ent))
+ if(accuracy_isgooddamage(own, trace_ent))
{
accuracy_add(
- this.owner,
+ own,
WEP_ARC.m_id,
0,
rootdamage * coefficient * falloff
Damage(
trace_ent,
- this.owner,
- this.owner,
+ own,
+ own,
rootdamage * coefficient * falloff,
WEP_ARC.m_id,
+ weaponentity,
hitorigin,
WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
);
this.beam_type = new_beam_type;
}
- this.owner.(weaponentity).beam_prev = time;
+ own.(weaponentity).beam_prev = time;
this.nextthink = time;
}
void Arc_Smoke(entity actor, .entity weaponentity)
{
makevectors(actor.v_angle);
- W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
+ W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
vector smoke_origin = w_shotorg + actor.velocity*frametime;
if ( actor.arc_overheat > time )
{
- if ( random() < actor.arc_heat_percent )
+ if ( random() < actor.(weaponentity).arc_heat_percent )
Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
{
}
METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
+ return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
}
METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
if(WEP_CVAR(arc, bolt))
{
- float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
+ float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
ammo_amount += actor.(weaponentity).(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)) || (actor.(thiswep.ammo_field) > 0));
+ ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
}
METHOD(Arc, wr_killmessage, Notification(entity thiswep))
{
#endif
#ifdef CSQC
bool autocvar_cl_arcbeam_teamcolor = true;
+bool autocvar_cl_arcbeam_simple = true;
METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
{
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();
+ if(autocvar_cl_arcbeam_simple)
+ Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
+ else
+ {
+ 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:
IL_PUSH(g_drawables, this);
this.entremove = Remove_ArcBeam;
this.move_time = time;
- loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
flash = spawn();
flash.owner = this;
if(sf & ARC_SF_START) // starting location
{
- this.origin_x = ReadCoord();
- this.origin_y = ReadCoord();
- this.origin_z = ReadCoord();
+ this.origin = ReadVector();
}
else if(this.beam_usevieworigin) // infer the location from player location
{
if(sf & ARC_SF_WANTDIR) // want/aim direction
{
- this.v_angle_x = ReadCoord();
- this.v_angle_y = ReadCoord();
- this.v_angle_z = ReadCoord();
+ this.v_angle = ReadVector();
}
if(sf & ARC_SF_BEAMDIR) // beam direction
{
- this.angles_x = ReadCoord();
- this.angles_y = ReadCoord();
- this.angles_z = ReadCoord();
+ this.angles_x = ReadAngle();
+ this.angles_y = ReadAngle();
+ this.angles_z = ReadAngle();
}
if(sf & ARC_SF_BEAMTYPE) // beam type
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
this.beam_muzzlelight[0] = 0;
this.beam_muzzlelight[1] = 1;
this.beam_muzzlelight[2] = 1;
this.beam_muzzlelight[3] = 1;
+ this.beam_image = "particles/lgbeam";
if(this.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
this.beam_muzzlelight[0] = 0;
this.beam_muzzlelight[1] = 1;
this.beam_muzzlelight[2] = 1;
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
this.beam_muzzlelight[0] = 0;
this.beam_muzzlelight[1] = 1;
this.beam_muzzlelight[2] = 1;
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 0;
this.beam_hitlight[3] = 0;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
this.beam_muzzlelight[0] = 50;
this.beam_muzzlelight[1] = 1;
this.beam_muzzlelight[2] = 0;
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
this.beam_muzzlelight[0] = 0;
this.beam_muzzlelight[1] = 1;
this.beam_muzzlelight[2] = 1;
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
this.beam_muzzlelight[0] = 0;
this.beam_muzzlelight[1] = 1;
this.beam_muzzlelight[2] = 1;
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
this.beam_muzzlelight[0] = 0;
this.beam_muzzlelight[1] = 1;
this.beam_muzzlelight[2] = 1;
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
this.beam_muzzlelight[0] = 0;
this.beam_muzzlelight[1] = 1;
this.beam_muzzlelight[2] = 1;
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
this.beam_muzzlelight[0] = 0;
this.beam_muzzlelight[1] = 1;
this.beam_muzzlelight[2] = 1;
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
}
#endif
-#endif