]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/arc.qc
Remove weapon SELFPARAM
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
index 1d6a4a76cec013b552f5054d13b67c5c91bd8144..e2936bd9599eefbccf03ca58056368d245869d3b 100644 (file)
@@ -57,6 +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) \
@@ -168,6 +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
        {
@@ -229,14 +231,19 @@ void Arc_Player_SetHeat(entity player)
        //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
 }
 
-void W_Arc_Bolt_Explode()
-{SELFPARAM();
+void W_Arc_Bolt_Explode(entity this)
+{
        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_Explode_use(entity this, entity actor, entity trigger)
+{
+       WITHSELF(this, W_Arc_Bolt_Explode(this));
+}
+
 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
        if(this.health <= 0)
@@ -249,22 +256,23 @@ void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float dam
        this.angles = vectoangles(this.velocity);
 
        if(this.health <= 0)
-               WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.think));
+               W_PrepareExplosionByDamage(this, attacker, getthink(this));
 }
 
-void W_Arc_Bolt_Touch()
-{SELFPARAM();
+void W_Arc_Bolt_Touch(entity this)
+{
        PROJECTILE_TOUCH;
-       self.use();
+       self.use(this, NULL, NULL);
 }
 
-void W_Arc_Attack_Bolt(Weapon thiswep)
-{SELFPARAM();
+void W_Arc_Attack_Bolt(Weapon thiswep, entity actor)
+{
+    entity this = actor;
        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));
+       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);
 
@@ -279,9 +287,9 @@ void W_Arc_Attack_Bolt(Weapon thiswep)
        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;
+       settouch(missile, W_Arc_Bolt_Touch);
+       missile.use = W_Arc_Bolt_Explode_use;
+       setthink(missile, adaptor_think2use_hittype_splash);
        missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
        PROJECTILE_MAKETRIGGER(missile);
        missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
@@ -300,8 +308,8 @@ void W_Arc_Attack_Bolt(Weapon thiswep)
        MUTATOR_CALLHOOK(EditProjectile, self, missile);
 }
 
-void W_Arc_Beam_Think()
-{SELFPARAM();
+void W_Arc_Beam_Think(entity this)
+{
        if(self != self.owner.arc_beam)
        {
                remove(self);
@@ -310,7 +318,7 @@ void W_Arc_Beam_Think()
 
 
        float burst = 0;
-       if( (self.owner.BUTTON_ATCK2 && !WEP_CVAR(arc, bolt)) || 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;
@@ -326,7 +334,9 @@ 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)
                ||
@@ -349,7 +359,8 @@ 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;
                        }
 
@@ -362,15 +373,14 @@ void W_Arc_Beam_Think()
                }
 
                if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
-               setself(self.owner);
+               entity own = self.owner;
                Weapon w = WEP_ARC;
-               if(!w.wr_checkammo1(w) && !w.wr_checkammo2(w))
-               if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+               if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own))
+               if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
                {
                        // note: this doesn't force the switch
-                       W_SwitchToOtherWeapon(self);
+                       W_SwitchToOtherWeapon(own);
                }
-               setself(this);
                remove(self);
                return;
        }
@@ -400,7 +410,7 @@ void W_Arc_Beam_Think()
                self.owner,
                true,
                0,
-               "",
+               SND_Null,
                0,
                WEP_CVAR(arc, beam_damage) * coefficient,
                WEP_CVAR(arc, beam_range)
@@ -665,8 +675,8 @@ void W_Arc_Beam_Think()
        self.nextthink = time;
 }
 
-void W_Arc_Beam(float burst)
-{SELFPARAM();
+void W_Arc_Beam(float burst, entity actor)
+{entity this = actor;
 
        // only play fire sound if 1 sec has passed since player let go the fire button
        if(time - self.beam_prev > 1)
@@ -674,7 +684,7 @@ void W_Arc_Beam(float burst)
 
        entity beam = self.arc_beam = new(W_Arc_Beam);
        beam.solid = SOLID_NOT;
-       beam.think = W_Arc_Beam_Think;
+       setthink(beam, W_Arc_Beam_Think);
        beam.owner = self;
        beam.movetype = MOVETYPE_NONE;
        beam.bot_dodge = true;
@@ -682,20 +692,19 @@ 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, getthink(beam)(beam));
 }
-
-void Arc_Smoke()
-{SELFPARAM();
+void Arc_Smoke(entity actor)
+{entity this = actor;
        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 )
@@ -714,164 +723,169 @@ 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();
-
-                       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, int(entity thiswep))
-               {
-                       if(w_deathtype & HITTYPE_SECONDARY)
-                               return WEAPON_ARC_MURDER_SPRAY;
-                       else
-                               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, entity actor))
+{
+    entity this = actor;
+    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(actor);
+
+    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), actor);
+
+                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, actor);
+            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, entity actor))
+{
+    return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
+}
+METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+    if(WEP_CVAR(arc, bolt))
+    {
+        float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
+        ammo_amount += actor.(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));
+}
+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, entity actor))
+{
+    entity this = actor;
+    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, entity actor))
+{
+    entity this = actor;
+    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
-               METHOD(Arc, wr_impacteffect, void(entity thiswep))
-               {
-                       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); }
-                       }
-               }
+bool autocvar_cl_arcbeam_teamcolor = true;
+
+METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
+{
+    entity this = actor;
+    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)
 {
@@ -1272,304 +1286,308 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
        {
                int gunalign = W_GetGunAlignment(world);
 
-               self.beam_shotorigin = arc_shotorigin[gunalign];
+               this.beam_shotorigin = arc_shotorigin[gunalign];
 
                // set other main attributes of the beam
-               self.draw = Draw_ArcBeam;
-               self.entremove = Remove_ArcBeam;
-               self.move_time = time;
-               loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
+               this.draw = Draw_ArcBeam;
+               this.entremove = Remove_ArcBeam;
+               this.move_time = time;
+               loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
 
                flash = spawn();
-               flash.owner = self;
+               flash.owner = this;
                flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
                flash.drawmask = MASK_NORMAL;
                flash.solid = SOLID_NOT;
                flash.avelocity_z = 5000;
-               setattachment(flash, self, "");
+               setattachment(flash, this, "");
                setorigin(flash, '0 0 0');
 
-               self.beam_muzzleentity = flash;
+               this.beam_muzzleentity = flash;
        }
        else
        {
-               flash = self.beam_muzzleentity;
+               flash = this.beam_muzzleentity;
        }
 
        if(sf & ARC_SF_SETTINGS) // settings information
        {
-               self.beam_degreespersegment = ReadShort();
-               self.beam_distancepersegment = ReadShort();
-               self.beam_maxangle = ReadShort();
-               self.beam_range = ReadCoord();
-               self.beam_returnspeed = ReadShort();
-               self.beam_tightness = (ReadByte() / 10);
+               this.beam_degreespersegment = ReadShort();
+               this.beam_distancepersegment = ReadShort();
+               this.beam_maxangle = ReadShort();
+               this.beam_range = ReadCoord();
+               this.beam_returnspeed = ReadShort();
+               this.beam_tightness = (ReadByte() / 10);
 
                if(ReadByte())
                {
                        if(autocvar_chase_active)
-                               { self.beam_usevieworigin = 1; }
+                               { this.beam_usevieworigin = 1; }
                        else // use view origin
-                               { self.beam_usevieworigin = 2; }
+                               { this.beam_usevieworigin = 2; }
                }
                else
                {
-                       self.beam_usevieworigin = 0;
+                       this.beam_usevieworigin = 0;
                }
+
+               this.sv_entnum = ReadByte();
        }
 
-       if(!self.beam_usevieworigin)
+       if(!this.beam_usevieworigin)
        {
-               // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
-               self.iflags = IFLAG_ORIGIN;
+               // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
+               this.iflags = IFLAG_ORIGIN;
 
-               InterpolateOrigin_Undo(self);
+               InterpolateOrigin_Undo(this);
        }
 
        if(sf & ARC_SF_START) // starting location
        {
-               self.origin_x = ReadCoord();
-               self.origin_y = ReadCoord();
-               self.origin_z = ReadCoord();
+               this.origin_x = ReadCoord();
+               this.origin_y = ReadCoord();
+               this.origin_z = ReadCoord();
        }
-       else if(self.beam_usevieworigin) // infer the location from player location
+       else if(this.beam_usevieworigin) // infer the location from player location
        {
-               if(self.beam_usevieworigin == 2)
+               if(this.beam_usevieworigin == 2)
                {
                        // use view origin
-                       self.origin = view_origin;
+                       this.origin = view_origin;
                }
                else
                {
                        // use player origin so that third person display still works
-                       self.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
+                       this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
                }
        }
 
-       setorigin(self, self.origin);
+       setorigin(this, this.origin);
 
        if(sf & ARC_SF_WANTDIR) // want/aim direction
        {
-               self.v_angle_x = ReadCoord();
-               self.v_angle_y = ReadCoord();
-               self.v_angle_z = ReadCoord();
+               this.v_angle_x = ReadCoord();
+               this.v_angle_y = ReadCoord();
+               this.v_angle_z = ReadCoord();
        }
 
        if(sf & ARC_SF_BEAMDIR) // beam direction
        {
-               self.angles_x = ReadCoord();
-               self.angles_y = ReadCoord();
-               self.angles_z = ReadCoord();
+               this.angles_x = ReadCoord();
+               this.angles_y = ReadCoord();
+               this.angles_z = ReadCoord();
        }
 
        if(sf & ARC_SF_BEAMTYPE) // beam type
        {
-               self.beam_type = ReadByte();
-               switch(self.beam_type)
+               this.beam_type = ReadByte();
+
+               vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true) : '1 1 1');
+               switch(this.beam_type)
                {
                        case ARC_BT_MISS:
                        {
-                               self.beam_color = '1 1 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 8;
-                               self.beam_traileffect = (EFFECT_ARC_BEAM);
-                               self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
-                               self.beam_muzzlelight[0] = 0;
-                               self.beam_muzzlelight[1] = 1;
-                               self.beam_muzzlelight[2] = 1;
-                               self.beam_muzzlelight[3] = 1;
-                               if(self.beam_muzzleeffect)
+                               this.beam_color = beamcolor;
+                               this.beam_alpha = 0.5;
+                               this.beam_thickness = 8;
+                               this.beam_traileffect = (EFFECT_ARC_BEAM);
+                               this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+                               this.beam_hitlight[0] = 0;
+                               this.beam_hitlight[1] = 1;
+                               this.beam_hitlight[2] = 1;
+                               this.beam_hitlight[3] = 1;
+                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               this.beam_muzzlelight[0] = 0;
+                               this.beam_muzzlelight[1] = 1;
+                               this.beam_muzzlelight[2] = 1;
+                               this.beam_muzzlelight[3] = 1;
+                               if(this.beam_muzzleeffect)
                                {
                                        setmodel(flash, MDL_ARC_MUZZLEFLASH);
-                                       flash.alpha = self.beam_alpha;
-                                       flash.colormod = self.beam_color;
+                                       flash.alpha = this.beam_alpha;
+                                       flash.colormod = this.beam_color;
                                        flash.scale = 0.5;
                                }
                                break;
                        }
                        case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
                        {
-                               self.beam_color = '1 1 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 8;
-                               self.beam_traileffect = (EFFECT_ARC_BEAM);
-                               self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
-                               self.beam_muzzlelight[0] = 0;
-                               self.beam_muzzlelight[1] = 1;
-                               self.beam_muzzlelight[2] = 1;
-                               self.beam_muzzlelight[3] = 1;
-                               self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect)
+                               this.beam_color = beamcolor;
+                               this.beam_alpha = 0.5;
+                               this.beam_thickness = 8;
+                               this.beam_traileffect = (EFFECT_ARC_BEAM);
+                               this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+                               this.beam_hitlight[0] = 0;
+                               this.beam_hitlight[1] = 1;
+                               this.beam_hitlight[2] = 1;
+                               this.beam_hitlight[3] = 1;
+                               this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
+                               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 = self.beam_alpha;
-                                       flash.colormod = self.beam_color;
+                                       flash.alpha = this.beam_alpha;
+                                       flash.colormod = this.beam_color;
                                        flash.scale = 0.5;
                                }
                                break;
                        }
                        case ARC_BT_HEAL:
                        {
-                               self.beam_color = '1 1 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 8;
-                               self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
-                               self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
-                               self.beam_muzzlelight[0] = 0;
-                               self.beam_muzzlelight[1] = 1;
-                               self.beam_muzzlelight[2] = 1;
-                               self.beam_muzzlelight[3] = 1;
-                               self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect)
+                               this.beam_color = beamcolor;
+                               this.beam_alpha = 0.5;
+                               this.beam_thickness = 8;
+                               this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
+                               this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
+                               this.beam_hitlight[0] = 0;
+                               this.beam_hitlight[1] = 1;
+                               this.beam_hitlight[2] = 1;
+                               this.beam_hitlight[3] = 1;
+                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               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 = self.beam_alpha;
-                                       flash.colormod = self.beam_color;
+                                       flash.alpha = this.beam_alpha;
+                                       flash.colormod = this.beam_color;
                                        flash.scale = 0.5;
                                }
                                break;
                        }
                        case ARC_BT_HIT:
                        {
-                               self.beam_color = '1 1 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 8;
-                               self.beam_traileffect = (EFFECT_ARC_BEAM);
-                               self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
-                               self.beam_hitlight[0] = 20;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 0;
-                               self.beam_hitlight[3] = 0;
-                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
-                               self.beam_muzzlelight[0] = 50;
-                               self.beam_muzzlelight[1] = 1;
-                               self.beam_muzzlelight[2] = 0;
-                               self.beam_muzzlelight[3] = 0;
-                               self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect)
+                               this.beam_color = beamcolor;
+                               this.beam_alpha = 0.5;
+                               this.beam_thickness = 8;
+                               this.beam_traileffect = (EFFECT_ARC_BEAM);
+                               this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+                               this.beam_hitlight[0] = 20;
+                               this.beam_hitlight[1] = 1;
+                               this.beam_hitlight[2] = 0;
+                               this.beam_hitlight[3] = 0;
+                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               this.beam_muzzlelight[0] = 50;
+                               this.beam_muzzlelight[1] = 1;
+                               this.beam_muzzlelight[2] = 0;
+                               this.beam_muzzlelight[3] = 0;
+                               this.beam_image = "particles/lgbeam";
+                               if(this.beam_muzzleeffect)
                                {
                                        setmodel(flash, MDL_ARC_MUZZLEFLASH);
-                                       flash.alpha = self.beam_alpha;
-                                       flash.colormod = self.beam_color;
+                                       flash.alpha = this.beam_alpha;
+                                       flash.colormod = this.beam_color;
                                        flash.scale = 0.5;
                                }
                                break;
                        }
                        case ARC_BT_BURST_MISS:
                        {
-                               self.beam_color = '1 1 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 14;
-                               self.beam_traileffect = (EFFECT_ARC_BEAM);
-                               self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
-                               self.beam_muzzlelight[0] = 0;
-                               self.beam_muzzlelight[1] = 1;
-                               self.beam_muzzlelight[2] = 1;
-                               self.beam_muzzlelight[3] = 1;
-                               self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect)
+                               this.beam_color = beamcolor;
+                               this.beam_alpha = 0.5;
+                               this.beam_thickness = 14;
+                               this.beam_traileffect = (EFFECT_ARC_BEAM);
+                               this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+                               this.beam_hitlight[0] = 0;
+                               this.beam_hitlight[1] = 1;
+                               this.beam_hitlight[2] = 1;
+                               this.beam_hitlight[3] = 1;
+                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               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 = self.beam_alpha;
-                                       flash.colormod = self.beam_color;
+                                       flash.alpha = this.beam_alpha;
+                                       flash.colormod = this.beam_color;
                                        flash.scale = 0.5;
                                }
                                break;
                        }
                        case ARC_BT_BURST_WALL:
                        {
-                               self.beam_color = '1 1 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 14;
-                               self.beam_traileffect = (EFFECT_ARC_BEAM);
-                               self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
-                               self.beam_muzzlelight[0] = 0;
-                               self.beam_muzzlelight[1] = 1;
-                               self.beam_muzzlelight[2] = 1;
-                               self.beam_muzzlelight[3] = 1;
-                               self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect)
+                               this.beam_color = beamcolor;
+                               this.beam_alpha = 0.5;
+                               this.beam_thickness = 14;
+                               this.beam_traileffect = (EFFECT_ARC_BEAM);
+                               this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+                               this.beam_hitlight[0] = 0;
+                               this.beam_hitlight[1] = 1;
+                               this.beam_hitlight[2] = 1;
+                               this.beam_hitlight[3] = 1;
+                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               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 = self.beam_alpha;
-                                       flash.colormod = self.beam_color;
+                                       flash.alpha = this.beam_alpha;
+                                       flash.colormod = this.beam_color;
                                        flash.scale = 0.5;
                                }
                                break;
                        }
                        case ARC_BT_BURST_HEAL:
                        {
-                               self.beam_color = '1 1 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 14;
-                               self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
-                               self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
-                               self.beam_muzzlelight[0] = 0;
-                               self.beam_muzzlelight[1] = 1;
-                               self.beam_muzzlelight[2] = 1;
-                               self.beam_muzzlelight[3] = 1;
-                               self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect)
+                               this.beam_color = beamcolor;
+                               this.beam_alpha = 0.5;
+                               this.beam_thickness = 14;
+                               this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
+                               this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
+                               this.beam_hitlight[0] = 0;
+                               this.beam_hitlight[1] = 1;
+                               this.beam_hitlight[2] = 1;
+                               this.beam_hitlight[3] = 1;
+                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               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 = self.beam_alpha;
-                                       flash.colormod = self.beam_color;
+                                       flash.alpha = this.beam_alpha;
+                                       flash.colormod = this.beam_color;
                                        flash.scale = 0.5;
                                }
                                break;
                        }
                        case ARC_BT_BURST_HIT:
                        {
-                               self.beam_color = '1 1 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 14;
-                               self.beam_traileffect = (EFFECT_ARC_BEAM);
-                               self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
-                               self.beam_muzzlelight[0] = 0;
-                               self.beam_muzzlelight[1] = 1;
-                               self.beam_muzzlelight[2] = 1;
-                               self.beam_muzzlelight[3] = 1;
-                               self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect)
+                               this.beam_color = beamcolor;
+                               this.beam_alpha = 0.5;
+                               this.beam_thickness = 14;
+                               this.beam_traileffect = (EFFECT_ARC_BEAM);
+                               this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+                               this.beam_hitlight[0] = 0;
+                               this.beam_hitlight[1] = 1;
+                               this.beam_hitlight[2] = 1;
+                               this.beam_hitlight[3] = 1;
+                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               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 = self.beam_alpha;
-                                       flash.colormod = self.beam_color;
+                                       flash.alpha = this.beam_alpha;
+                                       flash.colormod = this.beam_color;
                                        flash.scale = 0.5;
                                }
                                break;
@@ -1578,26 +1596,26 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                        // shouldn't be possible, but lets make it colorful if it does :D
                        default:
                        {
-                               self.beam_color = randomvec();
-                               self.beam_alpha = 1;
-                               self.beam_thickness = 8;
-                               self.beam_traileffect = NULL;
-                               self.beam_hiteffect = NULL;
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
-                               self.beam_muzzlelight[0] = 0;
-                               self.beam_muzzlelight[1] = 1;
-                               self.beam_muzzlelight[2] = 1;
-                               self.beam_muzzlelight[3] = 1;
-                               self.beam_image = "particles/lgbeam";
-                               if(self.beam_muzzleeffect)
+                               this.beam_color = randomvec();
+                               this.beam_alpha = 1;
+                               this.beam_thickness = 8;
+                               this.beam_traileffect = NULL;
+                               this.beam_hiteffect = NULL;
+                               this.beam_hitlight[0] = 0;
+                               this.beam_hitlight[1] = 1;
+                               this.beam_hitlight[2] = 1;
+                               this.beam_hitlight[3] = 1;
+                               this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+                               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 = self.beam_alpha;
-                                       flash.colormod = self.beam_color;
+                                       flash.alpha = this.beam_alpha;
+                                       flash.colormod = this.beam_color;
                                        flash.scale = 0.5;
                                }
                                break;
@@ -1605,7 +1623,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
                }
        }
 
-       if(!self.beam_usevieworigin)
+       if(!this.beam_usevieworigin)
        {
                InterpolateOrigin_Note(this);
        }