X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Farc.qc;h=b2847592690092900aa4c4a8a967605f7c08911a;hp=23e3dbcb2bc8d235e2921f45ab8803570bd0ea35;hb=ccc4cc78914bababed38e4902d4d8ce63c7ca6ce;hpb=6860495bd0cb15353c11be01ad03f052c34b9536 diff --git a/qcsrc/common/weapons/weapon/arc.qc b/qcsrc/common/weapons/weapon/arc.qc index 23e3dbcb2..b28475926 100644 --- a/qcsrc/common/weapons/weapon/arc.qc +++ b/qcsrc/common/weapons/weapon/arc.qc @@ -1,6 +1,8 @@ #include "arc.qh" #ifdef SVQC +#include +#include bool W_Arc_Beam_Send(entity this, entity to, int sf) { @@ -30,21 +32,17 @@ 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 { @@ -87,14 +85,14 @@ float Arc_GetHeat_Percent(entity player, .entity weaponentity) } 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); } @@ -104,18 +102,18 @@ void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger) 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) + if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0) return; if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) return; // g_projectiles_damage says to halt - this.health = this.health - damage; + TakeResource(this, RESOURCE_HEALTH, damage); this.angles = vectoangles(this.velocity); - if(this.health <= 0) + if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0) W_PrepareExplosionByDamage(this, attacker, getthink(this)); } @@ -131,7 +129,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) 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); @@ -142,7 +140,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage); missile.takedamage = DAMAGE_YES; - missile.health = WEP_CVAR(arc, bolt_health); + SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(arc, bolt_health)); missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale); missile.event_damage = W_Arc_Bolt_Damage; missile.damagedbycontents = true; @@ -154,6 +152,7 @@ void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity) 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'); @@ -192,11 +191,9 @@ void W_Arc_Beam_Think(entity this) if( !IS_PLAYER(own) || - (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO)) - || IS_DEAD(own) || - forbidWeaponUse(own) + !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1) || own.(weaponentity).m_switchweapon != WEP_ARC || @@ -239,8 +236,8 @@ void W_Arc_Beam_Think(entity this) { // note: this doesn't force the switch W_SwitchToOtherWeapon(own, weaponentity); - own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax } + own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons delete(this); return; } @@ -268,13 +265,14 @@ void W_Arc_Beam_Think(entity this) W_SetupShot_Range( own, - weaponentity, // TODO + weaponentity, true, 0, SND_Null, 0, WEP_CVAR(arc, beam_damage) * coefficient, - WEP_CVAR(arc, beam_range) + WEP_CVAR(arc, beam_range), + thiswep.m_id ); // After teleport, "lock" the beam until the teleport is confirmed. @@ -324,7 +322,10 @@ void W_Arc_Beam_Think(entity this) (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)), min(WEP_CVAR(arc, beam_maxangle) / angle, 1) ); - this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor)); + if(vdist(this.beam_dir - w_shotdir, <, 0.01)) + this.beam_dir = w_shotdir; + else + this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor)); } else { @@ -334,7 +335,10 @@ void W_Arc_Beam_Think(entity this) (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)), 1 ); - this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor)); + if(vdist(this.beam_dir - w_shotdir, <, 0.01)) + this.beam_dir = w_shotdir; + else + this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor)); } // network information: beam direction @@ -410,7 +414,7 @@ void W_Arc_Beam_Think(entity this) beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos); new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir); - float is_player = ( + bool is_player = ( IS_PLAYER(trace_ent) || trace_ent.classname == "body" @@ -418,65 +422,42 @@ void W_Arc_Beam_Think(entity this) IS_MONSTER(trace_ent) ); - if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage))) + if(trace_ent) { - // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?) - // NO. trace_endpos should be just fine. If not, - // that's an engine bug that needs proper debugging. - vector hitorigin = trace_endpos; - - float falloff = ExponentialFalloff( - WEP_CVAR(arc, beam_falloff_mindist), - WEP_CVAR(arc, beam_falloff_maxdist), - WEP_CVAR(arc, beam_falloff_halflifedist), - vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg) - ); - - if(is_player && SAME_TEAM(own, trace_ent)) + if(SAME_TEAM(own, trace_ent)) { - float roothealth, rootarmor; - if(burst) - { - roothealth = WEP_CVAR(arc, burst_healing_hps); - rootarmor = WEP_CVAR(arc, burst_healing_aps); - } - else - { - roothealth = WEP_CVAR(arc, beam_healing_hps); - rootarmor = WEP_CVAR(arc, beam_healing_aps); - } - - if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth) + float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps)); + float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps)); + float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RESOURCE_LIMIT_NONE); + Heal(trace_ent, own, (roothealth * coefficient), hplimit); + if(IS_PLAYER(trace_ent) && rootarmor) { - trace_ent.health = min( - trace_ent.health + (roothealth * coefficient), - WEP_CVAR(arc, beam_healing_hmax) - ); - } - if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor) - { - trace_ent.armorvalue = min( - trace_ent.armorvalue + (rootarmor * coefficient), - WEP_CVAR(arc, beam_healing_amax) - ); + if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= WEP_CVAR(arc, beam_healing_amax)) + { + GiveResourceWithLimit(trace_ent, RESOURCE_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax)); + trace_ent.pauserotarmor_finished = max( + trace_ent.pauserotarmor_finished, + time + autocvar_g_balance_pause_armor_rot + ); + } } - - // stop rot, set visual effect if(roothealth || rootarmor) - { - trace_ent.pauserothealth_finished = max( - trace_ent.pauserothealth_finished, - time + autocvar_g_balance_pause_health_rot - ); - trace_ent.pauserotarmor_finished = max( - trace_ent.pauserotarmor_finished, - time + autocvar_g_balance_pause_armor_rot - ); new_beam_type = ARC_BT_HEAL; - } } - else + else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage))) { + // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?) + // NO. trace_endpos should be just fine. If not, + // that's an engine bug that needs proper debugging. + vector hitorigin = trace_endpos; + + float falloff = ExponentialFalloff( + WEP_CVAR(arc, beam_falloff_mindist), + WEP_CVAR(arc, beam_falloff_maxdist), + WEP_CVAR(arc, beam_falloff_halflifedist), + vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg) + ); + float rootdamage; if(is_player) { @@ -504,6 +485,7 @@ void W_Arc_Beam_Think(entity this) own, rootdamage * coefficient * falloff, WEP_ARC.m_id, + weaponentity, hitorigin, WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff ); @@ -560,12 +542,12 @@ void W_Arc_Beam(float burst, entity actor, .entity weaponentity) 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,false,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) ) { @@ -657,7 +639,7 @@ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, i } else if(fire & 2) { - if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire))) + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire))) { W_Arc_Attack_Bolt(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready); @@ -753,6 +735,9 @@ METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponent #endif #ifdef CSQC bool autocvar_cl_arcbeam_teamcolor = true; +bool autocvar_cl_arcbeam_simple = true; + +.int beam_slot; METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor)) { @@ -803,32 +788,37 @@ void Draw_ArcBeam_callback(vector start, vector hit, vector end) 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: @@ -885,17 +875,30 @@ void Draw_ArcBeam(entity this) // into a weapon system for client code. // find where we are aiming - makevectors(warpzone_save_view_angles); + makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles)); vector forward = v_forward; vector right = v_right; vector up = v_up; + entity wepent = viewmodels[this.beam_slot]; + + if(autocvar_chase_active) + this.beam_usevieworigin = 1; + else + this.beam_usevieworigin = 2; // decide upon start position if(this.beam_usevieworigin == 2) { start_pos = warpzone_save_view_origin; } + else if(csqcplayer) + { start_pos = csqcplayer.origin + csqcplayer.view_ofs; } else { start_pos = this.origin; } + int v_shot_idx; // used later + (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot")); + if(v_shot_idx && this.beam_usevieworigin == 2) + start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2'; + // trace forward with an estimation WarpZone_TraceLine( start_pos, @@ -912,9 +915,16 @@ void Draw_ArcBeam(entity this) end_pos = start_pos + (forward * g_trueaim_minrange); // move shot origin to the actual gun muzzle origin - vector origin_offset = - right * -this.beam_shotorigin.y - + up * this.beam_shotorigin.z; + vector origin_offset = '0 0 0'; + if(!v_shot_idx || this.beam_usevieworigin != 2) + { + this.beam_shotorigin = wepent.movedir; + origin_offset = + right * -this.beam_shotorigin.y + + up * this.beam_shotorigin.z; + } + else + this.beam_shotorigin = '0 0 0'; start_pos = start_pos + origin_offset; @@ -1120,7 +1130,7 @@ void Draw_ArcBeam(entity this) ) ); } - if(this.beam_muzzleeffect) + if(this.beam_muzzleeffect && autocvar_r_drawviewmodel) { pointparticles( this.beam_muzzleeffect, @@ -1161,11 +1171,13 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) int slot = ReadByte(); entity flash; + this.beam_slot = slot; + if(isnew) { int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1; - this.beam_shotorigin = arc_shotorigin[gunalign]; + this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point // set other main attributes of the beam this.draw = Draw_ArcBeam; @@ -1224,9 +1236,7 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) 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 { @@ -1246,16 +1256,14 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) 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 @@ -1276,17 +1284,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) 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; - if(this.beam_muzzleeffect) + this.beam_image = "particles/lgbeam"; + if(this.beam_muzzleeffect && autocvar_r_drawviewmodel) { setmodel(flash, MDL_ARC_MUZZLEFLASH); flash.alpha = this.beam_alpha; flash.colormod = this.beam_color; - flash.scale = 0.5; + flash.scale = 0.35; } break; } @@ -1301,18 +1310,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) 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; this.beam_muzzlelight[3] = 1; this.beam_image = "particles/lgbeam"; - if(this.beam_muzzleeffect) + if(this.beam_muzzleeffect && autocvar_r_drawviewmodel) { setmodel(flash, MDL_ARC_MUZZLEFLASH); flash.alpha = this.beam_alpha; flash.colormod = this.beam_color; - flash.scale = 0.5; + flash.scale = 0.35; } break; } @@ -1327,18 +1336,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) 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) + if(this.beam_muzzleeffect && autocvar_r_drawviewmodel) { setmodel(flash, MDL_ARC_MUZZLEFLASH); flash.alpha = this.beam_alpha; flash.colormod = this.beam_color; - flash.scale = 0.5; + flash.scale = 0.35; } break; } @@ -1353,18 +1362,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) 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; this.beam_muzzlelight[3] = 0; this.beam_image = "particles/lgbeam"; - if(this.beam_muzzleeffect) + if(this.beam_muzzleeffect && autocvar_r_drawviewmodel) { setmodel(flash, MDL_ARC_MUZZLEFLASH); flash.alpha = this.beam_alpha; flash.colormod = this.beam_color; - flash.scale = 0.5; + flash.scale = 0.35; } break; } @@ -1379,18 +1388,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) 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) + if(this.beam_muzzleeffect && autocvar_r_drawviewmodel) { setmodel(flash, MDL_ARC_MUZZLEFLASH); flash.alpha = this.beam_alpha; flash.colormod = this.beam_color; - flash.scale = 0.5; + flash.scale = 0.35; } break; } @@ -1405,18 +1414,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) 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) + if(this.beam_muzzleeffect && autocvar_r_drawviewmodel) { setmodel(flash, MDL_ARC_MUZZLEFLASH); flash.alpha = this.beam_alpha; flash.colormod = this.beam_color; - flash.scale = 0.5; + flash.scale = 0.35; } break; } @@ -1431,18 +1440,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) 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) + if(this.beam_muzzleeffect && autocvar_r_drawviewmodel) { setmodel(flash, MDL_ARC_MUZZLEFLASH); flash.alpha = this.beam_alpha; flash.colormod = this.beam_color; - flash.scale = 0.5; + flash.scale = 0.35; } break; } @@ -1457,18 +1466,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) 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) + if(this.beam_muzzleeffect && autocvar_r_drawviewmodel) { setmodel(flash, MDL_ARC_MUZZLEFLASH); flash.alpha = this.beam_alpha; flash.colormod = this.beam_color; - flash.scale = 0.5; + flash.scale = 0.35; } break; } @@ -1485,18 +1494,18 @@ NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew) 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) + if(this.beam_muzzleeffect && autocvar_r_drawviewmodel) { setmodel(flash, MDL_ARC_MUZZLEFLASH); flash.alpha = this.beam_alpha; flash.colormod = this.beam_color; - flash.scale = 0.5; + flash.scale = 0.35; } break; }