]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Move the Draw_ArcBeam code to w_arc.qc
authorSamual Lenks <samual@xonotic.org>
Thu, 27 Feb 2014 02:30:54 +0000 (21:30 -0500)
committerSamual Lenks <samual@xonotic.org>
Thu, 27 Feb 2014 02:30:54 +0000 (21:30 -0500)
qcsrc/client/particles.qc
qcsrc/common/weapons/w_arc.qc

index b28c6879571e3430592eb4699745dbaea26d86b8..8ab746f2f1d70d07d97e0dc736f7436fb07f66c7 100644 (file)
@@ -361,753 +361,3 @@ void Net_ReadShockwaveParticle()
 
        shockwave.sw_time = time;
 }
-
-.vector beam_color;
-.float beam_alpha;
-.float beam_thickness;
-.float beam_traileffect;
-.float beam_hiteffect;
-.float beam_hitlight[4]; // 0: radius, 123: rgb
-.float 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;
-.vector beam_dir;
-
-entity Draw_ArcBeam_callback_entity;
-vector Draw_ArcBeam_callback_new_dir;
-float Draw_ArcBeam_callback_segmentdist;
-float Draw_ArcBeam_callback_last_thickness;
-vector Draw_ArcBeam_callback_last_top;
-vector Draw_ArcBeam_callback_last_bottom;
-
-void Draw_ArcBeam_callback(vector start, vector hit, vector end)
-{
-       entity beam = Draw_ArcBeam_callback_entity;
-       vector transformed_view_org;
-       transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
-
-       vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
-
-       vector hitorigin;
-
-       // draw segment
-       #if 0
-       if(trace_fraction != 1)
-       {
-               // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
-               hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
-               hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
-       }
-       else
-       {
-               hitorigin = hit;
-       }
-       #else
-       hitorigin = hit;
-       #endif
-
-       // decide upon thickness
-       float thickness = beam.beam_thickness;
-
-       // draw primary beam render
-       vector top    = hitorigin + (thickdir * thickness);
-       vector bottom = hitorigin - (thickdir * thickness);
-       //vector last_top    = start + (thickdir * Draw_ArcBeam_callback_last_thickness);
-       //vector last_bottom = start - (thickdir * Draw_ArcBeam_callback_last_thickness);
-
-       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(
-               Draw_ArcBeam_callback_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(
-               Draw_ArcBeam_callback_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:
-       //  - Don't use spammy particle counts here, use a FEW small particles around the beam
-       //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
-       if(beam.beam_traileffect)
-       {
-               trailparticles(beam, beam.beam_traileffect, start, hitorigin);
-       }
-
-       // set up for the next 
-       Draw_ArcBeam_callback_last_thickness = thickness;
-       Draw_ArcBeam_callback_last_top = top;
-       Draw_ArcBeam_callback_last_bottom = bottom;
-}
-
-void Draw_ArcBeam()
-{
-       if(!self.beam_usevieworigin)
-       {
-               InterpolateOrigin_Do();
-       }
-
-       // origin = beam starting origin
-       // v_angle = wanted/aim direction
-       // angles = current direction of beam
-
-       vector start_pos;
-       vector wantdir; //= view_forward;
-       vector beamdir; //= self.beam_dir;
-
-       float segments;
-       if(self.beam_usevieworigin)
-       {
-               // WEAPONTODO:
-               // Currently we have to replicate nearly the same method of figuring
-               // out the shotdir that the server does... Ideally in the future we
-               // should be able to acquire this from a generalized function built
-               // into a weapon system for client code. 
-
-               // find where we are aiming
-               makevectors(view_angles);
-
-               // decide upon start position
-               if(self.beam_usevieworigin == 2)
-                       { start_pos = view_origin; }
-               else
-                       { start_pos = self.origin; }
-
-               // trace forward with an estimation
-               WarpZone_TraceLine(
-                       start_pos,
-                       start_pos + view_forward * self.beam_range,
-                       MOVE_NOMONSTERS,
-                       self
-               );
-
-               // untransform in case our trace went through a warpzone
-               vector vf, vr, vu;
-               vf = view_forward;
-               vr = view_right;
-               vu = view_up;
-               vector shothitpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
-               view_forward = vf;
-               view_right = vr;
-               view_up = vu;
-
-               // un-adjust trueaim if shotend is too close
-               if(vlen(shothitpos - view_origin) < g_trueaim_minrange)
-                       shothitpos = view_origin + (view_forward * g_trueaim_minrange);
-
-               // move shot origin to the actual gun muzzle origin
-               vector origin_offset =
-                       view_forward * self.beam_shotorigin_x
-                       + view_right * -self.beam_shotorigin_y 
-                       + view_up * self.beam_shotorigin_z;
-
-               start_pos = start_pos + origin_offset;
-
-               // calculate the aim direction now
-               wantdir = normalize(shothitpos - start_pos);
-
-               if(!self.beam_initialized)
-               {
-                       self.beam_dir = wantdir;
-                       self.beam_initialized = TRUE;
-               }
-
-               if(self.beam_dir != wantdir)
-               {
-                       // calculate how much we're going to move the end of the beam to the want position
-                       // WEAPONTODO (server and client):
-                       // blendfactor never actually becomes 0 in this situation, which is a problem
-                       // regarding precision... this means that self.beam_dir and w_shotdir approach
-                       // eachother, however they never actually become the same value with this method.
-                       // Perhaps we should do some form of rounding/snapping?
-                       float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
-                       if(angle && (angle > self.beam_maxangle))
-                       {
-                               // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
-                               float blendfactor = bound(
-                                       0,
-                                       (1 - (self.beam_returnspeed * frametime)),
-                                       min(self.beam_maxangle / angle, 1)
-                               );
-                               self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
-                       }
-                       else
-                       {
-                               // the radius is not too far yet, no worries :D
-                               float blendfactor = bound(
-                                       0,
-                                       (1 - (self.beam_returnspeed * frametime)),
-                                       1
-                               );
-                               self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
-                       }
-
-                       // calculate how many segments are needed
-                       float max_allowed_segments;
-
-                       if(self.beam_distancepersegment)
-                       {
-                               max_allowed_segments = min(
-                                       ARC_MAX_SEGMENTS,
-                                       1 + (vlen(wantdir / self.beam_distancepersegment))
-                               );
-                       }
-                       else { max_allowed_segments = ARC_MAX_SEGMENTS; }
-
-                       if(self.beam_degreespersegment)
-                       {
-                               segments = bound(
-                                       1, 
-                                       (
-                                               min(
-                                                       angle,
-                                                       self.beam_maxangle
-                                               )
-                                               /
-                                               self.beam_degreespersegment
-                                       ),
-                                       max_allowed_segments
-                               );
-                       }
-                       else { segments = 1; }
-               }
-               else { segments = 1; }
-
-               // set the beam direction which the rest of the code will refer to
-               beamdir = self.beam_dir;
-
-               // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
-               self.angles = fixedvectoangles2(view_forward, view_up);
-       }
-       else
-       {
-               // set the values from the provided info from the networked entity
-               start_pos = self.origin;
-               wantdir = self.v_angle;
-               beamdir = self.angles;
-
-               if(beamdir != wantdir)
-               {
-                       float angle = vlen(wantdir - beamdir) * RAD2DEG;
-
-                       // calculate how many segments are needed
-                       float max_allowed_segments;
-
-                       if(self.beam_distancepersegment)
-                       {
-                               max_allowed_segments = min(
-                                       ARC_MAX_SEGMENTS,
-                                       1 + (vlen(wantdir / self.beam_distancepersegment))
-                               );
-                       }
-                       else { max_allowed_segments = ARC_MAX_SEGMENTS; }
-
-                       if(self.beam_degreespersegment)
-                       {
-                               segments = bound(
-                                       1, 
-                                       (
-                                               min(
-                                                       angle,
-                                                       self.beam_maxangle
-                                               )
-                                               /
-                                               self.beam_degreespersegment
-                                       ),
-                                       max_allowed_segments
-                               );
-                       }
-                       else { segments = 1; }
-               }
-               else { segments = 1; }
-       }
-
-       setorigin(self, start_pos);
-       self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
-
-       vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
-
-       Draw_ArcBeam_callback_entity = self;
-       Draw_ArcBeam_callback_last_thickness = 0;
-       Draw_ArcBeam_callback_last_top = start_pos;
-       Draw_ArcBeam_callback_last_bottom = start_pos;
-
-       vector last_origin = start_pos;
-
-       float i;
-       for(i = 1; i <= segments; ++i)
-       {
-               // WEAPONTODO (server and client):
-               // Segment blend and distance should probably really be calculated in a better way,
-               // however I am not sure how to do it properly. There are a few things I have tried,
-               // but most of them do not work properly due to my lack of understanding regarding
-               // the mathematics behind them.
-
-               // Ideally, we should calculate the positions along a perfect curve
-               // between wantdir and self.beam_dir with an option for depth of arc
-
-               // Another issue is that (on the client code) we must separate the
-               // curve into multiple rendered curves when handling warpzones.
-
-               // I can handle this by detecting it for each segment, however that
-               // is a fairly inefficient method in comparison to having a curved line
-               // drawing function similar to Draw_CylindricLine that accepts
-               // top and bottom origins as input, this way there would be no
-               // overlapping edges when connecting the curved pieces.
-
-               // WEAPONTODO (client):
-               // In order to do nice fading and pointing on the starting segment, we must always
-               // have that drawn as a separate triangle... However, that is difficult to do when
-               // keeping in mind the above problems and also optimizing the amount of segments
-               // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
-
-               // calculate this on every segment to ensure that we always reach the full length of the attack
-               float segmentblend = bound(0, (i/segments) + self.beam_tightness, 1);
-               float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
-
-               // WEAPONTODO: Apparently, normalize is not the correct function to use here...
-               // Figure out how this actually should work.
-               vector new_dir = normalize(
-                       (wantdir * (1 - segmentblend))
-                       +
-                       (normalize(beam_endpos_estimate - last_origin) * segmentblend)
-               );
-               vector new_origin = last_origin + (new_dir * segmentdist);
-
-               Draw_ArcBeam_callback_segmentdist = segmentdist;
-               Draw_ArcBeam_callback_new_dir = new_dir;
-
-               WarpZone_TraceBox_ThroughZone(
-                       last_origin,
-                       '0 0 0',
-                       '0 0 0',
-                       new_origin,
-                       MOVE_NORMAL,
-                       world,
-                       world,
-                       Draw_ArcBeam_callback
-               );
-
-               //printf("segment: %d, warpzone transform: %d\n", i, (WarpZone_trace_transform != world));
-
-               // WEAPONTODO:
-               // Figure out some way to detect a collision with geometry with callback...
-               // That way we can know when we are done drawing the beam and skip
-               // the rest of the segments without breaking warpzone support.
-
-               last_origin = WarpZone_TransformOrigin(WarpZone_trace_transform, new_origin);
-               beam_endpos_estimate = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos_estimate);
-       }
-
-       // startpoint and endpoint drawn visual effects
-       if(self.beam_hiteffect)
-       {
-               pointparticles(
-                       self.beam_hiteffect,
-                       last_origin,
-                       beamdir * -1,
-                       frametime * 2
-               );
-       }
-       if(self.beam_hitlight[0])
-       {
-               adddynamiclight(
-                       last_origin,
-                       self.beam_hitlight[0],
-                       vec3(
-                               self.beam_hitlight[1],
-                               self.beam_hitlight[2],
-                               self.beam_hitlight[3]
-                       )
-               );
-       }
-       if(self.beam_muzzleeffect)
-       {
-               pointparticles(
-                       self.beam_muzzleeffect,
-                       start_pos + wantdir * 20,
-                       wantdir * 1000,
-                       frametime * 0.1
-               );
-       }
-       if(self.beam_muzzlelight[0])
-       {
-               adddynamiclight(
-                       start_pos + wantdir * 20,
-                       self.beam_muzzlelight[0],
-                       vec3(
-                               self.beam_muzzlelight[1],
-                               self.beam_muzzlelight[2],
-                               self.beam_muzzlelight[3]
-                       )
-               );
-       }
-
-       // cleanup
-       Draw_ArcBeam_callback_entity = world;
-       Draw_ArcBeam_callback_new_dir = '0 0 0';
-       Draw_ArcBeam_callback_segmentdist = 0;
-       Draw_ArcBeam_callback_last_thickness = 0;
-       Draw_ArcBeam_callback_last_top = '0 0 0';
-       Draw_ArcBeam_callback_last_bottom = '0 0 0';
-}
-
-void Remove_ArcBeam(void)
-{
-       remove(self.beam_muzzleentity);
-       sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
-}
-
-void Ent_ReadArcBeam(float isnew)
-{
-       float sf = ReadByte();
-       entity flash;
-
-       if(isnew)
-       {
-               // calculate shot origin offset from gun alignment
-               float gunalign = autocvar_cl_gunalign;
-               if(gunalign != 1 && gunalign != 2 && gunalign != 4)
-                       gunalign = 3; // default value
-               --gunalign;
-
-               self.beam_shotorigin = arc_shotorigin[gunalign];
-
-               // set other main attributes of the beam
-               self.draw = Draw_ArcBeam;
-               self.entremove = Remove_ArcBeam;
-               sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
-
-               flash = spawn();
-               flash.owner = self;
-               flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
-               flash.drawmask = MASK_NORMAL;
-               flash.solid = SOLID_NOT;
-               setattachment(flash, self, "");
-               setorigin(flash, '0 0 0');
-
-               self.beam_muzzleentity = flash;
-       }
-       else
-       {
-               flash = self.beam_muzzleentity;
-       }
-
-       if(sf & 1) // 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);
-
-               if(ReadByte())
-               {
-                       if(autocvar_chase_active)
-                               { self.beam_usevieworigin = 1; }
-                       else // use view origin
-                               { self.beam_usevieworigin = 2; }
-               }
-               else
-               {
-                       self.beam_usevieworigin = 0;
-               }
-       }
-
-       if(!self.beam_usevieworigin)
-       {
-               // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
-               self.iflags = IFLAG_ORIGIN;
-
-               InterpolateOrigin_Undo();
-       }
-
-       if(sf & 2) // starting location
-       {
-               self.origin_x = ReadCoord();
-               self.origin_y = ReadCoord();
-               self.origin_z = ReadCoord();
-       }
-       else if(self.beam_usevieworigin) // infer the location from player location
-       {
-               if(self.beam_usevieworigin == 2)
-               {
-                       // use view origin
-                       self.origin = view_origin;
-               }
-               else
-               {
-                       // use player origin so that third person display still works
-                       self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
-               }
-       }
-
-       setorigin(self, self.origin);
-
-       if(sf & 4) // want/aim direction
-       {
-               self.v_angle_x = ReadCoord();
-               self.v_angle_y = ReadCoord();
-               self.v_angle_z = ReadCoord();
-       }
-
-       if(sf & 8) // beam direction
-       {
-               self.angles_x = ReadCoord();
-               self.angles_y = ReadCoord();
-               self.angles_z = ReadCoord();
-       }
-
-       if(sf & 16) // beam type
-       {
-               self.beam_type = ReadByte();
-               switch(self.beam_type)
-               {
-                       case ARC_BT_MISS:
-                       {
-                               self.beam_color = '-1 -1 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 8;
-                               self.beam_traileffect = FALSE;
-                               self.beam_hiteffect = particleeffectnum("electro_lightning");
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
-                               setmodel(flash, "models/flash.md3");
-                               flash.alpha = self.beam_alpha;
-                               flash.colormod = self.beam_color;
-                               flash.scale = 0.5;
-                               break;
-                       }
-                       case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
-                       {
-                               self.beam_color = '0.5 0.5 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 8;
-                               self.beam_traileffect = FALSE;
-                               self.beam_hiteffect = particleeffectnum("electro_lightning");
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = FALSE; // particleeffectnum("grenadelauncher_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";
-                               setmodel(flash, "models/flash.md3");
-                               flash.alpha = self.beam_alpha;
-                               flash.colormod = self.beam_color;
-                               flash.scale = 0.5;
-                               break;
-                       }
-                       case ARC_BT_HEAL:
-                       {
-                               self.beam_color = '0 1 0';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 8;
-                               self.beam_traileffect = FALSE;
-                               self.beam_hiteffect = particleeffectnum("healray_impact"); 
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
-                               setmodel(flash, "models/flash.md3");
-                               flash.alpha = self.beam_alpha;
-                               flash.colormod = self.beam_color;
-                               flash.scale = 0.5;
-                               break;
-                       }
-                       case ARC_BT_HIT:
-                       {
-                               self.beam_color = '1 0 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 8;
-                               self.beam_traileffect = particleeffectnum("nex_beam");
-                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
-                               self.beam_hitlight[0] = 20;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 0;
-                               self.beam_hitlight[3] = 0;
-                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
-                               setmodel(flash, "models/flash.md3");
-                               flash.alpha = self.beam_alpha;
-                               flash.colormod = self.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 = FALSE;
-                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
-                               setmodel(flash, "models/flash.md3");
-                               flash.alpha = self.beam_alpha;
-                               flash.colormod = self.beam_color;
-                               flash.scale = 0.5;
-                               break;
-                       }
-                       case ARC_BT_BURST_WALL:
-                       {
-                               self.beam_color = '0.5 0.5 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 14;
-                               self.beam_traileffect = FALSE;
-                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
-                               setmodel(flash, "models/flash.md3");
-                               flash.alpha = self.beam_alpha;
-                               flash.colormod = self.beam_color;
-                               flash.scale = 0.5;
-                               break;
-                       }
-                       case ARC_BT_BURST_HEAL:
-                       {
-                               self.beam_color = '0 1 0';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 14;
-                               self.beam_traileffect = FALSE;
-                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
-                               setmodel(flash, "models/flash.md3");
-                               flash.alpha = self.beam_alpha;
-                               flash.colormod = self.beam_color;
-                               flash.scale = 0.5;
-                               break;
-                       }
-                       case ARC_BT_BURST_HIT:
-                       {
-                               self.beam_color = '1 0 1';
-                               self.beam_alpha = 0.5;
-                               self.beam_thickness = 14;
-                               self.beam_traileffect = FALSE;
-                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
-                               setmodel(flash, "models/flash.md3");
-                               flash.alpha = self.beam_alpha;
-                               flash.colormod = self.beam_color;
-                               flash.scale = 0.5;
-                               break;
-                       }
-
-                       // 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 = FALSE;
-                               self.beam_hiteffect = FALSE; 
-                               self.beam_hitlight[0] = 0;
-                               self.beam_hitlight[1] = 1;
-                               self.beam_hitlight[2] = 1;
-                               self.beam_hitlight[3] = 1;
-                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
-                               setmodel(flash, "models/flash.md3");
-                               flash.alpha = self.beam_alpha;
-                               flash.colormod = self.beam_color;
-                               flash.scale = 0.5;
-                               break;
-                       }
-               }
-       }
-
-       if(!self.beam_usevieworigin)
-       {
-               InterpolateOrigin_Note();
-       }
-}
-
index 39f65a36b52a5f2e87c0b4f0c55cbdf5c6f04889..a6d4cee2339c2c078fa3968aa4629cf77aae7c16 100644 (file)
@@ -74,6 +74,9 @@ ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 .float beam_initialized;
 .float beam_bursting;
 #endif
+#ifdef CSQC
+void Ent_ReadArcBeam(float isnew);
+#endif
 #else
 #ifdef SVQC
 void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC); }
@@ -612,6 +615,756 @@ float W_Arc(float req)
 }
 #endif
 #ifdef CSQC
+
+.vector beam_color;
+.float beam_alpha;
+.float beam_thickness;
+.float beam_traileffect;
+.float beam_hiteffect;
+.float beam_hitlight[4]; // 0: radius, 123: rgb
+.float 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;
+.vector beam_dir;
+
+entity Draw_ArcBeam_callback_entity;
+vector Draw_ArcBeam_callback_new_dir;
+float Draw_ArcBeam_callback_segmentdist;
+float Draw_ArcBeam_callback_last_thickness;
+vector Draw_ArcBeam_callback_last_top;
+vector Draw_ArcBeam_callback_last_bottom;
+
+void Draw_ArcBeam_callback(vector start, vector hit, vector end)
+{
+       entity beam = Draw_ArcBeam_callback_entity;
+       vector transformed_view_org;
+       transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
+
+       vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
+
+       vector hitorigin;
+
+       // draw segment
+       #if 0
+       if(trace_fraction != 1)
+       {
+               // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
+               hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
+               hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
+       }
+       else
+       {
+               hitorigin = hit;
+       }
+       #else
+       hitorigin = hit;
+       #endif
+
+       // decide upon thickness
+       float thickness = beam.beam_thickness;
+
+       // draw primary beam render
+       vector top    = hitorigin + (thickdir * thickness);
+       vector bottom = hitorigin - (thickdir * thickness);
+       //vector last_top    = start + (thickdir * Draw_ArcBeam_callback_last_thickness);
+       //vector last_bottom = start - (thickdir * Draw_ArcBeam_callback_last_thickness);
+
+       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(
+               Draw_ArcBeam_callback_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(
+               Draw_ArcBeam_callback_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:
+       //  - Don't use spammy particle counts here, use a FEW small particles around the beam
+       //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
+       if(beam.beam_traileffect)
+       {
+               trailparticles(beam, beam.beam_traileffect, start, hitorigin);
+       }
+
+       // set up for the next 
+       Draw_ArcBeam_callback_last_thickness = thickness;
+       Draw_ArcBeam_callback_last_top = top;
+       Draw_ArcBeam_callback_last_bottom = bottom;
+}
+
+void Draw_ArcBeam()
+{
+       if(!self.beam_usevieworigin)
+       {
+               InterpolateOrigin_Do();
+       }
+
+       // origin = beam starting origin
+       // v_angle = wanted/aim direction
+       // angles = current direction of beam
+
+       vector start_pos;
+       vector wantdir; //= view_forward;
+       vector beamdir; //= self.beam_dir;
+
+       float segments;
+       if(self.beam_usevieworigin)
+       {
+               // WEAPONTODO:
+               // Currently we have to replicate nearly the same method of figuring
+               // out the shotdir that the server does... Ideally in the future we
+               // should be able to acquire this from a generalized function built
+               // into a weapon system for client code. 
+
+               // find where we are aiming
+               makevectors(view_angles);
+
+               // decide upon start position
+               if(self.beam_usevieworigin == 2)
+                       { start_pos = view_origin; }
+               else
+                       { start_pos = self.origin; }
+
+               // trace forward with an estimation
+               WarpZone_TraceLine(
+                       start_pos,
+                       start_pos + view_forward * self.beam_range,
+                       MOVE_NOMONSTERS,
+                       self
+               );
+
+               // untransform in case our trace went through a warpzone
+               vector vf, vr, vu;
+               vf = view_forward;
+               vr = view_right;
+               vu = view_up;
+               vector shothitpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
+               view_forward = vf;
+               view_right = vr;
+               view_up = vu;
+
+               // un-adjust trueaim if shotend is too close
+               if(vlen(shothitpos - view_origin) < g_trueaim_minrange)
+                       shothitpos = view_origin + (view_forward * g_trueaim_minrange);
+
+               // move shot origin to the actual gun muzzle origin
+               vector origin_offset =
+                       view_forward * self.beam_shotorigin_x
+                       + view_right * -self.beam_shotorigin_y 
+                       + view_up * self.beam_shotorigin_z;
+
+               start_pos = start_pos + origin_offset;
+
+               // calculate the aim direction now
+               wantdir = normalize(shothitpos - start_pos);
+
+               if(!self.beam_initialized)
+               {
+                       self.beam_dir = wantdir;
+                       self.beam_initialized = TRUE;
+               }
+
+               if(self.beam_dir != wantdir)
+               {
+                       // calculate how much we're going to move the end of the beam to the want position
+                       // WEAPONTODO (server and client):
+                       // blendfactor never actually becomes 0 in this situation, which is a problem
+                       // regarding precision... this means that self.beam_dir and w_shotdir approach
+                       // eachother, however they never actually become the same value with this method.
+                       // Perhaps we should do some form of rounding/snapping?
+                       float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
+                       if(angle && (angle > self.beam_maxangle))
+                       {
+                               // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
+                               float blendfactor = bound(
+                                       0,
+                                       (1 - (self.beam_returnspeed * frametime)),
+                                       min(self.beam_maxangle / angle, 1)
+                               );
+                               self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+                       }
+                       else
+                       {
+                               // the radius is not too far yet, no worries :D
+                               float blendfactor = bound(
+                                       0,
+                                       (1 - (self.beam_returnspeed * frametime)),
+                                       1
+                               );
+                               self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+                       }
+
+                       // calculate how many segments are needed
+                       float max_allowed_segments;
+
+                       if(self.beam_distancepersegment)
+                       {
+                               max_allowed_segments = min(
+                                       ARC_MAX_SEGMENTS,
+                                       1 + (vlen(wantdir / self.beam_distancepersegment))
+                               );
+                       }
+                       else { max_allowed_segments = ARC_MAX_SEGMENTS; }
+
+                       if(self.beam_degreespersegment)
+                       {
+                               segments = bound(
+                                       1, 
+                                       (
+                                               min(
+                                                       angle,
+                                                       self.beam_maxangle
+                                               )
+                                               /
+                                               self.beam_degreespersegment
+                                       ),
+                                       max_allowed_segments
+                               );
+                       }
+                       else { segments = 1; }
+               }
+               else { segments = 1; }
+
+               // set the beam direction which the rest of the code will refer to
+               beamdir = self.beam_dir;
+
+               // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
+               self.angles = fixedvectoangles2(view_forward, view_up);
+       }
+       else
+       {
+               // set the values from the provided info from the networked entity
+               start_pos = self.origin;
+               wantdir = self.v_angle;
+               beamdir = self.angles;
+
+               if(beamdir != wantdir)
+               {
+                       float angle = vlen(wantdir - beamdir) * RAD2DEG;
+
+                       // calculate how many segments are needed
+                       float max_allowed_segments;
+
+                       if(self.beam_distancepersegment)
+                       {
+                               max_allowed_segments = min(
+                                       ARC_MAX_SEGMENTS,
+                                       1 + (vlen(wantdir / self.beam_distancepersegment))
+                               );
+                       }
+                       else { max_allowed_segments = ARC_MAX_SEGMENTS; }
+
+                       if(self.beam_degreespersegment)
+                       {
+                               segments = bound(
+                                       1, 
+                                       (
+                                               min(
+                                                       angle,
+                                                       self.beam_maxangle
+                                               )
+                                               /
+                                               self.beam_degreespersegment
+                                       ),
+                                       max_allowed_segments
+                               );
+                       }
+                       else { segments = 1; }
+               }
+               else { segments = 1; }
+       }
+
+       setorigin(self, start_pos);
+       self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+
+       vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
+
+       Draw_ArcBeam_callback_entity = self;
+       Draw_ArcBeam_callback_last_thickness = 0;
+       Draw_ArcBeam_callback_last_top = start_pos;
+       Draw_ArcBeam_callback_last_bottom = start_pos;
+
+       vector last_origin = start_pos;
+
+       float i;
+       for(i = 1; i <= segments; ++i)
+       {
+               // WEAPONTODO (server and client):
+               // Segment blend and distance should probably really be calculated in a better way,
+               // however I am not sure how to do it properly. There are a few things I have tried,
+               // but most of them do not work properly due to my lack of understanding regarding
+               // the mathematics behind them.
+
+               // Ideally, we should calculate the positions along a perfect curve
+               // between wantdir and self.beam_dir with an option for depth of arc
+
+               // Another issue is that (on the client code) we must separate the
+               // curve into multiple rendered curves when handling warpzones.
+
+               // I can handle this by detecting it for each segment, however that
+               // is a fairly inefficient method in comparison to having a curved line
+               // drawing function similar to Draw_CylindricLine that accepts
+               // top and bottom origins as input, this way there would be no
+               // overlapping edges when connecting the curved pieces.
+
+               // WEAPONTODO (client):
+               // In order to do nice fading and pointing on the starting segment, we must always
+               // have that drawn as a separate triangle... However, that is difficult to do when
+               // keeping in mind the above problems and also optimizing the amount of segments
+               // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
+
+               // calculate this on every segment to ensure that we always reach the full length of the attack
+               float segmentblend = bound(0, (i/segments) + self.beam_tightness, 1);
+               float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
+
+               // WEAPONTODO: Apparently, normalize is not the correct function to use here...
+               // Figure out how this actually should work.
+               vector new_dir = normalize(
+                       (wantdir * (1 - segmentblend))
+                       +
+                       (normalize(beam_endpos_estimate - last_origin) * segmentblend)
+               );
+               vector new_origin = last_origin + (new_dir * segmentdist);
+
+               Draw_ArcBeam_callback_segmentdist = segmentdist;
+               Draw_ArcBeam_callback_new_dir = new_dir;
+
+               WarpZone_TraceBox_ThroughZone(
+                       last_origin,
+                       '0 0 0',
+                       '0 0 0',
+                       new_origin,
+                       MOVE_NORMAL,
+                       world,
+                       world,
+                       Draw_ArcBeam_callback
+               );
+
+               //printf("segment: %d, warpzone transform: %d\n", i, (WarpZone_trace_transform != world));
+
+               // WEAPONTODO:
+               // Figure out some way to detect a collision with geometry with callback...
+               // That way we can know when we are done drawing the beam and skip
+               // the rest of the segments without breaking warpzone support.
+
+               last_origin = WarpZone_TransformOrigin(WarpZone_trace_transform, new_origin);
+               beam_endpos_estimate = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos_estimate);
+       }
+
+       // startpoint and endpoint drawn visual effects
+       if(self.beam_hiteffect)
+       {
+               pointparticles(
+                       self.beam_hiteffect,
+                       last_origin,
+                       beamdir * -1,
+                       frametime * 2
+               );
+       }
+       if(self.beam_hitlight[0])
+       {
+               adddynamiclight(
+                       last_origin,
+                       self.beam_hitlight[0],
+                       vec3(
+                               self.beam_hitlight[1],
+                               self.beam_hitlight[2],
+                               self.beam_hitlight[3]
+                       )
+               );
+       }
+       if(self.beam_muzzleeffect)
+       {
+               pointparticles(
+                       self.beam_muzzleeffect,
+                       start_pos + wantdir * 20,
+                       wantdir * 1000,
+                       frametime * 0.1
+               );
+       }
+       if(self.beam_muzzlelight[0])
+       {
+               adddynamiclight(
+                       start_pos + wantdir * 20,
+                       self.beam_muzzlelight[0],
+                       vec3(
+                               self.beam_muzzlelight[1],
+                               self.beam_muzzlelight[2],
+                               self.beam_muzzlelight[3]
+                       )
+               );
+       }
+
+       // cleanup
+       Draw_ArcBeam_callback_entity = world;
+       Draw_ArcBeam_callback_new_dir = '0 0 0';
+       Draw_ArcBeam_callback_segmentdist = 0;
+       Draw_ArcBeam_callback_last_thickness = 0;
+       Draw_ArcBeam_callback_last_top = '0 0 0';
+       Draw_ArcBeam_callback_last_bottom = '0 0 0';
+}
+
+void Remove_ArcBeam(void)
+{
+       remove(self.beam_muzzleentity);
+       sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+}
+
+void Ent_ReadArcBeam(float isnew)
+{
+       float sf = ReadByte();
+       entity flash;
+
+       if(isnew)
+       {
+               // calculate shot origin offset from gun alignment
+               float gunalign = autocvar_cl_gunalign;
+               if(gunalign != 1 && gunalign != 2 && gunalign != 4)
+                       gunalign = 3; // default value
+               --gunalign;
+
+               self.beam_shotorigin = arc_shotorigin[gunalign];
+
+               // set other main attributes of the beam
+               self.draw = Draw_ArcBeam;
+               self.entremove = Remove_ArcBeam;
+               sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
+
+               flash = spawn();
+               flash.owner = self;
+               flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
+               flash.drawmask = MASK_NORMAL;
+               flash.solid = SOLID_NOT;
+               setattachment(flash, self, "");
+               setorigin(flash, '0 0 0');
+
+               self.beam_muzzleentity = flash;
+       }
+       else
+       {
+               flash = self.beam_muzzleentity;
+       }
+
+       if(sf & 1) // 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);
+
+               if(ReadByte())
+               {
+                       if(autocvar_chase_active)
+                               { self.beam_usevieworigin = 1; }
+                       else // use view origin
+                               { self.beam_usevieworigin = 2; }
+               }
+               else
+               {
+                       self.beam_usevieworigin = 0;
+               }
+       }
+
+       if(!self.beam_usevieworigin)
+       {
+               // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
+               self.iflags = IFLAG_ORIGIN;
+
+               InterpolateOrigin_Undo();
+       }
+
+       if(sf & 2) // starting location
+       {
+               self.origin_x = ReadCoord();
+               self.origin_y = ReadCoord();
+               self.origin_z = ReadCoord();
+       }
+       else if(self.beam_usevieworigin) // infer the location from player location
+       {
+               if(self.beam_usevieworigin == 2)
+               {
+                       // use view origin
+                       self.origin = view_origin;
+               }
+               else
+               {
+                       // use player origin so that third person display still works
+                       self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+               }
+       }
+
+       setorigin(self, self.origin);
+
+       if(sf & 4) // want/aim direction
+       {
+               self.v_angle_x = ReadCoord();
+               self.v_angle_y = ReadCoord();
+               self.v_angle_z = ReadCoord();
+       }
+
+       if(sf & 8) // beam direction
+       {
+               self.angles_x = ReadCoord();
+               self.angles_y = ReadCoord();
+               self.angles_z = ReadCoord();
+       }
+
+       if(sf & 16) // beam type
+       {
+               self.beam_type = ReadByte();
+               switch(self.beam_type)
+               {
+                       case ARC_BT_MISS:
+                       {
+                               self.beam_color = '-1 -1 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 8;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("electro_lightning");
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
+                       {
+                               self.beam_color = '0.5 0.5 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 8;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("electro_lightning");
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = FALSE; // particleeffectnum("grenadelauncher_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";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_HEAL:
+                       {
+                               self.beam_color = '0 1 0';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 8;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("healray_impact"); 
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_HIT:
+                       {
+                               self.beam_color = '1 0 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 8;
+                               self.beam_traileffect = particleeffectnum("nex_beam");
+                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
+                               self.beam_hitlight[0] = 20;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 0;
+                               self.beam_hitlight[3] = 0;
+                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.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 = FALSE;
+                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_BURST_WALL:
+                       {
+                               self.beam_color = '0.5 0.5 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 14;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_BURST_HEAL:
+                       {
+                               self.beam_color = '0 1 0';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 14;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_BURST_HIT:
+                       {
+                               self.beam_color = '1 0 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 14;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+
+                       // 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 = FALSE;
+                               self.beam_hiteffect = FALSE; 
+                               self.beam_hitlight[0] = 0;
+                               self.beam_hitlight[1] = 1;
+                               self.beam_hitlight[2] = 1;
+                               self.beam_hitlight[3] = 1;
+                               self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_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";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+               }
+       }
+
+       if(!self.beam_usevieworigin)
+       {
+               InterpolateOrigin_Note();
+       }
+}
+
 float W_Arc(float req)
 {
        switch(req)