3 /* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells)
4 /* impulse */ ATTRIB(Arc, impulse, int, 3)
5 /* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
6 /* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
8 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
10 /* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
12 /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
13 /* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
14 /* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
15 /* refname */ ATTRIB(Arc, netname, string, "arc");
16 /* wepname */ ATTRIB(Arc, m_name, string, _("Arc"));
18 #define X(BEGIN, P, END, class, prefix) \
20 P(class, prefix, bolt, float, NONE) \
21 P(class, prefix, bolt_ammo, float, NONE) \
22 P(class, prefix, bolt_damageforcescale, float, NONE) \
23 P(class, prefix, bolt_damage, float, NONE) \
24 P(class, prefix, bolt_edgedamage, float, NONE) \
25 P(class, prefix, bolt_force, float, NONE) \
26 P(class, prefix, bolt_health, float, NONE) \
27 P(class, prefix, bolt_lifetime, float, NONE) \
28 P(class, prefix, bolt_radius, float, NONE) \
29 P(class, prefix, bolt_refire, float, NONE) \
30 P(class, prefix, bolt_speed, float, NONE) \
31 P(class, prefix, bolt_spread, float, NONE) \
32 P(class, prefix, beam_ammo, float, NONE) \
33 P(class, prefix, beam_animtime, float, NONE) \
34 P(class, prefix, beam_botaimlifetime, float, NONE) \
35 P(class, prefix, beam_botaimspeed, float, NONE) \
36 P(class, prefix, beam_damage, float, NONE) \
37 P(class, prefix, beam_degreespersegment, float, NONE) \
38 P(class, prefix, beam_distancepersegment, float, NONE) \
39 P(class, prefix, beam_falloff_halflifedist, float, NONE) \
40 P(class, prefix, beam_falloff_maxdist, float, NONE) \
41 P(class, prefix, beam_falloff_mindist, float, NONE) \
42 P(class, prefix, beam_force, float, NONE) \
43 P(class, prefix, beam_healing_amax, float, NONE) \
44 P(class, prefix, beam_healing_aps, float, NONE) \
45 P(class, prefix, beam_healing_hmax, float, NONE) \
46 P(class, prefix, beam_healing_hps, float, NONE) \
47 P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
48 P(class, prefix, beam_maxangle, float, NONE) \
49 P(class, prefix, beam_nonplayerdamage, float, NONE) \
50 P(class, prefix, beam_range, float, NONE) \
51 P(class, prefix, beam_refire, float, NONE) \
52 P(class, prefix, beam_returnspeed, float, NONE) \
53 P(class, prefix, beam_tightness, float, NONE) \
54 P(class, prefix, burst_ammo, float, NONE) \
55 P(class, prefix, burst_damage, float, NONE) \
56 P(class, prefix, burst_healing_aps, float, NONE) \
57 P(class, prefix, burst_healing_hps, float, NONE) \
58 P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
59 P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
60 P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
61 P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
62 P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
63 P(class, prefix, switchdelay_drop, float, NONE) \
64 P(class, prefix, switchdelay_raise, float, NONE) \
65 P(class, prefix, weaponreplace, string, NONE) \
66 P(class, prefix, weaponstartoverride, float, NONE) \
67 P(class, prefix, weaponstart, float, NONE) \
68 P(class, prefix, weaponthrowable, float, NONE) \
74 REGISTER_WEAPON(ARC, arc, NEW(Arc));
78 const float ARC_MAX_SEGMENTS = 20;
79 vector arc_shotorigin[4];
85 const int ARC_BT_MISS = 0x00;
86 const int ARC_BT_WALL = 0x01;
87 const int ARC_BT_HEAL = 0x02;
88 const int ARC_BT_HIT = 0x03;
89 const int ARC_BT_BURST_MISS = 0x10;
90 const int ARC_BT_BURST_WALL = 0x11;
91 const int ARC_BT_BURST_HEAL = 0x12;
92 const int ARC_BT_BURST_HIT = 0x13;
93 const int ARC_BT_BURSTMASK = 0x10;
95 const int ARC_SF_SETTINGS = BIT(0);
96 const int ARC_SF_START = BIT(1);
97 const int ARC_SF_WANTDIR = BIT(2);
98 const int ARC_SF_BEAMDIR = BIT(3);
99 const int ARC_SF_BEAMTYPE = BIT(4);
100 const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
104 .bool arc_BUTTON_ATCK_prev; // for better animation control
106 .float beam_initialized;
107 .float beam_bursting;
108 .float beam_teleporttime;
109 .float beam_heat; // (beam) amount of heat produced
110 .float arc_overheat; // (dropped arc/player) time during which it's too hot
111 .float arc_cooldown; // (dropped arc/player) cooling speed
112 .float arc_heat_percent = _STAT(ARC_HEAT);
113 .float arc_smoke_sound;
119 .float beam_thickness;
120 .entity beam_traileffect;
121 .entity beam_hiteffect;
122 .float beam_hitlight[4]; // 0: radius, 123: rgb
123 .entity beam_muzzleeffect;
124 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
127 .entity beam_muzzleentity;
129 .float beam_degreespersegment;
130 .float beam_distancepersegment;
131 .float beam_usevieworigin;
132 .float beam_initialized;
133 .float beam_maxangle;
135 .float beam_returnspeed;
136 .float beam_tightness;
137 .vector beam_shotorigin;
139 entity Draw_ArcBeam_callback_entity;
140 float Draw_ArcBeam_callback_last_thickness;
141 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
142 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
145 #ifdef IMPLEMENTATION
147 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
149 bool W_Arc_Beam_Send(entity this, entity to, int sf)
151 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
153 // Truncate information when this beam is displayed to the owner client
154 // - The owner client has no use for beam start position or directions,
155 // it always figures this information out for itself with csqc code.
156 // - Spectating the owner also truncates this information.
157 float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
158 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
160 WriteByte(MSG_ENTITY, sf);
162 if(sf & ARC_SF_SETTINGS) // settings information
164 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
165 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
166 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
167 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
168 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
169 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
171 WriteByte(MSG_ENTITY, drawlocal);
172 WriteByte(MSG_ENTITY, etof(this.owner));
174 if(sf & ARC_SF_START) // starting location
176 WriteCoord(MSG_ENTITY, self.beam_start.x);
177 WriteCoord(MSG_ENTITY, self.beam_start.y);
178 WriteCoord(MSG_ENTITY, self.beam_start.z);
180 if(sf & ARC_SF_WANTDIR) // want/aim direction
182 WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
183 WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
184 WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
186 if(sf & ARC_SF_BEAMDIR) // beam direction
188 WriteCoord(MSG_ENTITY, self.beam_dir.x);
189 WriteCoord(MSG_ENTITY, self.beam_dir.y);
190 WriteCoord(MSG_ENTITY, self.beam_dir.z);
192 if(sf & ARC_SF_BEAMTYPE) // beam type
194 WriteByte(MSG_ENTITY, self.beam_type);
200 void Reset_ArcBeam(entity player, vector forward)
202 if (!player.arc_beam) {
205 player.arc_beam.beam_dir = forward;
206 player.arc_beam.beam_teleporttime = time;
209 float Arc_GetHeat_Percent(entity player)
211 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
213 player.arc_overheat = 0;
217 if ( player.arc_beam )
218 return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
220 if ( player.arc_overheat > time )
222 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
223 * player.arc_cooldown;
228 void Arc_Player_SetHeat(entity player)
230 player.arc_heat_percent = Arc_GetHeat_Percent(player);
231 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
234 void W_Arc_Bolt_Explode()
236 self.event_damage = func_null;
237 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);
242 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
244 WITHSELF(this, W_Arc_Bolt_Explode());
247 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
252 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
253 return; // g_projectiles_damage says to halt
255 this.health = this.health - damage;
256 this.angles = vectoangles(this.velocity);
259 W_PrepareExplosionByDamage(this, attacker, this.think);
262 void W_Arc_Bolt_Touch()
265 self.use(this, NULL, NULL);
268 void W_Arc_Attack_Bolt(Weapon thiswep)
272 W_DecreaseAmmo(thiswep, self, WEP_CVAR(arc, bolt_ammo));
274 W_SetupShot(self, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
276 Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
278 missile = new(missile);
279 missile.owner = missile.realowner = self;
280 missile.bot_dodge = true;
281 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
283 missile.takedamage = DAMAGE_YES;
284 missile.health = WEP_CVAR(arc, bolt_health);
285 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
286 missile.event_damage = W_Arc_Bolt_Damage;
287 missile.damagedbycontents = true;
289 missile.touch = W_Arc_Bolt_Touch;
290 missile.use = W_Arc_Bolt_Explode_use;
291 missile.think = adaptor_think2use_hittype_splash;
292 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
293 PROJECTILE_MAKETRIGGER(missile);
294 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
295 setorigin(missile, w_shotorg);
296 setsize(missile, '0 0 0', '0 0 0');
298 missile.movetype = MOVETYPE_FLY;
299 W_SetupProjVelocity_PRE(missile, arc, bolt_);
301 missile.angles = vectoangles(missile.velocity);
302 missile.flags = FL_PROJECTILE;
303 missile.missile_flags = MIF_SPLASH;
305 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
307 MUTATOR_CALLHOOK(EditProjectile, self, missile);
310 void W_Arc_Beam_Think()
312 if(self != self.owner.arc_beam)
320 if( (PHYS_INPUT_BUTTON_ATCK2(self.owner) && !WEP_CVAR(arc, bolt)) || self.beam_bursting)
322 if(!self.beam_bursting)
323 self.beam_bursting = true;
324 burst = ARC_BT_BURSTMASK;
327 Weapon thiswep = WEP_ARC;
330 !IS_PLAYER(self.owner)
332 (self.owner.(thiswep.ammo_field) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
338 (!PHYS_INPUT_BUTTON_ATCK(self.owner) && !burst )
340 STAT(FROZEN, self.owner)
344 (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
347 if ( WEP_CVAR(arc, cooldown) > 0 )
349 float cooldown_speed = 0;
350 if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
352 cooldown_speed = WEP_CVAR(arc, cooldown);
356 cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
359 if ( cooldown_speed )
361 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max)) )
362 self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
363 self.owner.arc_cooldown = cooldown_speed;
366 if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
368 Send_Effect(EFFECT_ARC_OVERHEAT,
369 self.beam_start, self.beam_wantdir, 1 );
370 sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
374 if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
377 if(!w.wr_checkammo1(w, self) && !w.wr_checkammo2(w, self))
378 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
380 // note: this doesn't force the switch
381 W_SwitchToOtherWeapon(self);
389 float coefficient = frametime;
390 if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
394 { rootammo = WEP_CVAR(arc, burst_ammo); }
396 { rootammo = WEP_CVAR(arc, beam_ammo); }
400 coefficient = min(coefficient, self.owner.(thiswep.ammo_field) / rootammo);
401 self.owner.(thiswep.ammo_field) = max(0, self.owner.(thiswep.ammo_field) - (rootammo * frametime));
404 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
405 self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
407 makevectors(self.owner.v_angle);
415 WEP_CVAR(arc, beam_damage) * coefficient,
416 WEP_CVAR(arc, beam_range)
419 // After teleport, "lock" the beam until the teleport is confirmed.
420 if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
421 w_shotdir = self.beam_dir;
424 // network information: shot origin and want/aim direction
425 if(self.beam_start != w_shotorg)
427 self.SendFlags |= ARC_SF_START;
428 self.beam_start = w_shotorg;
430 if(self.beam_wantdir != w_shotdir)
432 self.SendFlags |= ARC_SF_WANTDIR;
433 self.beam_wantdir = w_shotdir;
436 if(!self.beam_initialized)
438 self.beam_dir = w_shotdir;
439 self.beam_initialized = true;
442 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
443 // idea: blend together self.beam_dir with the inverted direction the player is moving in
444 // might have to make some special accomodation so that it only uses view_right and view_up
446 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
449 if(self.beam_dir != w_shotdir)
451 // calculate how much we're going to move the end of the beam to the want position
452 // WEAPONTODO (server and client):
453 // blendfactor never actually becomes 0 in this situation, which is a problem
454 // regarding precision... this means that self.beam_dir and w_shotdir approach
455 // eachother, however they never actually become the same value with this method.
456 // Perhaps we should do some form of rounding/snapping?
457 float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
458 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
460 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
461 float blendfactor = bound(
463 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
464 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
466 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
470 // the radius is not too far yet, no worries :D
471 float blendfactor = bound(
473 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
476 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
479 // network information: beam direction
480 self.SendFlags |= ARC_SF_BEAMDIR;
482 // calculate how many segments are needed
483 float max_allowed_segments;
485 if(WEP_CVAR(arc, beam_distancepersegment))
487 max_allowed_segments = min(
489 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
492 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
494 if(WEP_CVAR(arc, beam_degreespersegment))
501 WEP_CVAR(arc, beam_maxangle)
504 WEP_CVAR(arc, beam_degreespersegment)
509 else { segments = 1; }
511 else { segments = 1; }
513 vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
514 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
517 float new_beam_type = 0;
518 vector last_origin = w_shotorg;
519 for(i = 1; i <= segments; ++i)
521 // WEAPONTODO (client):
522 // In order to do nice fading and pointing on the starting segment, we must always
523 // have that drawn as a separate triangle... However, that is difficult to do when
524 // keeping in mind the above problems and also optimizing the amount of segments
525 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
527 vector new_origin = bezier_quadratic_getpoint(
532 vector new_dir = normalize(new_origin - last_origin);
534 WarpZone_traceline_antilag(
540 ANTILAG_LATENCY(self.owner)
543 // Do all the transforms for warpzones right now, as we already
544 // "are" in the post-trace system (if we hit a player, that's
545 // always BEHIND the last passed wz).
546 last_origin = trace_endpos;
547 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
548 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
549 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
550 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
555 trace_ent.classname == "body"
557 IS_MONSTER(trace_ent)
560 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
562 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
563 // NO. trace_endpos should be just fine. If not,
564 // that's an engine bug that needs proper debugging.
565 vector hitorigin = trace_endpos;
567 float falloff = ExponentialFalloff(
568 WEP_CVAR(arc, beam_falloff_mindist),
569 WEP_CVAR(arc, beam_falloff_maxdist),
570 WEP_CVAR(arc, beam_falloff_halflifedist),
571 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
574 if(is_player && SAME_TEAM(self.owner, trace_ent))
576 float roothealth, rootarmor;
579 roothealth = WEP_CVAR(arc, burst_healing_hps);
580 rootarmor = WEP_CVAR(arc, burst_healing_aps);
584 roothealth = WEP_CVAR(arc, beam_healing_hps);
585 rootarmor = WEP_CVAR(arc, beam_healing_aps);
588 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
590 trace_ent.health = min(
591 trace_ent.health + (roothealth * coefficient),
592 WEP_CVAR(arc, beam_healing_hmax)
595 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
597 trace_ent.armorvalue = min(
598 trace_ent.armorvalue + (rootarmor * coefficient),
599 WEP_CVAR(arc, beam_healing_amax)
603 // stop rot, set visual effect
604 if(roothealth || rootarmor)
606 trace_ent.pauserothealth_finished = max(
607 trace_ent.pauserothealth_finished,
608 time + autocvar_g_balance_pause_health_rot
610 trace_ent.pauserotarmor_finished = max(
611 trace_ent.pauserotarmor_finished,
612 time + autocvar_g_balance_pause_armor_rot
614 new_beam_type = ARC_BT_HEAL;
623 { rootdamage = WEP_CVAR(arc, burst_damage); }
625 { rootdamage = WEP_CVAR(arc, beam_damage); }
628 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
630 if(accuracy_isgooddamage(self.owner, trace_ent))
636 rootdamage * coefficient * falloff
644 rootdamage * coefficient * falloff,
647 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
650 new_beam_type = ARC_BT_HIT;
654 else if(trace_fraction != 1)
656 // we collided with geometry
657 new_beam_type = ARC_BT_WALL;
662 // te_explosion(trace_endpos);
664 // if we're bursting, use burst visual effects
665 new_beam_type |= burst;
667 // network information: beam type
668 if(new_beam_type != self.beam_type)
670 self.SendFlags |= ARC_SF_BEAMTYPE;
671 self.beam_type = new_beam_type;
674 self.owner.beam_prev = time;
675 self.nextthink = time;
678 void W_Arc_Beam(float burst)
681 // only play fire sound if 1 sec has passed since player let go the fire button
682 if(time - self.beam_prev > 1)
683 sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
685 entity beam = self.arc_beam = new(W_Arc_Beam);
686 beam.solid = SOLID_NOT;
687 beam.think = W_Arc_Beam_Think;
689 beam.movetype = MOVETYPE_NONE;
690 beam.bot_dodge = true;
691 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
692 beam.beam_bursting = burst;
693 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
695 WITHSELF(beam, beam.think());
700 makevectors(self.v_angle);
701 W_SetupShot_Range(self,true,0,SND_Null,0,0,0);
703 vector smoke_origin = w_shotorg + self.velocity*frametime;
704 if ( self.arc_overheat > time )
706 if ( random() < self.arc_heat_percent )
707 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
708 if ( PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self) )
710 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
711 if ( !self.arc_smoke_sound )
713 self.arc_smoke_sound = 1;
714 sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
718 else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
719 self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
721 if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
722 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
723 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
726 if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
727 !( PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self) ) ) || PS(self).m_switchweapon != WEP_ARC )
729 self.arc_smoke_sound = 0;
730 sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
734 METHOD(Arc, wr_aim, void(entity thiswep))
737 if(WEP_CVAR(arc, beam_botaimspeed))
739 PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
741 WEP_CVAR(arc, beam_botaimspeed),
743 WEP_CVAR(arc, beam_botaimlifetime),
749 PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
758 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
760 Arc_Player_SetHeat(actor);
763 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
765 if (time >= actor.arc_overheat)
766 if ((fire & 1) || beam_fire2 || actor.arc_beam.beam_bursting)
769 if(actor.arc_BUTTON_ATCK_prev)
772 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
773 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
776 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
779 if((!actor.arc_beam) || wasfreed(actor.arc_beam))
781 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
783 W_Arc_Beam(boolean(beam_fire2));
785 if(!actor.arc_BUTTON_ATCK_prev)
787 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
788 actor.arc_BUTTON_ATCK_prev = true;
797 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
799 W_Arc_Attack_Bolt(thiswep);
800 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
804 if(actor.arc_BUTTON_ATCK_prev)
806 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
807 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
808 int slot = weaponslot(weaponentity);
809 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
811 actor.arc_BUTTON_ATCK_prev = false;
815 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
818 actor.arc_count = autocvar_g_balance_arc_secondary_count;
819 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
820 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
824 METHOD(Arc, wr_init, void(entity thiswep))
826 if(!arc_shotorigin[0])
828 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
829 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
830 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
831 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
834 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor))
836 return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
838 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor))
840 if(WEP_CVAR(arc, bolt))
842 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
843 ammo_amount += actor.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
847 return WEP_CVAR(arc, overheat_max) > 0 &&
848 ((!WEP_CVAR(arc, burst_ammo)) || (actor.(thiswep.ammo_field) > 0));
850 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
852 if(w_deathtype & HITTYPE_SECONDARY)
853 return WEAPON_ARC_MURDER_SPRAY;
855 return WEAPON_ARC_MURDER;
857 METHOD(Arc, wr_drop, void(entity thiswep))
860 weapon_dropevent_item.arc_overheat = self.arc_overheat;
861 weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
862 self.arc_overheat = 0;
863 self.arc_cooldown = 0;
865 METHOD(Arc, wr_pickup, void(entity thiswep))
868 if ( !client_hasweapon(self, thiswep, false, false) &&
869 weapon_dropevent_item.arc_overheat > time )
871 self.arc_overheat = weapon_dropevent_item.arc_overheat;
872 self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
877 bool autocvar_cl_arcbeam_teamcolor = true;
879 METHOD(Arc, wr_impacteffect, void(entity thiswep))
882 if(w_deathtype & HITTYPE_SECONDARY)
885 org2 = w_org + w_backoff * 6;
886 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
887 if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
891 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
893 entity beam = Draw_ArcBeam_callback_entity;
894 vector transformed_view_org;
895 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
897 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
898 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
899 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
905 if(trace_fraction != 1)
907 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
908 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
909 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
919 // decide upon thickness
920 float thickness = beam.beam_thickness;
922 // draw primary beam render
923 vector top = hitorigin + (thickdir * thickness);
924 vector bottom = hitorigin - (thickdir * thickness);
926 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
927 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
929 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
932 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
938 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
944 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
950 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
956 // draw trailing particles
958 // - Don't use spammy particle counts here, use a FEW small particles around the beam
959 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
960 if(beam.beam_traileffect)
962 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
965 // set up for the next
966 Draw_ArcBeam_callback_last_thickness = thickness;
967 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
968 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
974 for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
975 e.beam_initialized = false;
977 for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
978 e.beam_initialized = false;
982 void Draw_ArcBeam(entity this)
984 float dt = time - this.move_time;
985 this.move_time = time;
986 if(dt <= 0) { return; }
988 if(!this.beam_usevieworigin)
990 InterpolateOrigin_Do(this);
993 // origin = beam starting origin
994 // v_angle = wanted/aim direction
995 // angles = current direction of beam
998 vector wantdir; //= view_forward;
999 vector beamdir; //= this.beam_dir;
1002 if(this.beam_usevieworigin)
1005 // Currently we have to replicate nearly the same method of figuring
1006 // out the shotdir that the server does... Ideally in the future we
1007 // should be able to acquire this from a generalized function built
1008 // into a weapon system for client code.
1010 // find where we are aiming
1011 makevectors(warpzone_save_view_angles);
1012 vector forward = v_forward;
1013 vector right = v_right;
1016 // decide upon start position
1017 if(this.beam_usevieworigin == 2)
1018 { start_pos = warpzone_save_view_origin; }
1020 { start_pos = this.origin; }
1022 // trace forward with an estimation
1025 start_pos + forward * this.beam_range,
1030 // untransform in case our trace went through a warpzone
1031 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
1033 // un-adjust trueaim if shotend is too close
1034 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
1035 end_pos = start_pos + (forward * g_trueaim_minrange);
1037 // move shot origin to the actual gun muzzle origin
1038 vector origin_offset =
1039 right * -this.beam_shotorigin.y
1040 + up * this.beam_shotorigin.z;
1042 start_pos = start_pos + origin_offset;
1044 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1045 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1046 start_pos = trace_endpos;
1048 // calculate the aim direction now
1049 wantdir = normalize(end_pos - start_pos);
1051 if(!this.beam_initialized)
1053 this.beam_dir = wantdir;
1054 this.beam_initialized = true;
1057 if(this.beam_dir != wantdir)
1059 // calculate how much we're going to move the end of the beam to the want position
1060 // WEAPONTODO (server and client):
1061 // blendfactor never actually becomes 0 in this situation, which is a problem
1062 // regarding precision... this means that this.beam_dir and w_shotdir approach
1063 // eachother, however they never actually become the same value with this method.
1064 // Perhaps we should do some form of rounding/snapping?
1065 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1066 if(angle && (angle > this.beam_maxangle))
1068 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1069 float blendfactor = bound(
1071 (1 - (this.beam_returnspeed * frametime)),
1072 min(this.beam_maxangle / angle, 1)
1074 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1078 // the radius is not too far yet, no worries :D
1079 float blendfactor = bound(
1081 (1 - (this.beam_returnspeed * frametime)),
1084 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1087 // calculate how many segments are needed
1088 float max_allowed_segments;
1090 if(this.beam_distancepersegment)
1092 max_allowed_segments = min(
1094 1 + (vlen(wantdir / this.beam_distancepersegment))
1097 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1099 if(this.beam_degreespersegment)
1109 this.beam_degreespersegment
1111 max_allowed_segments
1114 else { segments = 1; }
1116 else { segments = 1; }
1118 // set the beam direction which the rest of the code will refer to
1119 beamdir = this.beam_dir;
1121 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1122 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1126 // set the values from the provided info from the networked entity
1127 start_pos = this.origin;
1128 wantdir = this.v_angle;
1129 beamdir = this.angles;
1131 if(beamdir != wantdir)
1133 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1135 // calculate how many segments are needed
1136 float max_allowed_segments;
1138 if(this.beam_distancepersegment)
1140 max_allowed_segments = min(
1142 1 + (vlen(wantdir / this.beam_distancepersegment))
1145 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1147 if(this.beam_degreespersegment)
1157 this.beam_degreespersegment
1159 max_allowed_segments
1162 else { segments = 1; }
1164 else { segments = 1; }
1167 setorigin(this, start_pos);
1168 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1170 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1171 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1173 Draw_ArcBeam_callback_entity = this;
1174 Draw_ArcBeam_callback_last_thickness = 0;
1175 Draw_ArcBeam_callback_last_top = start_pos;
1176 Draw_ArcBeam_callback_last_bottom = start_pos;
1178 vector last_origin = start_pos;
1179 vector original_start_pos = start_pos;
1182 for(i = 1; i <= segments; ++i)
1184 // WEAPONTODO (client):
1185 // In order to do nice fading and pointing on the starting segment, we must always
1186 // have that drawn as a separate triangle... However, that is difficult to do when
1187 // keeping in mind the above problems and also optimizing the amount of segments
1188 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1190 vector new_origin = bezier_quadratic_getpoint(
1196 WarpZone_TraceBox_ThroughZone(
1204 Draw_ArcBeam_callback
1207 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1208 // system (if we hit a player, that's always BEHIND the last passed wz).
1209 last_origin = trace_endpos;
1210 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1211 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1212 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1213 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1214 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1215 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1217 if(trace_fraction < 1) { break; }
1220 // visual effects for startpoint and endpoint
1221 if(this.beam_hiteffect)
1223 // FIXME we really should do this on the server so it actually
1224 // matches gameplay. What this client side stuff is doing is no
1225 // more than guesswork.
1226 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1228 this.beam_hiteffect,
1234 if(this.beam_hitlight[0])
1238 this.beam_hitlight[0],
1240 this.beam_hitlight[1],
1241 this.beam_hitlight[2],
1242 this.beam_hitlight[3]
1246 if(this.beam_muzzleeffect)
1249 this.beam_muzzleeffect,
1250 original_start_pos + wantdir * 20,
1255 if(this.beam_muzzlelight[0])
1258 original_start_pos + wantdir * 20,
1259 this.beam_muzzlelight[0],
1261 this.beam_muzzlelight[1],
1262 this.beam_muzzlelight[2],
1263 this.beam_muzzlelight[3]
1269 Draw_ArcBeam_callback_entity = world;
1270 Draw_ArcBeam_callback_last_thickness = 0;
1271 Draw_ArcBeam_callback_last_top = '0 0 0';
1272 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1275 void Remove_ArcBeam(entity this)
1277 remove(this.beam_muzzleentity);
1278 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1281 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1283 int sf = ReadByte();
1288 int gunalign = W_GetGunAlignment(world);
1290 this.beam_shotorigin = arc_shotorigin[gunalign];
1292 // set other main attributes of the beam
1293 this.draw = Draw_ArcBeam;
1294 this.entremove = Remove_ArcBeam;
1295 this.move_time = time;
1296 loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
1300 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1301 flash.drawmask = MASK_NORMAL;
1302 flash.solid = SOLID_NOT;
1303 flash.avelocity_z = 5000;
1304 setattachment(flash, this, "");
1305 setorigin(flash, '0 0 0');
1307 this.beam_muzzleentity = flash;
1311 flash = this.beam_muzzleentity;
1314 if(sf & ARC_SF_SETTINGS) // settings information
1316 this.beam_degreespersegment = ReadShort();
1317 this.beam_distancepersegment = ReadShort();
1318 this.beam_maxangle = ReadShort();
1319 this.beam_range = ReadCoord();
1320 this.beam_returnspeed = ReadShort();
1321 this.beam_tightness = (ReadByte() / 10);
1325 if(autocvar_chase_active)
1326 { this.beam_usevieworigin = 1; }
1327 else // use view origin
1328 { this.beam_usevieworigin = 2; }
1332 this.beam_usevieworigin = 0;
1335 this.sv_entnum = ReadByte();
1338 if(!this.beam_usevieworigin)
1340 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1341 this.iflags = IFLAG_ORIGIN;
1343 InterpolateOrigin_Undo(this);
1346 if(sf & ARC_SF_START) // starting location
1348 this.origin_x = ReadCoord();
1349 this.origin_y = ReadCoord();
1350 this.origin_z = ReadCoord();
1352 else if(this.beam_usevieworigin) // infer the location from player location
1354 if(this.beam_usevieworigin == 2)
1357 this.origin = view_origin;
1361 // use player origin so that third person display still works
1362 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1366 setorigin(this, this.origin);
1368 if(sf & ARC_SF_WANTDIR) // want/aim direction
1370 this.v_angle_x = ReadCoord();
1371 this.v_angle_y = ReadCoord();
1372 this.v_angle_z = ReadCoord();
1375 if(sf & ARC_SF_BEAMDIR) // beam direction
1377 this.angles_x = ReadCoord();
1378 this.angles_y = ReadCoord();
1379 this.angles_z = ReadCoord();
1382 if(sf & ARC_SF_BEAMTYPE) // beam type
1384 this.beam_type = ReadByte();
1386 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true) : '1 1 1');
1387 switch(this.beam_type)
1391 this.beam_color = beamcolor;
1392 this.beam_alpha = 0.5;
1393 this.beam_thickness = 8;
1394 this.beam_traileffect = (EFFECT_ARC_BEAM);
1395 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1396 this.beam_hitlight[0] = 0;
1397 this.beam_hitlight[1] = 1;
1398 this.beam_hitlight[2] = 1;
1399 this.beam_hitlight[3] = 1;
1400 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1401 this.beam_muzzlelight[0] = 0;
1402 this.beam_muzzlelight[1] = 1;
1403 this.beam_muzzlelight[2] = 1;
1404 this.beam_muzzlelight[3] = 1;
1405 if(this.beam_muzzleeffect)
1407 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1408 flash.alpha = this.beam_alpha;
1409 flash.colormod = this.beam_color;
1414 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1416 this.beam_color = beamcolor;
1417 this.beam_alpha = 0.5;
1418 this.beam_thickness = 8;
1419 this.beam_traileffect = (EFFECT_ARC_BEAM);
1420 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1421 this.beam_hitlight[0] = 0;
1422 this.beam_hitlight[1] = 1;
1423 this.beam_hitlight[2] = 1;
1424 this.beam_hitlight[3] = 1;
1425 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1426 this.beam_muzzlelight[0] = 0;
1427 this.beam_muzzlelight[1] = 1;
1428 this.beam_muzzlelight[2] = 1;
1429 this.beam_muzzlelight[3] = 1;
1430 this.beam_image = "particles/lgbeam";
1431 if(this.beam_muzzleeffect)
1433 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1434 flash.alpha = this.beam_alpha;
1435 flash.colormod = this.beam_color;
1442 this.beam_color = beamcolor;
1443 this.beam_alpha = 0.5;
1444 this.beam_thickness = 8;
1445 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1446 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1447 this.beam_hitlight[0] = 0;
1448 this.beam_hitlight[1] = 1;
1449 this.beam_hitlight[2] = 1;
1450 this.beam_hitlight[3] = 1;
1451 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1452 this.beam_muzzlelight[0] = 0;
1453 this.beam_muzzlelight[1] = 1;
1454 this.beam_muzzlelight[2] = 1;
1455 this.beam_muzzlelight[3] = 1;
1456 this.beam_image = "particles/lgbeam";
1457 if(this.beam_muzzleeffect)
1459 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1460 flash.alpha = this.beam_alpha;
1461 flash.colormod = this.beam_color;
1468 this.beam_color = beamcolor;
1469 this.beam_alpha = 0.5;
1470 this.beam_thickness = 8;
1471 this.beam_traileffect = (EFFECT_ARC_BEAM);
1472 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1473 this.beam_hitlight[0] = 20;
1474 this.beam_hitlight[1] = 1;
1475 this.beam_hitlight[2] = 0;
1476 this.beam_hitlight[3] = 0;
1477 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1478 this.beam_muzzlelight[0] = 50;
1479 this.beam_muzzlelight[1] = 1;
1480 this.beam_muzzlelight[2] = 0;
1481 this.beam_muzzlelight[3] = 0;
1482 this.beam_image = "particles/lgbeam";
1483 if(this.beam_muzzleeffect)
1485 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1486 flash.alpha = this.beam_alpha;
1487 flash.colormod = this.beam_color;
1492 case ARC_BT_BURST_MISS:
1494 this.beam_color = beamcolor;
1495 this.beam_alpha = 0.5;
1496 this.beam_thickness = 14;
1497 this.beam_traileffect = (EFFECT_ARC_BEAM);
1498 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1499 this.beam_hitlight[0] = 0;
1500 this.beam_hitlight[1] = 1;
1501 this.beam_hitlight[2] = 1;
1502 this.beam_hitlight[3] = 1;
1503 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1504 this.beam_muzzlelight[0] = 0;
1505 this.beam_muzzlelight[1] = 1;
1506 this.beam_muzzlelight[2] = 1;
1507 this.beam_muzzlelight[3] = 1;
1508 this.beam_image = "particles/lgbeam";
1509 if(this.beam_muzzleeffect)
1511 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1512 flash.alpha = this.beam_alpha;
1513 flash.colormod = this.beam_color;
1518 case ARC_BT_BURST_WALL:
1520 this.beam_color = beamcolor;
1521 this.beam_alpha = 0.5;
1522 this.beam_thickness = 14;
1523 this.beam_traileffect = (EFFECT_ARC_BEAM);
1524 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1525 this.beam_hitlight[0] = 0;
1526 this.beam_hitlight[1] = 1;
1527 this.beam_hitlight[2] = 1;
1528 this.beam_hitlight[3] = 1;
1529 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1530 this.beam_muzzlelight[0] = 0;
1531 this.beam_muzzlelight[1] = 1;
1532 this.beam_muzzlelight[2] = 1;
1533 this.beam_muzzlelight[3] = 1;
1534 this.beam_image = "particles/lgbeam";
1535 if(this.beam_muzzleeffect)
1537 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1538 flash.alpha = this.beam_alpha;
1539 flash.colormod = this.beam_color;
1544 case ARC_BT_BURST_HEAL:
1546 this.beam_color = beamcolor;
1547 this.beam_alpha = 0.5;
1548 this.beam_thickness = 14;
1549 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1550 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1551 this.beam_hitlight[0] = 0;
1552 this.beam_hitlight[1] = 1;
1553 this.beam_hitlight[2] = 1;
1554 this.beam_hitlight[3] = 1;
1555 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1556 this.beam_muzzlelight[0] = 0;
1557 this.beam_muzzlelight[1] = 1;
1558 this.beam_muzzlelight[2] = 1;
1559 this.beam_muzzlelight[3] = 1;
1560 this.beam_image = "particles/lgbeam";
1561 if(this.beam_muzzleeffect)
1563 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1564 flash.alpha = this.beam_alpha;
1565 flash.colormod = this.beam_color;
1570 case ARC_BT_BURST_HIT:
1572 this.beam_color = beamcolor;
1573 this.beam_alpha = 0.5;
1574 this.beam_thickness = 14;
1575 this.beam_traileffect = (EFFECT_ARC_BEAM);
1576 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1577 this.beam_hitlight[0] = 0;
1578 this.beam_hitlight[1] = 1;
1579 this.beam_hitlight[2] = 1;
1580 this.beam_hitlight[3] = 1;
1581 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1582 this.beam_muzzlelight[0] = 0;
1583 this.beam_muzzlelight[1] = 1;
1584 this.beam_muzzlelight[2] = 1;
1585 this.beam_muzzlelight[3] = 1;
1586 this.beam_image = "particles/lgbeam";
1587 if(this.beam_muzzleeffect)
1589 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1590 flash.alpha = this.beam_alpha;
1591 flash.colormod = this.beam_color;
1597 // shouldn't be possible, but lets make it colorful if it does :D
1600 this.beam_color = randomvec();
1601 this.beam_alpha = 1;
1602 this.beam_thickness = 8;
1603 this.beam_traileffect = NULL;
1604 this.beam_hiteffect = NULL;
1605 this.beam_hitlight[0] = 0;
1606 this.beam_hitlight[1] = 1;
1607 this.beam_hitlight[2] = 1;
1608 this.beam_hitlight[3] = 1;
1609 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1610 this.beam_muzzlelight[0] = 0;
1611 this.beam_muzzlelight[1] = 1;
1612 this.beam_muzzlelight[2] = 1;
1613 this.beam_muzzlelight[3] = 1;
1614 this.beam_image = "particles/lgbeam";
1615 if(this.beam_muzzleeffect)
1617 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1618 flash.alpha = this.beam_alpha;
1619 flash.colormod = this.beam_color;
1627 if(!this.beam_usevieworigin)
1629 InterpolateOrigin_Note(this);