4 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
9 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
11 // Truncate information when this beam is displayed to the owner client
12 // - The owner client has no use for beam start position or directions,
13 // it always figures this information out for itself with csqc code.
14 // - Spectating the owner also truncates this information.
15 float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
16 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
18 WriteByte(MSG_ENTITY, sf);
19 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
21 if(sf & ARC_SF_SETTINGS) // settings information
23 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
24 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
25 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
26 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
27 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
28 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
30 WriteByte(MSG_ENTITY, drawlocal);
31 WriteByte(MSG_ENTITY, etof(this.owner));
33 if(sf & ARC_SF_START) // starting location
35 WriteVector(MSG_ENTITY, this.beam_start);
37 if(sf & ARC_SF_WANTDIR) // want/aim direction
39 WriteVector(MSG_ENTITY, this.beam_wantdir);
41 if(sf & ARC_SF_BEAMDIR) // beam direction
43 WriteAngle(MSG_ENTITY, this.beam_dir.x);
44 WriteAngle(MSG_ENTITY, this.beam_dir.y);
45 WriteAngle(MSG_ENTITY, this.beam_dir.z);
47 if(sf & ARC_SF_BEAMTYPE) // beam type
49 WriteByte(MSG_ENTITY, this.beam_type);
55 void Reset_ArcBeam(entity player, vector forward)
57 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
59 .entity weaponentity = weaponentities[slot];
60 if(!player.(weaponentity).arc_beam)
62 player.(weaponentity).arc_beam.beam_dir = forward;
63 player.(weaponentity).arc_beam.beam_teleporttime = time;
67 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
69 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
71 player.arc_overheat = 0;
75 if ( player.(weaponentity).arc_beam )
76 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
78 if ( player.arc_overheat > time )
80 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
81 * player.arc_cooldown;
86 void Arc_Player_SetHeat(entity player, .entity weaponentity)
88 player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
89 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
92 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
94 this.event_damage = func_null;
95 RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
100 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
102 W_Arc_Bolt_Explode(this, trigger);
105 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
107 if(GetResource(this, RES_HEALTH) <= 0)
110 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
111 return; // g_projectiles_damage says to halt
113 TakeResource(this, RES_HEALTH, damage);
114 this.angles = vectoangles(this.velocity);
116 if(GetResource(this, RES_HEALTH) <= 0)
117 W_PrepareExplosionByDamage(this, attacker, getthink(this));
120 void W_Arc_Bolt_Touch(entity this, entity toucher)
122 PROJECTILE_TOUCH(this, toucher);
123 this.use(this, NULL, toucher);
126 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
130 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
132 W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
134 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
136 missile = new(missile);
137 missile.owner = missile.realowner = actor;
138 missile.bot_dodge = true;
139 IL_PUSH(g_bot_dodge, missile);
140 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
142 missile.takedamage = DAMAGE_YES;
143 SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
144 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
145 missile.event_damage = W_Arc_Bolt_Damage;
146 missile.damagedbycontents = true;
147 IL_PUSH(g_damagedbycontents, missile);
149 settouch(missile, W_Arc_Bolt_Touch);
150 missile.use = W_Arc_Bolt_Explode_use;
151 setthink(missile, adaptor_think2use_hittype_splash);
152 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
153 PROJECTILE_MAKETRIGGER(missile);
154 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
155 missile.weaponentity_fld = weaponentity;
156 setorigin(missile, w_shotorg);
157 setsize(missile, '0 0 0', '0 0 0');
159 set_movetype(missile, MOVETYPE_FLY);
160 W_SetupProjVelocity_PRE(missile, arc, bolt_);
162 missile.angles = vectoangles(missile.velocity);
163 missile.flags = FL_PROJECTILE;
164 missile.missile_flags = MIF_SPLASH;
166 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
168 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
171 void W_Arc_Beam_Think(entity this)
173 .entity weaponentity = this.weaponentity_fld;
174 entity own = this.owner;
175 if(this != own.(weaponentity).arc_beam)
182 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
184 if(!this.beam_bursting)
185 this.beam_bursting = true;
186 burst = ARC_BT_BURSTMASK;
189 Weapon thiswep = WEP_ARC;
196 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
198 own.(weaponentity).m_switchweapon != WEP_ARC
200 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
204 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
207 if ( WEP_CVAR(arc, cooldown) > 0 )
209 float cooldown_speed = 0;
210 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
212 cooldown_speed = WEP_CVAR(arc, cooldown);
216 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
219 if ( cooldown_speed )
221 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
222 own.arc_overheat = time + this.beam_heat / cooldown_speed;
223 own.arc_cooldown = cooldown_speed;
226 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
228 Send_Effect(EFFECT_ARC_OVERHEAT,
229 this.beam_start, this.beam_wantdir, 1 );
230 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
234 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
235 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
237 // note: this doesn't force the switch
238 W_SwitchToOtherWeapon(own, weaponentity);
240 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
246 float coefficient = frametime;
247 if(!(own.items & IT_UNLIMITED_AMMO))
251 { rootammo = WEP_CVAR(arc, burst_ammo); }
253 { rootammo = WEP_CVAR(arc, beam_ammo); }
257 coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
258 SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
261 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
262 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
264 makevectors(own.v_angle);
273 WEP_CVAR(arc, beam_damage) * coefficient,
274 WEP_CVAR(arc, beam_range),
278 // After teleport, "lock" the beam until the teleport is confirmed.
279 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
280 w_shotdir = this.beam_dir;
283 // network information: shot origin and want/aim direction
284 if(this.beam_start != w_shotorg)
286 this.SendFlags |= ARC_SF_START;
287 this.beam_start = w_shotorg;
289 if(this.beam_wantdir != w_shotdir)
291 this.SendFlags |= ARC_SF_WANTDIR;
292 this.beam_wantdir = w_shotdir;
295 if(!this.beam_initialized)
297 this.beam_dir = w_shotdir;
298 this.beam_initialized = true;
301 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
302 // idea: blend together this.beam_dir with the inverted direction the player is moving in
303 // might have to make some special accomodation so that it only uses view_right and view_up
305 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
308 if(this.beam_dir != w_shotdir)
310 // calculate how much we're going to move the end of the beam to the want position
311 // WEAPONTODO (server and client):
312 // blendfactor never actually becomes 0 in this situation, which is a problem
313 // regarding precision... this means that this.beam_dir and w_shotdir approach
314 // eachother, however they never actually become the same value with this method.
315 // Perhaps we should do some form of rounding/snapping?
316 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
317 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
319 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
320 float blendfactor = bound(
322 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
323 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
325 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
326 this.beam_dir = w_shotdir;
328 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
332 // the radius is not too far yet, no worries :D
333 float blendfactor = bound(
335 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
338 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
339 this.beam_dir = w_shotdir;
341 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
344 // network information: beam direction
345 this.SendFlags |= ARC_SF_BEAMDIR;
347 // calculate how many segments are needed
348 float max_allowed_segments;
350 if(WEP_CVAR(arc, beam_distancepersegment))
352 max_allowed_segments = min(
354 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
357 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
359 if(WEP_CVAR(arc, beam_degreespersegment))
366 WEP_CVAR(arc, beam_maxangle)
369 WEP_CVAR(arc, beam_degreespersegment)
374 else { segments = 1; }
376 else { segments = 1; }
378 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
379 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
382 float new_beam_type = 0;
383 vector last_origin = w_shotorg;
384 for(i = 1; i <= segments; ++i)
386 // WEAPONTODO (client):
387 // In order to do nice fading and pointing on the starting segment, we must always
388 // have that drawn as a separate triangle... However, that is difficult to do when
389 // keeping in mind the above problems and also optimizing the amount of segments
390 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
392 vector new_origin = bezier_quadratic_getpoint(
397 vector new_dir = normalize(new_origin - last_origin);
399 WarpZone_traceline_antilag(
408 // Do all the transforms for warpzones right now, as we already
409 // "are" in the post-trace system (if we hit a player, that's
410 // always BEHIND the last passed wz).
411 last_origin = trace_endpos;
412 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
413 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
414 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
415 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
420 trace_ent.classname == "body"
422 IS_MONSTER(trace_ent)
427 if(SAME_TEAM(own, trace_ent))
429 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
430 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
431 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
432 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
433 if(IS_PLAYER(trace_ent) && rootarmor)
435 if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
437 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
438 trace_ent.pauserotarmor_finished = max(
439 trace_ent.pauserotarmor_finished,
440 time + autocvar_g_balance_pause_armor_rot
444 if(roothealth || rootarmor)
445 new_beam_type = ARC_BT_HEAL;
447 else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
449 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
450 // NO. trace_endpos should be just fine. If not,
451 // that's an engine bug that needs proper debugging.
452 vector hitorigin = trace_endpos;
454 float falloff = ExponentialFalloff(
455 WEP_CVAR(arc, beam_falloff_mindist),
456 WEP_CVAR(arc, beam_falloff_maxdist),
457 WEP_CVAR(arc, beam_falloff_halflifedist),
458 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
465 { rootdamage = WEP_CVAR(arc, burst_damage); }
467 { rootdamage = WEP_CVAR(arc, beam_damage); }
470 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
472 if(accuracy_isgooddamage(own, trace_ent))
478 rootdamage * coefficient * falloff
486 rootdamage * coefficient * falloff,
490 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
493 new_beam_type = ARC_BT_HIT;
497 else if(trace_fraction != 1)
499 // we collided with geometry
500 new_beam_type = ARC_BT_WALL;
505 // te_explosion(trace_endpos);
507 // if we're bursting, use burst visual effects
508 new_beam_type |= burst;
510 // network information: beam type
511 if(new_beam_type != this.beam_type)
513 this.SendFlags |= ARC_SF_BEAMTYPE;
514 this.beam_type = new_beam_type;
517 own.(weaponentity).beam_prev = time;
518 this.nextthink = time;
521 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
524 // only play fire sound if 1 sec has passed since player let go the fire button
525 if(time - actor.(weaponentity).beam_prev > 1)
526 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
528 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
529 beam.weaponentity_fld = weaponentity;
530 beam.solid = SOLID_NOT;
531 setthink(beam, W_Arc_Beam_Think);
533 set_movetype(beam, MOVETYPE_NONE);
534 beam.bot_dodge = true;
535 IL_PUSH(g_bot_dodge, beam);
536 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
537 beam.beam_bursting = burst;
538 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
540 getthink(beam)(beam);
542 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
544 if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
546 w_ready(thiswep, actor, weaponentity, fire);
550 // attack handled by the beam itself, this is just a loop to keep the attack happening!
552 // NOTE: arc doesn't use a refire
553 //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
554 actor.(weaponentity).wframe = WFRAME_FIRE1;
555 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
557 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
559 // TODO: spamming this without checking any refires is asking for trouble!
560 makevectors(actor.v_angle);
561 W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
563 vector smoke_origin = w_shotorg + actor.velocity*frametime;
564 if ( actor.arc_overheat > time )
566 if ( random() < actor.(weaponentity).arc_heat_percent )
567 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
568 if ( (fire & 1) || (fire & 2) )
570 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
571 if ( !actor.arc_smoke_sound )
573 actor.arc_smoke_sound = 1;
574 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
578 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
579 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
581 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
582 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
583 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
586 bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
587 bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
588 if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
590 actor.arc_smoke_sound = 0;
591 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
595 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
597 if(WEP_CVAR(arc, beam_botaimspeed))
599 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
602 WEP_CVAR(arc, beam_botaimspeed),
604 WEP_CVAR(arc, beam_botaimlifetime),
610 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
620 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
622 Arc_Player_SetHeat(actor, weaponentity);
623 Arc_Smoke(thiswep, actor, weaponentity, fire);
625 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
627 if (time >= actor.arc_overheat)
628 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
631 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
634 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
635 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
638 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
642 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
644 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
646 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
648 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
650 actor.(weaponentity).wframe = WFRAME_FIRE1;
651 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
652 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
661 if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
663 W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
664 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
668 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
670 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
671 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
672 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
674 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
678 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
681 actor.arc_count = autocvar_g_balance_arc_secondary_count;
682 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
683 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
687 METHOD(Arc, wr_init, void(entity thiswep))
689 if(!arc_shotorigin[0])
691 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
692 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
693 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
694 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
697 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
699 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
701 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
703 if(WEP_CVAR(arc, bolt))
705 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
706 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
710 return WEP_CVAR(arc, overheat_max) > 0 &&
711 ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
713 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
715 if(w_deathtype & HITTYPE_SECONDARY)
716 return WEAPON_ARC_MURDER_SPRAY;
718 return WEAPON_ARC_MURDER;
720 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
722 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
723 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
724 actor.arc_overheat = 0;
725 actor.arc_cooldown = 0;
726 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
728 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
730 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
731 weapon_dropevent_item.arc_overheat > time )
733 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
734 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
737 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
739 actor.arc_overheat = 0;
740 actor.arc_cooldown = 0;
741 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
743 .entity weaponentity = weaponentities[slot];
744 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
747 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
749 actor.arc_overheat = 0;
750 actor.arc_cooldown = 0;
751 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
755 bool autocvar_cl_arcbeam_teamcolor = true;
756 bool autocvar_cl_arcbeam_simple = true;
760 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
762 if(w_deathtype & HITTYPE_SECONDARY)
765 org2 = w_org + w_backoff * 6;
766 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
767 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
771 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
773 entity beam = Draw_ArcBeam_callback_entity;
774 vector transformed_view_org;
775 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
777 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
778 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
779 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
785 if(trace_fraction != 1)
787 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
788 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
789 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
799 // decide upon thickness
800 float thickness = beam.beam_thickness;
802 // draw primary beam render
803 vector top = hitorigin + (thickdir * thickness);
804 vector bottom = hitorigin - (thickdir * thickness);
806 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
807 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
809 if(autocvar_cl_arcbeam_simple)
810 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
813 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
816 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
822 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
828 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
834 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
841 // draw trailing particles
843 // - Don't use spammy particle counts here, use a FEW small particles around the beam
844 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
845 if(beam.beam_traileffect)
847 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
850 // set up for the next
851 Draw_ArcBeam_callback_last_thickness = thickness;
852 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
853 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
859 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
860 e.beam_initialized = false;
862 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
863 e.beam_initialized = false;
867 void Draw_ArcBeam(entity this)
869 float dt = time - this.move_time;
870 this.move_time = time;
871 if(dt <= 0) { return; }
873 if(!this.beam_usevieworigin)
875 InterpolateOrigin_Do(this);
878 // origin = beam starting origin
879 // v_angle = wanted/aim direction
880 // angles = current direction of beam
883 vector wantdir; //= view_forward;
884 vector beamdir; //= this.beam_dir;
887 if(this.beam_usevieworigin)
890 // Currently we have to replicate nearly the same method of figuring
891 // out the shotdir that the server does... Ideally in the future we
892 // should be able to acquire this from a generalized function built
893 // into a weapon system for client code.
895 // find where we are aiming
896 vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
897 vector forward, right, up;
898 MAKE_VECTORS(myviewangle, forward, right, up);
899 entity wepent = viewmodels[this.beam_slot];
901 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
903 // decide upon start position
904 if(this.beam_usevieworigin == 2)
905 { start_pos = warpzone_save_view_origin; }
907 { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
909 { start_pos = this.origin; }
911 // trace forward with an estimation
914 start_pos + forward * this.beam_range,
919 int v_shot_idx; // used later
920 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
921 if(v_shot_idx && this.beam_usevieworigin == 2)
922 start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
924 // untransform in case our trace went through a warpzone
925 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
927 // un-adjust trueaim if shotend is too close
928 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
929 end_pos = start_pos + (forward * g_trueaim_minrange);
931 // move shot origin to the actual gun muzzle origin
932 vector origin_offset = '0 0 0';
933 if(!v_shot_idx || this.beam_usevieworigin != 2)
935 this.beam_shotorigin = wepent.movedir;
937 right * -this.beam_shotorigin.y
938 + up * this.beam_shotorigin.z;
941 this.beam_shotorigin = '0 0 0';
943 start_pos = start_pos + origin_offset;
945 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
946 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
947 start_pos = trace_endpos;
949 // calculate the aim direction now
950 wantdir = normalize(end_pos - start_pos);
952 if(!this.beam_initialized)
954 this.beam_dir = wantdir;
955 this.beam_initialized = true;
957 this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
960 if(this.beam_dir != wantdir)
962 // calculate how much we're going to move the end of the beam to the want position
963 // WEAPONTODO (server and client):
964 // blendfactor never actually becomes 0 in this situation, which is a problem
965 // regarding precision... this means that this.beam_dir and w_shotdir approach
966 // eachother, however they never actually become the same value with this method.
967 // Perhaps we should do some form of rounding/snapping?
968 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
969 if(angle && (angle > this.beam_maxangle))
971 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
972 float blendfactor = bound(
974 (1 - (this.beam_returnspeed * dt)),
975 min(this.beam_maxangle / angle, 1)
977 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
981 // the radius is not too far yet, no worries :D
982 float blendfactor = bound(
984 (1 - (this.beam_returnspeed * dt)),
987 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
990 // calculate how many segments are needed
991 float max_allowed_segments;
993 if(this.beam_distancepersegment)
995 max_allowed_segments = min(
997 1 + (vlen(wantdir / this.beam_distancepersegment))
1000 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1002 if(this.beam_degreespersegment)
1012 this.beam_degreespersegment
1014 max_allowed_segments
1017 else { segments = 1; }
1019 else { segments = 1; }
1021 // set the beam direction which the rest of the code will refer to
1022 beamdir = this.beam_dir;
1024 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1025 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1029 // set the values from the provided info from the networked entity
1030 start_pos = this.origin;
1031 wantdir = this.v_angle;
1032 beamdir = this.angles;
1034 if(beamdir != wantdir)
1036 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1038 // calculate how many segments are needed
1039 float max_allowed_segments;
1041 if(this.beam_distancepersegment)
1043 max_allowed_segments = min(
1045 1 + (vlen(wantdir / this.beam_distancepersegment))
1048 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1050 if(this.beam_degreespersegment)
1060 this.beam_degreespersegment
1062 max_allowed_segments
1065 else { segments = 1; }
1067 else { segments = 1; }
1070 setorigin(this, start_pos);
1071 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1073 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1074 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1076 Draw_ArcBeam_callback_entity = this;
1077 Draw_ArcBeam_callback_last_thickness = 0;
1078 Draw_ArcBeam_callback_last_top = start_pos;
1079 Draw_ArcBeam_callback_last_bottom = start_pos;
1081 vector last_origin = start_pos;
1082 vector original_start_pos = start_pos;
1085 for(i = 1; i <= segments; ++i)
1087 // WEAPONTODO (client):
1088 // In order to do nice fading and pointing on the starting segment, we must always
1089 // have that drawn as a separate triangle... However, that is difficult to do when
1090 // keeping in mind the above problems and also optimizing the amount of segments
1091 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1093 vector new_origin = bezier_quadratic_getpoint(
1099 WarpZone_TraceBox_ThroughZone(
1107 Draw_ArcBeam_callback
1110 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1111 // system (if we hit a player, that's always BEHIND the last passed wz).
1112 last_origin = trace_endpos;
1113 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1114 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1115 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1116 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1117 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1118 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1120 if(trace_fraction < 1) { break; }
1123 // visual effects for startpoint and endpoint
1124 if(this.beam_hiteffect)
1126 // FIXME we really should do this on the server so it actually
1127 // matches gameplay. What this client side stuff is doing is no
1128 // more than guesswork.
1129 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1131 this.beam_hiteffect,
1137 if(this.beam_hitlight[0])
1141 this.beam_hitlight[0],
1143 this.beam_hitlight[1],
1144 this.beam_hitlight[2],
1145 this.beam_hitlight[3]
1149 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1152 this.beam_muzzleeffect,
1153 original_start_pos + wantdir * 20,
1158 if(this.beam_muzzlelight[0])
1161 original_start_pos + wantdir * 20,
1162 this.beam_muzzlelight[0],
1164 this.beam_muzzlelight[1],
1165 this.beam_muzzlelight[2],
1166 this.beam_muzzlelight[3]
1172 Draw_ArcBeam_callback_entity = NULL;
1173 Draw_ArcBeam_callback_last_thickness = 0;
1174 Draw_ArcBeam_callback_last_top = '0 0 0';
1175 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1178 void Remove_ArcBeam(entity this)
1180 delete(this.beam_muzzleentity);
1181 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1184 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1186 int sf = ReadByte();
1187 int slot = ReadByte();
1190 this.beam_slot = slot;
1194 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1196 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1198 // set other main attributes of the beam
1199 this.draw = Draw_ArcBeam;
1200 IL_PUSH(g_drawables, this);
1201 this.entremove = Remove_ArcBeam;
1202 this.move_time = time;
1203 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1207 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1208 //flash.drawmask = MASK_NORMAL;
1209 flash.solid = SOLID_NOT;
1210 flash.avelocity_z = 5000;
1211 setattachment(flash, this, "");
1212 setorigin(flash, '0 0 0');
1214 this.beam_muzzleentity = flash;
1218 flash = this.beam_muzzleentity;
1221 if(sf & ARC_SF_SETTINGS) // settings information
1223 this.beam_degreespersegment = ReadShort();
1224 this.beam_distancepersegment = ReadShort();
1225 this.beam_maxangle = ReadShort();
1226 this.beam_range = ReadCoord();
1227 this.beam_returnspeed = ReadShort();
1228 this.beam_tightness = (ReadByte() / 10);
1232 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1236 this.beam_usevieworigin = 0;
1239 this.sv_entnum = ReadByte();
1242 if(!this.beam_usevieworigin)
1244 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1245 this.iflags = IFLAG_ORIGIN;
1247 InterpolateOrigin_Undo(this);
1250 if(sf & ARC_SF_START) // starting location
1252 this.origin = ReadVector();
1254 else if(this.beam_usevieworigin) // infer the location from player location
1256 if(this.beam_usevieworigin == 2)
1259 this.origin = view_origin;
1263 // use player origin so that third person display still works
1264 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1268 setorigin(this, this.origin);
1270 if(sf & ARC_SF_WANTDIR) // want/aim direction
1272 this.v_angle = ReadVector();
1275 if(sf & ARC_SF_BEAMDIR) // beam direction
1277 this.angles_x = ReadAngle();
1278 this.angles_y = ReadAngle();
1279 this.angles_z = ReadAngle();
1282 if(sf & ARC_SF_BEAMTYPE) // beam type
1284 this.beam_type = ReadByte();
1286 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1287 switch(this.beam_type)
1291 this.beam_color = beamcolor;
1292 this.beam_alpha = 0.5;
1293 this.beam_thickness = 8;
1294 this.beam_traileffect = (EFFECT_ARC_BEAM);
1295 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1296 this.beam_hitlight[0] = 0;
1297 this.beam_hitlight[1] = 1;
1298 this.beam_hitlight[2] = 1;
1299 this.beam_hitlight[3] = 1;
1300 this.beam_muzzleeffect = EFFECT_Null;
1301 this.beam_muzzlelight[0] = 0;
1302 this.beam_muzzlelight[1] = 1;
1303 this.beam_muzzlelight[2] = 1;
1304 this.beam_muzzlelight[3] = 1;
1305 this.beam_image = "particles/lgbeam";
1306 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1308 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1309 flash.alpha = this.beam_alpha;
1310 flash.colormod = this.beam_color;
1315 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1317 this.beam_color = beamcolor;
1318 this.beam_alpha = 0.5;
1319 this.beam_thickness = 8;
1320 this.beam_traileffect = (EFFECT_ARC_BEAM);
1321 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1322 this.beam_hitlight[0] = 0;
1323 this.beam_hitlight[1] = 1;
1324 this.beam_hitlight[2] = 1;
1325 this.beam_hitlight[3] = 1;
1326 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1327 this.beam_muzzlelight[0] = 0;
1328 this.beam_muzzlelight[1] = 1;
1329 this.beam_muzzlelight[2] = 1;
1330 this.beam_muzzlelight[3] = 1;
1331 this.beam_image = "particles/lgbeam";
1332 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1334 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1335 flash.alpha = this.beam_alpha;
1336 flash.colormod = this.beam_color;
1343 this.beam_color = beamcolor;
1344 this.beam_alpha = 0.5;
1345 this.beam_thickness = 8;
1346 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1347 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1348 this.beam_hitlight[0] = 0;
1349 this.beam_hitlight[1] = 1;
1350 this.beam_hitlight[2] = 1;
1351 this.beam_hitlight[3] = 1;
1352 this.beam_muzzleeffect = EFFECT_Null;
1353 this.beam_muzzlelight[0] = 0;
1354 this.beam_muzzlelight[1] = 1;
1355 this.beam_muzzlelight[2] = 1;
1356 this.beam_muzzlelight[3] = 1;
1357 this.beam_image = "particles/lgbeam";
1358 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1360 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1361 flash.alpha = this.beam_alpha;
1362 flash.colormod = this.beam_color;
1369 this.beam_color = beamcolor;
1370 this.beam_alpha = 0.5;
1371 this.beam_thickness = 8;
1372 this.beam_traileffect = (EFFECT_ARC_BEAM);
1373 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1374 this.beam_hitlight[0] = 20;
1375 this.beam_hitlight[1] = 1;
1376 this.beam_hitlight[2] = 0;
1377 this.beam_hitlight[3] = 0;
1378 this.beam_muzzleeffect = EFFECT_Null;
1379 this.beam_muzzlelight[0] = 50;
1380 this.beam_muzzlelight[1] = 1;
1381 this.beam_muzzlelight[2] = 0;
1382 this.beam_muzzlelight[3] = 0;
1383 this.beam_image = "particles/lgbeam";
1384 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1386 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1387 flash.alpha = this.beam_alpha;
1388 flash.colormod = this.beam_color;
1393 case ARC_BT_BURST_MISS:
1395 this.beam_color = beamcolor;
1396 this.beam_alpha = 0.5;
1397 this.beam_thickness = 14;
1398 this.beam_traileffect = (EFFECT_ARC_BEAM);
1399 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1400 this.beam_hitlight[0] = 0;
1401 this.beam_hitlight[1] = 1;
1402 this.beam_hitlight[2] = 1;
1403 this.beam_hitlight[3] = 1;
1404 this.beam_muzzleeffect = EFFECT_Null;
1405 this.beam_muzzlelight[0] = 0;
1406 this.beam_muzzlelight[1] = 1;
1407 this.beam_muzzlelight[2] = 1;
1408 this.beam_muzzlelight[3] = 1;
1409 this.beam_image = "particles/lgbeam";
1410 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1412 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1413 flash.alpha = this.beam_alpha;
1414 flash.colormod = this.beam_color;
1419 case ARC_BT_BURST_WALL:
1421 this.beam_color = beamcolor;
1422 this.beam_alpha = 0.5;
1423 this.beam_thickness = 14;
1424 this.beam_traileffect = (EFFECT_ARC_BEAM);
1425 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1426 this.beam_hitlight[0] = 0;
1427 this.beam_hitlight[1] = 1;
1428 this.beam_hitlight[2] = 1;
1429 this.beam_hitlight[3] = 1;
1430 this.beam_muzzleeffect = EFFECT_Null;
1431 this.beam_muzzlelight[0] = 0;
1432 this.beam_muzzlelight[1] = 1;
1433 this.beam_muzzlelight[2] = 1;
1434 this.beam_muzzlelight[3] = 1;
1435 this.beam_image = "particles/lgbeam";
1436 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1438 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1439 flash.alpha = this.beam_alpha;
1440 flash.colormod = this.beam_color;
1445 case ARC_BT_BURST_HEAL:
1447 this.beam_color = beamcolor;
1448 this.beam_alpha = 0.5;
1449 this.beam_thickness = 14;
1450 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1451 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1452 this.beam_hitlight[0] = 0;
1453 this.beam_hitlight[1] = 1;
1454 this.beam_hitlight[2] = 1;
1455 this.beam_hitlight[3] = 1;
1456 this.beam_muzzleeffect = EFFECT_Null;
1457 this.beam_muzzlelight[0] = 0;
1458 this.beam_muzzlelight[1] = 1;
1459 this.beam_muzzlelight[2] = 1;
1460 this.beam_muzzlelight[3] = 1;
1461 this.beam_image = "particles/lgbeam";
1462 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1464 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1465 flash.alpha = this.beam_alpha;
1466 flash.colormod = this.beam_color;
1471 case ARC_BT_BURST_HIT:
1473 this.beam_color = beamcolor;
1474 this.beam_alpha = 0.5;
1475 this.beam_thickness = 14;
1476 this.beam_traileffect = (EFFECT_ARC_BEAM);
1477 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1478 this.beam_hitlight[0] = 0;
1479 this.beam_hitlight[1] = 1;
1480 this.beam_hitlight[2] = 1;
1481 this.beam_hitlight[3] = 1;
1482 this.beam_muzzleeffect = EFFECT_Null;
1483 this.beam_muzzlelight[0] = 0;
1484 this.beam_muzzlelight[1] = 1;
1485 this.beam_muzzlelight[2] = 1;
1486 this.beam_muzzlelight[3] = 1;
1487 this.beam_image = "particles/lgbeam";
1488 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1490 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1491 flash.alpha = this.beam_alpha;
1492 flash.colormod = this.beam_color;
1498 // shouldn't be possible, but lets make it colorful if it does :D
1501 this.beam_color = randomvec();
1502 this.beam_alpha = 1;
1503 this.beam_thickness = 8;
1504 this.beam_traileffect = NULL;
1505 this.beam_hiteffect = NULL;
1506 this.beam_hitlight[0] = 0;
1507 this.beam_hitlight[1] = 1;
1508 this.beam_hitlight[2] = 1;
1509 this.beam_hitlight[3] = 1;
1510 this.beam_muzzleeffect = EFFECT_Null;
1511 this.beam_muzzlelight[0] = 0;
1512 this.beam_muzzlelight[1] = 1;
1513 this.beam_muzzlelight[2] = 1;
1514 this.beam_muzzlelight[3] = 1;
1515 this.beam_image = "particles/lgbeam";
1516 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1518 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1519 flash.alpha = this.beam_alpha;
1520 flash.colormod = this.beam_color;
1528 if(!this.beam_usevieworigin)
1530 InterpolateOrigin_Note(this);