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 REGISTER_WEAPON(ARC, NEW(Arc));
20 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
21 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
22 w_cvar(id, sn, NONE, beam_ammo) \
23 w_cvar(id, sn, NONE, beam_animtime) \
24 w_cvar(id, sn, NONE, beam_botaimspeed) \
25 w_cvar(id, sn, NONE, beam_botaimlifetime) \
26 w_cvar(id, sn, NONE, beam_damage) \
27 w_cvar(id, sn, NONE, beam_degreespersegment) \
28 w_cvar(id, sn, NONE, beam_distancepersegment) \
29 w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
30 w_cvar(id, sn, NONE, beam_falloff_maxdist) \
31 w_cvar(id, sn, NONE, beam_falloff_mindist) \
32 w_cvar(id, sn, NONE, beam_force) \
33 w_cvar(id, sn, NONE, beam_healing_amax) \
34 w_cvar(id, sn, NONE, beam_healing_aps) \
35 w_cvar(id, sn, NONE, beam_healing_hmax) \
36 w_cvar(id, sn, NONE, beam_healing_hps) \
37 w_cvar(id, sn, NONE, beam_maxangle) \
38 w_cvar(id, sn, NONE, beam_nonplayerdamage) \
39 w_cvar(id, sn, NONE, beam_range) \
40 w_cvar(id, sn, NONE, beam_refire) \
41 w_cvar(id, sn, NONE, beam_returnspeed) \
42 w_cvar(id, sn, NONE, beam_tightness) \
43 w_cvar(id, sn, NONE, burst_ammo) \
44 w_cvar(id, sn, NONE, burst_damage) \
45 w_cvar(id, sn, NONE, burst_healing_aps) \
46 w_cvar(id, sn, NONE, burst_healing_hps) \
47 w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \
48 w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \
49 w_cvar(id, sn, NONE, beam_heat) /* heat increase per second (primary) */ \
50 w_cvar(id, sn, NONE, burst_heat) /* heat increase per second (secondary) */ \
51 w_cvar(id, sn, NONE, cooldown) /* heat decrease per second when resting */ \
52 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
53 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
54 w_prop(id, sn, string, weaponreplace, weaponreplace) \
55 w_prop(id, sn, float, weaponstart, weaponstart) \
56 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
57 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
60 const float ARC_MAX_SEGMENTS = 20;
61 vector arc_shotorigin[4];
67 const int ARC_BT_MISS = 0x00;
68 const int ARC_BT_WALL = 0x01;
69 const int ARC_BT_HEAL = 0x02;
70 const int ARC_BT_HIT = 0x03;
71 const int ARC_BT_BURST_MISS = 0x10;
72 const int ARC_BT_BURST_WALL = 0x11;
73 const int ARC_BT_BURST_HEAL = 0x12;
74 const int ARC_BT_BURST_HIT = 0x13;
75 const int ARC_BT_BURSTMASK = 0x10;
77 const int ARC_SF_SETTINGS = BIT(0);
78 const int ARC_SF_START = BIT(1);
79 const int ARC_SF_WANTDIR = BIT(2);
80 const int ARC_SF_BEAMDIR = BIT(3);
81 const int ARC_SF_BEAMTYPE = BIT(4);
82 const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
85 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
87 .bool arc_BUTTON_ATCK_prev; // for better animation control
89 .float beam_initialized;
91 .float beam_teleporttime;
92 .float beam_heat; // (beam) amount of heat produced
93 .float arc_overheat; // (dropped arc/player) time during which it's too hot
94 .float arc_cooldown; // (dropped arc/player) cooling speed
95 .float arc_heat_percent = _STAT(ARC_HEAT);
96 .float arc_smoke_sound;
102 .float beam_thickness;
103 .entity beam_traileffect;
104 .entity beam_hiteffect;
105 .float beam_hitlight[4]; // 0: radius, 123: rgb
106 .entity beam_muzzleeffect;
107 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
110 .entity beam_muzzleentity;
112 .float beam_degreespersegment;
113 .float beam_distancepersegment;
114 .float beam_usevieworigin;
115 .float beam_initialized;
116 .float beam_maxangle;
118 .float beam_returnspeed;
119 .float beam_tightness;
120 .vector beam_shotorigin;
122 entity Draw_ArcBeam_callback_entity;
123 float Draw_ArcBeam_callback_last_thickness;
124 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
125 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
128 #ifdef IMPLEMENTATION
130 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
132 bool W_Arc_Beam_Send(entity this, entity to, int sf)
134 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
136 // Truncate information when this beam is displayed to the owner client
137 // - The owner client has no use for beam start position or directions,
138 // it always figures this information out for itself with csqc code.
139 // - Spectating the owner also truncates this information.
140 float drawlocal = ((to == self.owner) || ((to.enemy == self.owner) && IS_SPEC(to)));
141 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
143 WriteByte(MSG_ENTITY, sf);
145 if(sf & ARC_SF_SETTINGS) // settings information
147 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
148 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
149 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
150 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
151 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
152 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
154 WriteByte(MSG_ENTITY, drawlocal);
156 if(sf & ARC_SF_START) // starting location
158 WriteCoord(MSG_ENTITY, self.beam_start.x);
159 WriteCoord(MSG_ENTITY, self.beam_start.y);
160 WriteCoord(MSG_ENTITY, self.beam_start.z);
162 if(sf & ARC_SF_WANTDIR) // want/aim direction
164 WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
165 WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
166 WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
168 if(sf & ARC_SF_BEAMDIR) // beam direction
170 WriteCoord(MSG_ENTITY, self.beam_dir.x);
171 WriteCoord(MSG_ENTITY, self.beam_dir.y);
172 WriteCoord(MSG_ENTITY, self.beam_dir.z);
174 if(sf & ARC_SF_BEAMTYPE) // beam type
176 WriteByte(MSG_ENTITY, self.beam_type);
182 void Reset_ArcBeam(entity player, vector forward)
184 if (!player.arc_beam) {
187 player.arc_beam.beam_dir = forward;
188 player.arc_beam.beam_teleporttime = time;
191 float Arc_GetHeat_Percent(entity player)
193 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
195 player.arc_overheat = 0;
199 if ( player.arc_beam )
200 return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
202 if ( player.arc_overheat > time )
204 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
205 * player.arc_cooldown;
210 void Arc_Player_SetHeat(entity player)
212 player.arc_heat_percent = Arc_GetHeat_Percent(player);
213 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
216 void W_Arc_Beam_Think()
218 if(self != self.owner.arc_beam)
226 if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
228 if(!self.beam_bursting)
229 self.beam_bursting = true;
230 burst = ARC_BT_BURSTMASK;
234 !IS_PLAYER(self.owner)
236 (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
238 self.owner.deadflag != DEAD_NO
240 (!self.owner.BUTTON_ATCK && !burst )
246 (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
249 if ( WEP_CVAR(arc, cooldown) > 0 )
251 float cooldown_speed = 0;
252 if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
254 cooldown_speed = WEP_CVAR(arc, cooldown);
258 cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
261 if ( cooldown_speed )
263 self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
264 self.owner.arc_cooldown = cooldown_speed;
267 if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
269 Send_Effect(EFFECT_ARC_OVERHEAT,
270 self.beam_start, self.beam_wantdir, 1 );
271 sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
275 if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
278 if(!w.wr_checkammo1(w) && !w.wr_checkammo2(w))
279 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
281 // note: this doesn't force the switch
282 W_SwitchToOtherWeapon(self);
290 float coefficient = frametime;
291 if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
295 { rootammo = WEP_CVAR(arc, burst_ammo); }
297 { rootammo = WEP_CVAR(arc, beam_ammo); }
301 coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
302 self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
305 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
306 self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
308 makevectors(self.owner.v_angle);
316 WEP_CVAR(arc, beam_damage) * coefficient,
317 WEP_CVAR(arc, beam_range)
320 // After teleport, "lock" the beam until the teleport is confirmed.
321 if (time < self.beam_teleporttime + ANTILAG_LATENCY(self.owner)) {
322 w_shotdir = self.beam_dir;
325 // network information: shot origin and want/aim direction
326 if(self.beam_start != w_shotorg)
328 self.SendFlags |= ARC_SF_START;
329 self.beam_start = w_shotorg;
331 if(self.beam_wantdir != w_shotdir)
333 self.SendFlags |= ARC_SF_WANTDIR;
334 self.beam_wantdir = w_shotdir;
337 if(!self.beam_initialized)
339 self.beam_dir = w_shotdir;
340 self.beam_initialized = true;
343 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
344 // idea: blend together self.beam_dir with the inverted direction the player is moving in
345 // might have to make some special accomodation so that it only uses view_right and view_up
347 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
350 if(self.beam_dir != w_shotdir)
352 // calculate how much we're going to move the end of the beam to the want position
353 // WEAPONTODO (server and client):
354 // blendfactor never actually becomes 0 in this situation, which is a problem
355 // regarding precision... this means that self.beam_dir and w_shotdir approach
356 // eachother, however they never actually become the same value with this method.
357 // Perhaps we should do some form of rounding/snapping?
358 float angle = vlen(w_shotdir - self.beam_dir) * RAD2DEG;
359 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
361 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
362 float blendfactor = bound(
364 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
365 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
367 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
371 // the radius is not too far yet, no worries :D
372 float blendfactor = bound(
374 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
377 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
380 // network information: beam direction
381 self.SendFlags |= ARC_SF_BEAMDIR;
383 // calculate how many segments are needed
384 float max_allowed_segments;
386 if(WEP_CVAR(arc, beam_distancepersegment))
388 max_allowed_segments = min(
390 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
393 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
395 if(WEP_CVAR(arc, beam_degreespersegment))
402 WEP_CVAR(arc, beam_maxangle)
405 WEP_CVAR(arc, beam_degreespersegment)
410 else { segments = 1; }
412 else { segments = 1; }
414 vector beam_endpos = (w_shotorg + (self.beam_dir * WEP_CVAR(arc, beam_range)));
415 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
418 float new_beam_type = 0;
419 vector last_origin = w_shotorg;
420 for(i = 1; i <= segments; ++i)
422 // WEAPONTODO (client):
423 // In order to do nice fading and pointing on the starting segment, we must always
424 // have that drawn as a separate triangle... However, that is difficult to do when
425 // keeping in mind the above problems and also optimizing the amount of segments
426 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
428 vector new_origin = bezier_quadratic_getpoint(
433 vector new_dir = normalize(new_origin - last_origin);
435 WarpZone_traceline_antilag(
441 ANTILAG_LATENCY(self.owner)
444 // Do all the transforms for warpzones right now, as we already
445 // "are" in the post-trace system (if we hit a player, that's
446 // always BEHIND the last passed wz).
447 last_origin = trace_endpos;
448 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
449 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
450 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
451 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
456 trace_ent.classname == "body"
458 IS_MONSTER(trace_ent)
461 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
463 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
464 // NO. trace_endpos should be just fine. If not,
465 // that's an engine bug that needs proper debugging.
466 vector hitorigin = trace_endpos;
468 float falloff = ExponentialFalloff(
469 WEP_CVAR(arc, beam_falloff_mindist),
470 WEP_CVAR(arc, beam_falloff_maxdist),
471 WEP_CVAR(arc, beam_falloff_halflifedist),
472 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
475 if(is_player && SAME_TEAM(self.owner, trace_ent))
477 float roothealth, rootarmor;
480 roothealth = WEP_CVAR(arc, burst_healing_hps);
481 rootarmor = WEP_CVAR(arc, burst_healing_aps);
485 roothealth = WEP_CVAR(arc, beam_healing_hps);
486 rootarmor = WEP_CVAR(arc, beam_healing_aps);
489 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
491 trace_ent.health = min(
492 trace_ent.health + (roothealth * coefficient),
493 WEP_CVAR(arc, beam_healing_hmax)
496 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
498 trace_ent.armorvalue = min(
499 trace_ent.armorvalue + (rootarmor * coefficient),
500 WEP_CVAR(arc, beam_healing_amax)
504 // stop rot, set visual effect
505 if(roothealth || rootarmor)
507 trace_ent.pauserothealth_finished = max(
508 trace_ent.pauserothealth_finished,
509 time + autocvar_g_balance_pause_health_rot
511 trace_ent.pauserotarmor_finished = max(
512 trace_ent.pauserotarmor_finished,
513 time + autocvar_g_balance_pause_armor_rot
515 new_beam_type = ARC_BT_HEAL;
524 { rootdamage = WEP_CVAR(arc, burst_damage); }
526 { rootdamage = WEP_CVAR(arc, beam_damage); }
529 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
531 if(accuracy_isgooddamage(self.owner, trace_ent))
537 rootdamage * coefficient * falloff
545 rootdamage * coefficient * falloff,
548 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
551 new_beam_type = ARC_BT_HIT;
555 else if(trace_fraction != 1)
557 // we collided with geometry
558 new_beam_type = ARC_BT_WALL;
563 // te_explosion(trace_endpos);
565 // if we're bursting, use burst visual effects
566 new_beam_type |= burst;
568 // network information: beam type
569 if(new_beam_type != self.beam_type)
571 self.SendFlags |= ARC_SF_BEAMTYPE;
572 self.beam_type = new_beam_type;
575 self.owner.beam_prev = time;
576 self.nextthink = time;
579 void W_Arc_Beam(float burst)
582 // only play fire sound if 1 sec has passed since player let go the fire button
583 if(time - self.beam_prev > 1)
584 sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
586 entity beam = self.arc_beam = new(W_Arc_Beam);
587 beam.solid = SOLID_NOT;
588 beam.think = W_Arc_Beam_Think;
590 beam.movetype = MOVETYPE_NONE;
591 beam.bot_dodge = true;
592 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
593 beam.beam_bursting = burst;
594 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
596 WITH(entity, self, beam, beam.think());
601 makevectors(self.v_angle);
602 W_SetupShot_Range(self,true,0,"",0,0,0);
604 vector smoke_origin = w_shotorg + self.velocity*frametime;
605 if ( self.arc_overheat > time )
607 if ( random() < self.arc_heat_percent )
608 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
609 if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
611 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
612 if ( !self.arc_smoke_sound )
614 self.arc_smoke_sound = 1;
615 sound(self, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
619 else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
620 self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
622 if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
623 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
624 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
627 if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
628 !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
630 self.arc_smoke_sound = 0;
631 sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
635 METHOD(Arc, wr_aim, void(entity thiswep))
638 if(WEP_CVAR(arc, beam_botaimspeed))
640 self.BUTTON_ATCK = bot_aim(
641 WEP_CVAR(arc, beam_botaimspeed),
643 WEP_CVAR(arc, beam_botaimlifetime),
649 self.BUTTON_ATCK = bot_aim(
657 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
659 Arc_Player_SetHeat(actor);
662 if (time >= actor.arc_overheat)
663 if ((fire & 1) || (fire & 2) || actor.arc_beam.beam_bursting)
666 if(actor.arc_BUTTON_ATCK_prev)
669 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
670 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
673 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
676 if((!actor.arc_beam) || wasfreed(actor.arc_beam))
678 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(fire & 2), 0))
680 W_Arc_Beam(boolean(fire & 2));
682 if(!actor.arc_BUTTON_ATCK_prev)
684 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
685 actor.arc_BUTTON_ATCK_prev = true;
693 if(actor.arc_BUTTON_ATCK_prev)
695 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
696 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
697 int slot = weaponslot(weaponentity);
698 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
700 actor.arc_BUTTON_ATCK_prev = false;
704 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
707 actor.arc_count = autocvar_g_balance_arc_secondary_count;
708 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
709 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
713 METHOD(Arc, wr_init, void(entity thiswep))
715 if(!arc_shotorigin[0])
717 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
718 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
719 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
720 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
722 ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
724 METHOD(Arc, wr_checkammo1, bool(entity thiswep))
727 return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
729 METHOD(Arc, wr_checkammo2, bool(entity thiswep))
732 return WEP_CVAR(arc, overheat_max) > 0 &&
733 ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
735 METHOD(Arc, wr_config, void(entity thiswep))
737 ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
739 METHOD(Arc, wr_killmessage, int(entity thiswep))
741 return WEAPON_ARC_MURDER;
743 METHOD(Arc, wr_drop, void(entity thiswep))
745 weapon_dropevent_item.arc_overheat = self.arc_overheat;
746 weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
747 self.arc_overheat = 0;
748 self.arc_cooldown = 0;
750 METHOD(Arc, wr_pickup, void(entity thiswep))
752 if ( !client_hasweapon(self, thiswep, false, false) &&
753 weapon_dropevent_item.arc_overheat > time )
755 self.arc_overheat = weapon_dropevent_item.arc_overheat;
756 self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
761 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
763 entity beam = Draw_ArcBeam_callback_entity;
764 vector transformed_view_org;
765 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
767 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
768 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
769 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
775 if(trace_fraction != 1)
777 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
778 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
779 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
789 // decide upon thickness
790 float thickness = beam.beam_thickness;
792 // draw primary beam render
793 vector top = hitorigin + (thickdir * thickness);
794 vector bottom = hitorigin - (thickdir * thickness);
796 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
797 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
799 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
802 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
808 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
814 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
820 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
826 // draw trailing particles
828 // - Don't use spammy particle counts here, use a FEW small particles around the beam
829 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
830 if(beam.beam_traileffect)
832 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
835 // set up for the next
836 Draw_ArcBeam_callback_last_thickness = thickness;
837 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
838 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
844 for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
845 e.beam_initialized = false;
847 for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
848 e.beam_initialized = false;
852 void Draw_ArcBeam(entity this)
854 float dt = time - self.move_time;
855 self.move_time = time;
856 if(dt <= 0) { return; }
858 if(!self.beam_usevieworigin)
860 InterpolateOrigin_Do(self);
863 // origin = beam starting origin
864 // v_angle = wanted/aim direction
865 // angles = current direction of beam
868 vector wantdir; //= view_forward;
869 vector beamdir; //= self.beam_dir;
872 if(self.beam_usevieworigin)
875 // Currently we have to replicate nearly the same method of figuring
876 // out the shotdir that the server does... Ideally in the future we
877 // should be able to acquire this from a generalized function built
878 // into a weapon system for client code.
880 // find where we are aiming
881 makevectors(warpzone_save_view_angles);
882 vector forward = v_forward;
883 vector right = v_right;
886 // decide upon start position
887 if(self.beam_usevieworigin == 2)
888 { start_pos = warpzone_save_view_origin; }
890 { start_pos = self.origin; }
892 // trace forward with an estimation
895 start_pos + forward * self.beam_range,
900 // untransform in case our trace went through a warpzone
901 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
903 // un-adjust trueaim if shotend is too close
904 if(vlen(end_pos - start_pos) < g_trueaim_minrange)
905 end_pos = start_pos + (forward * g_trueaim_minrange);
907 // move shot origin to the actual gun muzzle origin
908 vector origin_offset =
909 right * -self.beam_shotorigin.y
910 + up * self.beam_shotorigin.z;
912 start_pos = start_pos + origin_offset;
914 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
915 traceline(start_pos, start_pos + forward * self.beam_shotorigin.x, MOVE_NORMAL, self);
916 start_pos = trace_endpos;
918 // calculate the aim direction now
919 wantdir = normalize(end_pos - start_pos);
921 if(!self.beam_initialized)
923 self.beam_dir = wantdir;
924 self.beam_initialized = true;
927 if(self.beam_dir != wantdir)
929 // calculate how much we're going to move the end of the beam to the want position
930 // WEAPONTODO (server and client):
931 // blendfactor never actually becomes 0 in this situation, which is a problem
932 // regarding precision... this means that self.beam_dir and w_shotdir approach
933 // eachother, however they never actually become the same value with this method.
934 // Perhaps we should do some form of rounding/snapping?
935 float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
936 if(angle && (angle > self.beam_maxangle))
938 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
939 float blendfactor = bound(
941 (1 - (self.beam_returnspeed * frametime)),
942 min(self.beam_maxangle / angle, 1)
944 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
948 // the radius is not too far yet, no worries :D
949 float blendfactor = bound(
951 (1 - (self.beam_returnspeed * frametime)),
954 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
957 // calculate how many segments are needed
958 float max_allowed_segments;
960 if(self.beam_distancepersegment)
962 max_allowed_segments = min(
964 1 + (vlen(wantdir / self.beam_distancepersegment))
967 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
969 if(self.beam_degreespersegment)
979 self.beam_degreespersegment
984 else { segments = 1; }
986 else { segments = 1; }
988 // set the beam direction which the rest of the code will refer to
989 beamdir = self.beam_dir;
991 // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
992 self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
996 // set the values from the provided info from the networked entity
997 start_pos = self.origin;
998 wantdir = self.v_angle;
999 beamdir = self.angles;
1001 if(beamdir != wantdir)
1003 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1005 // calculate how many segments are needed
1006 float max_allowed_segments;
1008 if(self.beam_distancepersegment)
1010 max_allowed_segments = min(
1012 1 + (vlen(wantdir / self.beam_distancepersegment))
1015 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1017 if(self.beam_degreespersegment)
1027 self.beam_degreespersegment
1029 max_allowed_segments
1032 else { segments = 1; }
1034 else { segments = 1; }
1037 setorigin(self, start_pos);
1038 self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1040 vector beam_endpos = (start_pos + (beamdir * self.beam_range));
1041 vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
1043 Draw_ArcBeam_callback_entity = self;
1044 Draw_ArcBeam_callback_last_thickness = 0;
1045 Draw_ArcBeam_callback_last_top = start_pos;
1046 Draw_ArcBeam_callback_last_bottom = start_pos;
1048 vector last_origin = start_pos;
1049 vector original_start_pos = start_pos;
1052 for(i = 1; i <= segments; ++i)
1054 // WEAPONTODO (client):
1055 // In order to do nice fading and pointing on the starting segment, we must always
1056 // have that drawn as a separate triangle... However, that is difficult to do when
1057 // keeping in mind the above problems and also optimizing the amount of segments
1058 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1060 vector new_origin = bezier_quadratic_getpoint(
1066 WarpZone_TraceBox_ThroughZone(
1074 Draw_ArcBeam_callback
1077 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1078 // system (if we hit a player, that's always BEHIND the last passed wz).
1079 last_origin = trace_endpos;
1080 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1081 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1082 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1083 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1084 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1085 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1087 if(trace_fraction < 1) { break; }
1090 // visual effects for startpoint and endpoint
1091 if(self.beam_hiteffect)
1093 // FIXME we really should do this on the server so it actually
1094 // matches gameplay. What this client side stuff is doing is no
1095 // more than guesswork.
1096 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1098 self.beam_hiteffect,
1104 if(self.beam_hitlight[0])
1108 self.beam_hitlight[0],
1110 self.beam_hitlight[1],
1111 self.beam_hitlight[2],
1112 self.beam_hitlight[3]
1116 if(self.beam_muzzleeffect)
1119 self.beam_muzzleeffect,
1120 original_start_pos + wantdir * 20,
1125 if(self.beam_muzzlelight[0])
1128 original_start_pos + wantdir * 20,
1129 self.beam_muzzlelight[0],
1131 self.beam_muzzlelight[1],
1132 self.beam_muzzlelight[2],
1133 self.beam_muzzlelight[3]
1139 Draw_ArcBeam_callback_entity = world;
1140 Draw_ArcBeam_callback_last_thickness = 0;
1141 Draw_ArcBeam_callback_last_top = '0 0 0';
1142 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1145 void Remove_ArcBeam()
1147 remove(self.beam_muzzleentity);
1148 sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1151 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1153 int sf = ReadByte();
1158 int gunalign = W_GetGunAlignment(world);
1160 self.beam_shotorigin = arc_shotorigin[gunalign];
1162 // set other main attributes of the beam
1163 self.draw = Draw_ArcBeam;
1164 self.entremove = Remove_ArcBeam;
1165 self.move_time = time;
1166 loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
1170 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1171 flash.drawmask = MASK_NORMAL;
1172 flash.solid = SOLID_NOT;
1173 flash.avelocity_z = 5000;
1174 setattachment(flash, self, "");
1175 setorigin(flash, '0 0 0');
1177 self.beam_muzzleentity = flash;
1181 flash = self.beam_muzzleentity;
1184 if(sf & ARC_SF_SETTINGS) // settings information
1186 self.beam_degreespersegment = ReadShort();
1187 self.beam_distancepersegment = ReadShort();
1188 self.beam_maxangle = ReadShort();
1189 self.beam_range = ReadCoord();
1190 self.beam_returnspeed = ReadShort();
1191 self.beam_tightness = (ReadByte() / 10);
1195 if(autocvar_chase_active)
1196 { self.beam_usevieworigin = 1; }
1197 else // use view origin
1198 { self.beam_usevieworigin = 2; }
1202 self.beam_usevieworigin = 0;
1206 if(!self.beam_usevieworigin)
1208 // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1209 self.iflags = IFLAG_ORIGIN;
1211 InterpolateOrigin_Undo(self);
1214 if(sf & ARC_SF_START) // starting location
1216 self.origin_x = ReadCoord();
1217 self.origin_y = ReadCoord();
1218 self.origin_z = ReadCoord();
1220 else if(self.beam_usevieworigin) // infer the location from player location
1222 if(self.beam_usevieworigin == 2)
1225 self.origin = view_origin;
1229 // use player origin so that third person display still works
1230 self.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
1234 setorigin(self, self.origin);
1236 if(sf & ARC_SF_WANTDIR) // want/aim direction
1238 self.v_angle_x = ReadCoord();
1239 self.v_angle_y = ReadCoord();
1240 self.v_angle_z = ReadCoord();
1243 if(sf & ARC_SF_BEAMDIR) // beam direction
1245 self.angles_x = ReadCoord();
1246 self.angles_y = ReadCoord();
1247 self.angles_z = ReadCoord();
1250 if(sf & ARC_SF_BEAMTYPE) // beam type
1252 self.beam_type = ReadByte();
1253 switch(self.beam_type)
1257 self.beam_color = '1 1 1';
1258 self.beam_alpha = 0.5;
1259 self.beam_thickness = 8;
1260 self.beam_traileffect = (EFFECT_ARC_BEAM);
1261 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1262 self.beam_hitlight[0] = 0;
1263 self.beam_hitlight[1] = 1;
1264 self.beam_hitlight[2] = 1;
1265 self.beam_hitlight[3] = 1;
1266 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1267 self.beam_muzzlelight[0] = 0;
1268 self.beam_muzzlelight[1] = 1;
1269 self.beam_muzzlelight[2] = 1;
1270 self.beam_muzzlelight[3] = 1;
1271 if(self.beam_muzzleeffect)
1273 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1274 flash.alpha = self.beam_alpha;
1275 flash.colormod = self.beam_color;
1280 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1282 self.beam_color = '1 1 1';
1283 self.beam_alpha = 0.5;
1284 self.beam_thickness = 8;
1285 self.beam_traileffect = (EFFECT_ARC_BEAM);
1286 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1287 self.beam_hitlight[0] = 0;
1288 self.beam_hitlight[1] = 1;
1289 self.beam_hitlight[2] = 1;
1290 self.beam_hitlight[3] = 1;
1291 self.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1292 self.beam_muzzlelight[0] = 0;
1293 self.beam_muzzlelight[1] = 1;
1294 self.beam_muzzlelight[2] = 1;
1295 self.beam_muzzlelight[3] = 1;
1296 self.beam_image = "particles/lgbeam";
1297 if(self.beam_muzzleeffect)
1299 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1300 flash.alpha = self.beam_alpha;
1301 flash.colormod = self.beam_color;
1308 self.beam_color = '1 1 1';
1309 self.beam_alpha = 0.5;
1310 self.beam_thickness = 8;
1311 self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1312 self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1313 self.beam_hitlight[0] = 0;
1314 self.beam_hitlight[1] = 1;
1315 self.beam_hitlight[2] = 1;
1316 self.beam_hitlight[3] = 1;
1317 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1318 self.beam_muzzlelight[0] = 0;
1319 self.beam_muzzlelight[1] = 1;
1320 self.beam_muzzlelight[2] = 1;
1321 self.beam_muzzlelight[3] = 1;
1322 self.beam_image = "particles/lgbeam";
1323 if(self.beam_muzzleeffect)
1325 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1326 flash.alpha = self.beam_alpha;
1327 flash.colormod = self.beam_color;
1334 self.beam_color = '1 1 1';
1335 self.beam_alpha = 0.5;
1336 self.beam_thickness = 8;
1337 self.beam_traileffect = (EFFECT_ARC_BEAM);
1338 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1339 self.beam_hitlight[0] = 20;
1340 self.beam_hitlight[1] = 1;
1341 self.beam_hitlight[2] = 0;
1342 self.beam_hitlight[3] = 0;
1343 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1344 self.beam_muzzlelight[0] = 50;
1345 self.beam_muzzlelight[1] = 1;
1346 self.beam_muzzlelight[2] = 0;
1347 self.beam_muzzlelight[3] = 0;
1348 self.beam_image = "particles/lgbeam";
1349 if(self.beam_muzzleeffect)
1351 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1352 flash.alpha = self.beam_alpha;
1353 flash.colormod = self.beam_color;
1358 case ARC_BT_BURST_MISS:
1360 self.beam_color = '1 1 1';
1361 self.beam_alpha = 0.5;
1362 self.beam_thickness = 14;
1363 self.beam_traileffect = (EFFECT_ARC_BEAM);
1364 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1365 self.beam_hitlight[0] = 0;
1366 self.beam_hitlight[1] = 1;
1367 self.beam_hitlight[2] = 1;
1368 self.beam_hitlight[3] = 1;
1369 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1370 self.beam_muzzlelight[0] = 0;
1371 self.beam_muzzlelight[1] = 1;
1372 self.beam_muzzlelight[2] = 1;
1373 self.beam_muzzlelight[3] = 1;
1374 self.beam_image = "particles/lgbeam";
1375 if(self.beam_muzzleeffect)
1377 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1378 flash.alpha = self.beam_alpha;
1379 flash.colormod = self.beam_color;
1384 case ARC_BT_BURST_WALL:
1386 self.beam_color = '1 1 1';
1387 self.beam_alpha = 0.5;
1388 self.beam_thickness = 14;
1389 self.beam_traileffect = (EFFECT_ARC_BEAM);
1390 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1391 self.beam_hitlight[0] = 0;
1392 self.beam_hitlight[1] = 1;
1393 self.beam_hitlight[2] = 1;
1394 self.beam_hitlight[3] = 1;
1395 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1396 self.beam_muzzlelight[0] = 0;
1397 self.beam_muzzlelight[1] = 1;
1398 self.beam_muzzlelight[2] = 1;
1399 self.beam_muzzlelight[3] = 1;
1400 self.beam_image = "particles/lgbeam";
1401 if(self.beam_muzzleeffect)
1403 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1404 flash.alpha = self.beam_alpha;
1405 flash.colormod = self.beam_color;
1410 case ARC_BT_BURST_HEAL:
1412 self.beam_color = '1 1 1';
1413 self.beam_alpha = 0.5;
1414 self.beam_thickness = 14;
1415 self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1416 self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1417 self.beam_hitlight[0] = 0;
1418 self.beam_hitlight[1] = 1;
1419 self.beam_hitlight[2] = 1;
1420 self.beam_hitlight[3] = 1;
1421 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1422 self.beam_muzzlelight[0] = 0;
1423 self.beam_muzzlelight[1] = 1;
1424 self.beam_muzzlelight[2] = 1;
1425 self.beam_muzzlelight[3] = 1;
1426 self.beam_image = "particles/lgbeam";
1427 if(self.beam_muzzleeffect)
1429 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1430 flash.alpha = self.beam_alpha;
1431 flash.colormod = self.beam_color;
1436 case ARC_BT_BURST_HIT:
1438 self.beam_color = '1 1 1';
1439 self.beam_alpha = 0.5;
1440 self.beam_thickness = 14;
1441 self.beam_traileffect = (EFFECT_ARC_BEAM);
1442 self.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1443 self.beam_hitlight[0] = 0;
1444 self.beam_hitlight[1] = 1;
1445 self.beam_hitlight[2] = 1;
1446 self.beam_hitlight[3] = 1;
1447 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1448 self.beam_muzzlelight[0] = 0;
1449 self.beam_muzzlelight[1] = 1;
1450 self.beam_muzzlelight[2] = 1;
1451 self.beam_muzzlelight[3] = 1;
1452 self.beam_image = "particles/lgbeam";
1453 if(self.beam_muzzleeffect)
1455 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1456 flash.alpha = self.beam_alpha;
1457 flash.colormod = self.beam_color;
1463 // shouldn't be possible, but lets make it colorful if it does :D
1466 self.beam_color = randomvec();
1467 self.beam_alpha = 1;
1468 self.beam_thickness = 8;
1469 self.beam_traileffect = NULL;
1470 self.beam_hiteffect = NULL;
1471 self.beam_hitlight[0] = 0;
1472 self.beam_hitlight[1] = 1;
1473 self.beam_hitlight[2] = 1;
1474 self.beam_hitlight[3] = 1;
1475 self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1476 self.beam_muzzlelight[0] = 0;
1477 self.beam_muzzlelight[1] = 1;
1478 self.beam_muzzlelight[2] = 1;
1479 self.beam_muzzlelight[3] = 1;
1480 self.beam_image = "particles/lgbeam";
1481 if(self.beam_muzzleeffect)
1483 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1484 flash.alpha = self.beam_alpha;
1485 flash.colormod = self.beam_color;
1493 if(!self.beam_usevieworigin)
1495 InterpolateOrigin_Note(this);