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[MAX_WEAPONSLOTS]; // 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 == this.owner) || ((to.enemy == this.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, this.beam_start.x);
177 WriteCoord(MSG_ENTITY, this.beam_start.y);
178 WriteCoord(MSG_ENTITY, this.beam_start.z);
180 if(sf & ARC_SF_WANTDIR) // want/aim direction
182 WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
183 WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
184 WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
186 if(sf & ARC_SF_BEAMDIR) // beam direction
188 WriteCoord(MSG_ENTITY, this.beam_dir.x);
189 WriteCoord(MSG_ENTITY, this.beam_dir.y);
190 WriteCoord(MSG_ENTITY, this.beam_dir.z);
192 if(sf & ARC_SF_BEAMTYPE) // beam type
194 WriteByte(MSG_ENTITY, this.beam_type);
200 void Reset_ArcBeam(entity player, vector forward)
202 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
204 .entity weaponentity = weaponentities[slot];
205 if(!player.(weaponentity).arc_beam)
207 player.(weaponentity).arc_beam.beam_dir = forward;
208 player.(weaponentity).arc_beam.beam_teleporttime = time;
212 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
214 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
216 player.arc_overheat = 0;
220 if ( player.(weaponentity).arc_beam )
221 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
223 if ( player.arc_overheat > time )
225 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
226 * player.arc_cooldown;
231 void Arc_Player_SetHeat(entity player, .entity weaponentity)
233 player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
234 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
237 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
239 this.event_damage = func_null;
240 RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, directhitentity);
245 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
247 W_Arc_Bolt_Explode(this, trigger);
250 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
255 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
256 return; // g_projectiles_damage says to halt
258 this.health = this.health - damage;
259 this.angles = vectoangles(this.velocity);
262 W_PrepareExplosionByDamage(this, attacker, getthink(this));
265 void W_Arc_Bolt_Touch(entity this, entity toucher)
267 PROJECTILE_TOUCH(this, toucher);
268 this.use(this, NULL, toucher);
271 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
275 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo));
277 W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
279 Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
281 missile = new(missile);
282 missile.owner = missile.realowner = actor;
283 missile.bot_dodge = true;
284 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
286 missile.takedamage = DAMAGE_YES;
287 missile.health = WEP_CVAR(arc, bolt_health);
288 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
289 missile.event_damage = W_Arc_Bolt_Damage;
290 missile.damagedbycontents = true;
292 settouch(missile, W_Arc_Bolt_Touch);
293 missile.use = W_Arc_Bolt_Explode_use;
294 setthink(missile, adaptor_think2use_hittype_splash);
295 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
296 PROJECTILE_MAKETRIGGER(missile);
297 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
298 setorigin(missile, w_shotorg);
299 setsize(missile, '0 0 0', '0 0 0');
301 set_movetype(missile, MOVETYPE_FLY);
302 W_SetupProjVelocity_PRE(missile, arc, bolt_);
304 missile.angles = vectoangles(missile.velocity);
305 missile.flags = FL_PROJECTILE;
306 missile.missile_flags = MIF_SPLASH;
308 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
310 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
313 void W_Arc_Beam_Think(entity this)
315 .entity weaponentity = this.weaponentity_fld;
316 if(this != this.owner.(weaponentity).arc_beam)
323 if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
325 if(!this.beam_bursting)
326 this.beam_bursting = true;
327 burst = ARC_BT_BURSTMASK;
330 Weapon thiswep = WEP_ARC;
333 !IS_PLAYER(this.owner)
335 (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
339 forbidWeaponUse(this.owner)
341 (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
345 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
348 if ( WEP_CVAR(arc, cooldown) > 0 )
350 float cooldown_speed = 0;
351 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
353 cooldown_speed = WEP_CVAR(arc, cooldown);
357 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
360 if ( cooldown_speed )
362 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
363 this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
364 this.owner.arc_cooldown = cooldown_speed;
367 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
369 Send_Effect(EFFECT_ARC_OVERHEAT,
370 this.beam_start, this.beam_wantdir, 1 );
371 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
375 if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; }
376 entity own = this.owner;
378 if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own))
379 if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
381 // note: this doesn't force the switch
382 W_SwitchToOtherWeapon(own);
389 float coefficient = frametime;
390 if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
394 { rootammo = WEP_CVAR(arc, burst_ammo); }
396 { rootammo = WEP_CVAR(arc, beam_ammo); }
400 coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
401 this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
404 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
405 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
407 makevectors(this.owner.v_angle);
411 weaponentity, // TODO
416 WEP_CVAR(arc, beam_damage) * coefficient,
417 WEP_CVAR(arc, beam_range)
420 // After teleport, "lock" the beam until the teleport is confirmed.
421 if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
422 w_shotdir = this.beam_dir;
425 // network information: shot origin and want/aim direction
426 if(this.beam_start != w_shotorg)
428 this.SendFlags |= ARC_SF_START;
429 this.beam_start = w_shotorg;
431 if(this.beam_wantdir != w_shotdir)
433 this.SendFlags |= ARC_SF_WANTDIR;
434 this.beam_wantdir = w_shotdir;
437 if(!this.beam_initialized)
439 this.beam_dir = w_shotdir;
440 this.beam_initialized = true;
443 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
444 // idea: blend together this.beam_dir with the inverted direction the player is moving in
445 // might have to make some special accomodation so that it only uses view_right and view_up
447 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
450 if(this.beam_dir != w_shotdir)
452 // calculate how much we're going to move the end of the beam to the want position
453 // WEAPONTODO (server and client):
454 // blendfactor never actually becomes 0 in this situation, which is a problem
455 // regarding precision... this means that this.beam_dir and w_shotdir approach
456 // eachother, however they never actually become the same value with this method.
457 // Perhaps we should do some form of rounding/snapping?
458 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
459 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
461 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
462 float blendfactor = bound(
464 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
465 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
467 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
471 // the radius is not too far yet, no worries :D
472 float blendfactor = bound(
474 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
477 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
480 // network information: beam direction
481 this.SendFlags |= ARC_SF_BEAMDIR;
483 // calculate how many segments are needed
484 float max_allowed_segments;
486 if(WEP_CVAR(arc, beam_distancepersegment))
488 max_allowed_segments = min(
490 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
493 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
495 if(WEP_CVAR(arc, beam_degreespersegment))
502 WEP_CVAR(arc, beam_maxangle)
505 WEP_CVAR(arc, beam_degreespersegment)
510 else { segments = 1; }
512 else { segments = 1; }
514 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
515 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
518 float new_beam_type = 0;
519 vector last_origin = w_shotorg;
520 for(i = 1; i <= segments; ++i)
522 // WEAPONTODO (client):
523 // In order to do nice fading and pointing on the starting segment, we must always
524 // have that drawn as a separate triangle... However, that is difficult to do when
525 // keeping in mind the above problems and also optimizing the amount of segments
526 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
528 vector new_origin = bezier_quadratic_getpoint(
533 vector new_dir = normalize(new_origin - last_origin);
535 WarpZone_traceline_antilag(
541 ANTILAG_LATENCY(this.owner)
544 // Do all the transforms for warpzones right now, as we already
545 // "are" in the post-trace system (if we hit a player, that's
546 // always BEHIND the last passed wz).
547 last_origin = trace_endpos;
548 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
549 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
550 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
551 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
556 trace_ent.classname == "body"
558 IS_MONSTER(trace_ent)
561 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
563 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
564 // NO. trace_endpos should be just fine. If not,
565 // that's an engine bug that needs proper debugging.
566 vector hitorigin = trace_endpos;
568 float falloff = ExponentialFalloff(
569 WEP_CVAR(arc, beam_falloff_mindist),
570 WEP_CVAR(arc, beam_falloff_maxdist),
571 WEP_CVAR(arc, beam_falloff_halflifedist),
572 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
575 if(is_player && SAME_TEAM(this.owner, trace_ent))
577 float roothealth, rootarmor;
580 roothealth = WEP_CVAR(arc, burst_healing_hps);
581 rootarmor = WEP_CVAR(arc, burst_healing_aps);
585 roothealth = WEP_CVAR(arc, beam_healing_hps);
586 rootarmor = WEP_CVAR(arc, beam_healing_aps);
589 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
591 trace_ent.health = min(
592 trace_ent.health + (roothealth * coefficient),
593 WEP_CVAR(arc, beam_healing_hmax)
596 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
598 trace_ent.armorvalue = min(
599 trace_ent.armorvalue + (rootarmor * coefficient),
600 WEP_CVAR(arc, beam_healing_amax)
604 // stop rot, set visual effect
605 if(roothealth || rootarmor)
607 trace_ent.pauserothealth_finished = max(
608 trace_ent.pauserothealth_finished,
609 time + autocvar_g_balance_pause_health_rot
611 trace_ent.pauserotarmor_finished = max(
612 trace_ent.pauserotarmor_finished,
613 time + autocvar_g_balance_pause_armor_rot
615 new_beam_type = ARC_BT_HEAL;
624 { rootdamage = WEP_CVAR(arc, burst_damage); }
626 { rootdamage = WEP_CVAR(arc, beam_damage); }
629 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
631 if(accuracy_isgooddamage(this.owner, trace_ent))
637 rootdamage * coefficient * falloff
645 rootdamage * coefficient * falloff,
648 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
651 new_beam_type = ARC_BT_HIT;
655 else if(trace_fraction != 1)
657 // we collided with geometry
658 new_beam_type = ARC_BT_WALL;
663 // te_explosion(trace_endpos);
665 // if we're bursting, use burst visual effects
666 new_beam_type |= burst;
668 // network information: beam type
669 if(new_beam_type != this.beam_type)
671 this.SendFlags |= ARC_SF_BEAMTYPE;
672 this.beam_type = new_beam_type;
675 this.owner.beam_prev = time;
676 this.nextthink = time;
679 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
682 // only play fire sound if 1 sec has passed since player let go the fire button
683 if(time - actor.beam_prev > 1)
684 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
686 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
687 beam.weaponentity_fld = weaponentity;
688 beam.solid = SOLID_NOT;
689 setthink(beam, W_Arc_Beam_Think);
691 set_movetype(beam, MOVETYPE_NONE);
692 beam.bot_dodge = true;
693 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
694 beam.beam_bursting = burst;
695 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
697 getthink(beam)(beam);
699 void Arc_Smoke(entity actor, .entity weaponentity)
701 makevectors(actor.v_angle);
702 W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
704 vector smoke_origin = w_shotorg + actor.velocity*frametime;
705 if ( actor.arc_overheat > time )
707 if ( random() < actor.arc_heat_percent )
708 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
709 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
711 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
712 if ( !actor.arc_smoke_sound )
714 actor.arc_smoke_sound = 1;
715 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
719 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
720 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
722 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
723 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
724 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
727 if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
728 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || PS(actor).m_switchweapon != WEP_ARC )
730 actor.arc_smoke_sound = 0;
731 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
735 METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
737 if(WEP_CVAR(arc, beam_botaimspeed))
739 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
741 WEP_CVAR(arc, beam_botaimspeed),
743 WEP_CVAR(arc, beam_botaimlifetime),
749 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
758 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
760 Arc_Player_SetHeat(actor, weaponentity);
761 Arc_Smoke(actor, weaponentity);
763 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
764 int slot = weaponslot(weaponentity);
766 if (time >= actor.arc_overheat)
767 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
770 if(actor.arc_BUTTON_ATCK_prev[slot])
773 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
774 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
777 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
780 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
782 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
784 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
786 if(!actor.arc_BUTTON_ATCK_prev[slot])
788 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
789 actor.arc_BUTTON_ATCK_prev[slot] = true;
798 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
800 W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
801 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
805 if(actor.arc_BUTTON_ATCK_prev[slot])
807 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
808 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
809 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
811 actor.arc_BUTTON_ATCK_prev[slot] = 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(actor);
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, entity actor))
859 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
860 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
861 actor.arc_overheat = 0;
862 actor.arc_cooldown = 0;
863 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
864 actor.arc_BUTTON_ATCK_prev[slot] = false;
866 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
868 if ( !client_hasweapon(actor, thiswep, false, false) &&
869 weapon_dropevent_item.arc_overheat > time )
871 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
872 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
875 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
877 actor.arc_overheat = 0;
878 actor.arc_cooldown = 0;
879 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
880 actor.arc_BUTTON_ATCK_prev[slot] = false;
882 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
884 actor.arc_overheat = 0;
885 actor.arc_cooldown = 0;
886 int slot = weaponslot(weaponentity);
887 actor.arc_BUTTON_ATCK_prev[slot] = false;
891 bool autocvar_cl_arcbeam_teamcolor = true;
893 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
895 if(w_deathtype & HITTYPE_SECONDARY)
898 org2 = w_org + w_backoff * 6;
899 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
900 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
904 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
906 entity beam = Draw_ArcBeam_callback_entity;
907 vector transformed_view_org;
908 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
910 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
911 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
912 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
918 if(trace_fraction != 1)
920 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
921 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
922 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
932 // decide upon thickness
933 float thickness = beam.beam_thickness;
935 // draw primary beam render
936 vector top = hitorigin + (thickdir * thickness);
937 vector bottom = hitorigin - (thickdir * thickness);
939 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
940 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
942 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
945 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
951 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
957 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
963 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
969 // draw trailing particles
971 // - Don't use spammy particle counts here, use a FEW small particles around the beam
972 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
973 if(beam.beam_traileffect)
975 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
978 // set up for the next
979 Draw_ArcBeam_callback_last_thickness = thickness;
980 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
981 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
987 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
988 e.beam_initialized = false;
990 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
991 e.beam_initialized = false;
995 void Draw_ArcBeam(entity this)
997 float dt = time - this.move_time;
998 this.move_time = time;
999 if(dt <= 0) { return; }
1001 if(!this.beam_usevieworigin)
1003 InterpolateOrigin_Do(this);
1006 // origin = beam starting origin
1007 // v_angle = wanted/aim direction
1008 // angles = current direction of beam
1011 vector wantdir; //= view_forward;
1012 vector beamdir; //= this.beam_dir;
1015 if(this.beam_usevieworigin)
1018 // Currently we have to replicate nearly the same method of figuring
1019 // out the shotdir that the server does... Ideally in the future we
1020 // should be able to acquire this from a generalized function built
1021 // into a weapon system for client code.
1023 // find where we are aiming
1024 makevectors(warpzone_save_view_angles);
1025 vector forward = v_forward;
1026 vector right = v_right;
1029 // decide upon start position
1030 if(this.beam_usevieworigin == 2)
1031 { start_pos = warpzone_save_view_origin; }
1033 { start_pos = this.origin; }
1035 // trace forward with an estimation
1038 start_pos + forward * this.beam_range,
1043 // untransform in case our trace went through a warpzone
1044 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
1046 // un-adjust trueaim if shotend is too close
1047 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
1048 end_pos = start_pos + (forward * g_trueaim_minrange);
1050 // move shot origin to the actual gun muzzle origin
1051 vector origin_offset =
1052 right * -this.beam_shotorigin.y
1053 + up * this.beam_shotorigin.z;
1055 start_pos = start_pos + origin_offset;
1057 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1058 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1059 start_pos = trace_endpos;
1061 // calculate the aim direction now
1062 wantdir = normalize(end_pos - start_pos);
1064 if(!this.beam_initialized)
1066 this.beam_dir = wantdir;
1067 this.beam_initialized = true;
1070 if(this.beam_dir != wantdir)
1072 // calculate how much we're going to move the end of the beam to the want position
1073 // WEAPONTODO (server and client):
1074 // blendfactor never actually becomes 0 in this situation, which is a problem
1075 // regarding precision... this means that this.beam_dir and w_shotdir approach
1076 // eachother, however they never actually become the same value with this method.
1077 // Perhaps we should do some form of rounding/snapping?
1078 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1079 if(angle && (angle > this.beam_maxangle))
1081 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1082 float blendfactor = bound(
1084 (1 - (this.beam_returnspeed * frametime)),
1085 min(this.beam_maxangle / angle, 1)
1087 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1091 // the radius is not too far yet, no worries :D
1092 float blendfactor = bound(
1094 (1 - (this.beam_returnspeed * frametime)),
1097 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1100 // calculate how many segments are needed
1101 float max_allowed_segments;
1103 if(this.beam_distancepersegment)
1105 max_allowed_segments = min(
1107 1 + (vlen(wantdir / this.beam_distancepersegment))
1110 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1112 if(this.beam_degreespersegment)
1122 this.beam_degreespersegment
1124 max_allowed_segments
1127 else { segments = 1; }
1129 else { segments = 1; }
1131 // set the beam direction which the rest of the code will refer to
1132 beamdir = this.beam_dir;
1134 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1135 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1139 // set the values from the provided info from the networked entity
1140 start_pos = this.origin;
1141 wantdir = this.v_angle;
1142 beamdir = this.angles;
1144 if(beamdir != wantdir)
1146 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1148 // calculate how many segments are needed
1149 float max_allowed_segments;
1151 if(this.beam_distancepersegment)
1153 max_allowed_segments = min(
1155 1 + (vlen(wantdir / this.beam_distancepersegment))
1158 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1160 if(this.beam_degreespersegment)
1170 this.beam_degreespersegment
1172 max_allowed_segments
1175 else { segments = 1; }
1177 else { segments = 1; }
1180 setorigin(this, start_pos);
1181 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1183 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1184 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1186 Draw_ArcBeam_callback_entity = this;
1187 Draw_ArcBeam_callback_last_thickness = 0;
1188 Draw_ArcBeam_callback_last_top = start_pos;
1189 Draw_ArcBeam_callback_last_bottom = start_pos;
1191 vector last_origin = start_pos;
1192 vector original_start_pos = start_pos;
1195 for(i = 1; i <= segments; ++i)
1197 // WEAPONTODO (client):
1198 // In order to do nice fading and pointing on the starting segment, we must always
1199 // have that drawn as a separate triangle... However, that is difficult to do when
1200 // keeping in mind the above problems and also optimizing the amount of segments
1201 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1203 vector new_origin = bezier_quadratic_getpoint(
1209 WarpZone_TraceBox_ThroughZone(
1217 Draw_ArcBeam_callback
1220 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1221 // system (if we hit a player, that's always BEHIND the last passed wz).
1222 last_origin = trace_endpos;
1223 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1224 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1225 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1226 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1227 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1228 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1230 if(trace_fraction < 1) { break; }
1233 // visual effects for startpoint and endpoint
1234 if(this.beam_hiteffect)
1236 // FIXME we really should do this on the server so it actually
1237 // matches gameplay. What this client side stuff is doing is no
1238 // more than guesswork.
1239 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1241 this.beam_hiteffect,
1247 if(this.beam_hitlight[0])
1251 this.beam_hitlight[0],
1253 this.beam_hitlight[1],
1254 this.beam_hitlight[2],
1255 this.beam_hitlight[3]
1259 if(this.beam_muzzleeffect)
1262 this.beam_muzzleeffect,
1263 original_start_pos + wantdir * 20,
1268 if(this.beam_muzzlelight[0])
1271 original_start_pos + wantdir * 20,
1272 this.beam_muzzlelight[0],
1274 this.beam_muzzlelight[1],
1275 this.beam_muzzlelight[2],
1276 this.beam_muzzlelight[3]
1282 Draw_ArcBeam_callback_entity = NULL;
1283 Draw_ArcBeam_callback_last_thickness = 0;
1284 Draw_ArcBeam_callback_last_top = '0 0 0';
1285 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1288 void Remove_ArcBeam(entity this)
1290 delete(this.beam_muzzleentity);
1291 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1294 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1296 int sf = ReadByte();
1301 int gunalign = W_GetGunAlignment(NULL);
1303 this.beam_shotorigin = arc_shotorigin[gunalign];
1305 // set other main attributes of the beam
1306 this.draw = Draw_ArcBeam;
1307 IL_PUSH(g_drawables, this);
1308 this.entremove = Remove_ArcBeam;
1309 this.move_time = time;
1310 loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
1314 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1315 flash.drawmask = MASK_NORMAL;
1316 flash.solid = SOLID_NOT;
1317 flash.avelocity_z = 5000;
1318 setattachment(flash, this, "");
1319 setorigin(flash, '0 0 0');
1321 this.beam_muzzleentity = flash;
1325 flash = this.beam_muzzleentity;
1328 if(sf & ARC_SF_SETTINGS) // settings information
1330 this.beam_degreespersegment = ReadShort();
1331 this.beam_distancepersegment = ReadShort();
1332 this.beam_maxangle = ReadShort();
1333 this.beam_range = ReadCoord();
1334 this.beam_returnspeed = ReadShort();
1335 this.beam_tightness = (ReadByte() / 10);
1339 if(autocvar_chase_active)
1340 { this.beam_usevieworigin = 1; }
1341 else // use view origin
1342 { this.beam_usevieworigin = 2; }
1346 this.beam_usevieworigin = 0;
1349 this.sv_entnum = ReadByte();
1352 if(!this.beam_usevieworigin)
1354 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1355 this.iflags = IFLAG_ORIGIN;
1357 InterpolateOrigin_Undo(this);
1360 if(sf & ARC_SF_START) // starting location
1362 this.origin_x = ReadCoord();
1363 this.origin_y = ReadCoord();
1364 this.origin_z = ReadCoord();
1366 else if(this.beam_usevieworigin) // infer the location from player location
1368 if(this.beam_usevieworigin == 2)
1371 this.origin = view_origin;
1375 // use player origin so that third person display still works
1376 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1380 setorigin(this, this.origin);
1382 if(sf & ARC_SF_WANTDIR) // want/aim direction
1384 this.v_angle_x = ReadCoord();
1385 this.v_angle_y = ReadCoord();
1386 this.v_angle_z = ReadCoord();
1389 if(sf & ARC_SF_BEAMDIR) // beam direction
1391 this.angles_x = ReadCoord();
1392 this.angles_y = ReadCoord();
1393 this.angles_z = ReadCoord();
1396 if(sf & ARC_SF_BEAMTYPE) // beam type
1398 this.beam_type = ReadByte();
1400 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true) : '1 1 1');
1401 switch(this.beam_type)
1405 this.beam_color = beamcolor;
1406 this.beam_alpha = 0.5;
1407 this.beam_thickness = 8;
1408 this.beam_traileffect = (EFFECT_ARC_BEAM);
1409 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1410 this.beam_hitlight[0] = 0;
1411 this.beam_hitlight[1] = 1;
1412 this.beam_hitlight[2] = 1;
1413 this.beam_hitlight[3] = 1;
1414 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1415 this.beam_muzzlelight[0] = 0;
1416 this.beam_muzzlelight[1] = 1;
1417 this.beam_muzzlelight[2] = 1;
1418 this.beam_muzzlelight[3] = 1;
1419 if(this.beam_muzzleeffect)
1421 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1422 flash.alpha = this.beam_alpha;
1423 flash.colormod = this.beam_color;
1428 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1430 this.beam_color = beamcolor;
1431 this.beam_alpha = 0.5;
1432 this.beam_thickness = 8;
1433 this.beam_traileffect = (EFFECT_ARC_BEAM);
1434 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1435 this.beam_hitlight[0] = 0;
1436 this.beam_hitlight[1] = 1;
1437 this.beam_hitlight[2] = 1;
1438 this.beam_hitlight[3] = 1;
1439 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1440 this.beam_muzzlelight[0] = 0;
1441 this.beam_muzzlelight[1] = 1;
1442 this.beam_muzzlelight[2] = 1;
1443 this.beam_muzzlelight[3] = 1;
1444 this.beam_image = "particles/lgbeam";
1445 if(this.beam_muzzleeffect)
1447 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1448 flash.alpha = this.beam_alpha;
1449 flash.colormod = this.beam_color;
1456 this.beam_color = beamcolor;
1457 this.beam_alpha = 0.5;
1458 this.beam_thickness = 8;
1459 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1460 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1461 this.beam_hitlight[0] = 0;
1462 this.beam_hitlight[1] = 1;
1463 this.beam_hitlight[2] = 1;
1464 this.beam_hitlight[3] = 1;
1465 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1466 this.beam_muzzlelight[0] = 0;
1467 this.beam_muzzlelight[1] = 1;
1468 this.beam_muzzlelight[2] = 1;
1469 this.beam_muzzlelight[3] = 1;
1470 this.beam_image = "particles/lgbeam";
1471 if(this.beam_muzzleeffect)
1473 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1474 flash.alpha = this.beam_alpha;
1475 flash.colormod = this.beam_color;
1482 this.beam_color = beamcolor;
1483 this.beam_alpha = 0.5;
1484 this.beam_thickness = 8;
1485 this.beam_traileffect = (EFFECT_ARC_BEAM);
1486 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1487 this.beam_hitlight[0] = 20;
1488 this.beam_hitlight[1] = 1;
1489 this.beam_hitlight[2] = 0;
1490 this.beam_hitlight[3] = 0;
1491 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1492 this.beam_muzzlelight[0] = 50;
1493 this.beam_muzzlelight[1] = 1;
1494 this.beam_muzzlelight[2] = 0;
1495 this.beam_muzzlelight[3] = 0;
1496 this.beam_image = "particles/lgbeam";
1497 if(this.beam_muzzleeffect)
1499 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1500 flash.alpha = this.beam_alpha;
1501 flash.colormod = this.beam_color;
1506 case ARC_BT_BURST_MISS:
1508 this.beam_color = beamcolor;
1509 this.beam_alpha = 0.5;
1510 this.beam_thickness = 14;
1511 this.beam_traileffect = (EFFECT_ARC_BEAM);
1512 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1513 this.beam_hitlight[0] = 0;
1514 this.beam_hitlight[1] = 1;
1515 this.beam_hitlight[2] = 1;
1516 this.beam_hitlight[3] = 1;
1517 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1518 this.beam_muzzlelight[0] = 0;
1519 this.beam_muzzlelight[1] = 1;
1520 this.beam_muzzlelight[2] = 1;
1521 this.beam_muzzlelight[3] = 1;
1522 this.beam_image = "particles/lgbeam";
1523 if(this.beam_muzzleeffect)
1525 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1526 flash.alpha = this.beam_alpha;
1527 flash.colormod = this.beam_color;
1532 case ARC_BT_BURST_WALL:
1534 this.beam_color = beamcolor;
1535 this.beam_alpha = 0.5;
1536 this.beam_thickness = 14;
1537 this.beam_traileffect = (EFFECT_ARC_BEAM);
1538 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1539 this.beam_hitlight[0] = 0;
1540 this.beam_hitlight[1] = 1;
1541 this.beam_hitlight[2] = 1;
1542 this.beam_hitlight[3] = 1;
1543 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1544 this.beam_muzzlelight[0] = 0;
1545 this.beam_muzzlelight[1] = 1;
1546 this.beam_muzzlelight[2] = 1;
1547 this.beam_muzzlelight[3] = 1;
1548 this.beam_image = "particles/lgbeam";
1549 if(this.beam_muzzleeffect)
1551 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1552 flash.alpha = this.beam_alpha;
1553 flash.colormod = this.beam_color;
1558 case ARC_BT_BURST_HEAL:
1560 this.beam_color = beamcolor;
1561 this.beam_alpha = 0.5;
1562 this.beam_thickness = 14;
1563 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1564 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1565 this.beam_hitlight[0] = 0;
1566 this.beam_hitlight[1] = 1;
1567 this.beam_hitlight[2] = 1;
1568 this.beam_hitlight[3] = 1;
1569 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1570 this.beam_muzzlelight[0] = 0;
1571 this.beam_muzzlelight[1] = 1;
1572 this.beam_muzzlelight[2] = 1;
1573 this.beam_muzzlelight[3] = 1;
1574 this.beam_image = "particles/lgbeam";
1575 if(this.beam_muzzleeffect)
1577 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1578 flash.alpha = this.beam_alpha;
1579 flash.colormod = this.beam_color;
1584 case ARC_BT_BURST_HIT:
1586 this.beam_color = beamcolor;
1587 this.beam_alpha = 0.5;
1588 this.beam_thickness = 14;
1589 this.beam_traileffect = (EFFECT_ARC_BEAM);
1590 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1591 this.beam_hitlight[0] = 0;
1592 this.beam_hitlight[1] = 1;
1593 this.beam_hitlight[2] = 1;
1594 this.beam_hitlight[3] = 1;
1595 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1596 this.beam_muzzlelight[0] = 0;
1597 this.beam_muzzlelight[1] = 1;
1598 this.beam_muzzlelight[2] = 1;
1599 this.beam_muzzlelight[3] = 1;
1600 this.beam_image = "particles/lgbeam";
1601 if(this.beam_muzzleeffect)
1603 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1604 flash.alpha = this.beam_alpha;
1605 flash.colormod = this.beam_color;
1611 // shouldn't be possible, but lets make it colorful if it does :D
1614 this.beam_color = randomvec();
1615 this.beam_alpha = 1;
1616 this.beam_thickness = 8;
1617 this.beam_traileffect = NULL;
1618 this.beam_hiteffect = NULL;
1619 this.beam_hitlight[0] = 0;
1620 this.beam_hitlight[1] = 1;
1621 this.beam_hitlight[2] = 1;
1622 this.beam_hitlight[3] = 1;
1623 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1624 this.beam_muzzlelight[0] = 0;
1625 this.beam_muzzlelight[1] = 1;
1626 this.beam_muzzlelight[2] = 1;
1627 this.beam_muzzlelight[3] = 1;
1628 this.beam_image = "particles/lgbeam";
1629 if(this.beam_muzzleeffect)
1631 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1632 flash.alpha = this.beam_alpha;
1633 flash.colormod = this.beam_color;
1641 if(!this.beam_usevieworigin)
1643 InterpolateOrigin_Note(this);