4 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.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 WriteAngleVector(MSG_ENTITY, this.beam_dir);
45 if(sf & ARC_SF_BEAMTYPE) // beam type
47 WriteByte(MSG_ENTITY, this.beam_type);
53 void Reset_ArcBeam(entity player, vector forward)
55 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
57 .entity weaponentity = weaponentities[slot];
58 if(!player.(weaponentity).arc_beam)
60 player.(weaponentity).arc_beam.beam_dir = forward;
61 player.(weaponentity).arc_beam.beam_teleporttime = time;
65 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
67 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
69 player.arc_overheat = 0;
73 if ( player.(weaponentity).arc_beam )
74 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
76 if ( player.arc_overheat > time )
78 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
79 * player.arc_cooldown;
84 void Arc_Player_SetHeat(entity player, .entity weaponentity)
86 player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
87 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
90 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
92 this.event_damage = func_null;
93 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);
98 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
100 W_Arc_Bolt_Explode(this, trigger);
103 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
105 if(GetResource(this, RES_HEALTH) <= 0)
108 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109 return; // g_projectiles_damage says to halt
111 TakeResource(this, RES_HEALTH, damage);
112 this.angles = vectoangles(this.velocity);
114 if(GetResource(this, RES_HEALTH) <= 0)
115 W_PrepareExplosionByDamage(this, attacker, getthink(this));
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
120 PROJECTILE_TOUCH(this, toucher);
121 if(this.cnt >= WEP_CVAR(arc, bolt_bounce_count) || !WEP_CVAR(arc, bolt_bounce_count) || toucher.takedamage == DAMAGE_AIM) {
122 this.use(this, NULL, toucher);
125 Send_Effect(EFFECT_BALL_SPARKS, this.origin, this.velocity, 1);
126 this.angles = vectoangles(this.velocity);
128 this.projectiledeathtype |= HITTYPE_BOUNCE;
129 if(WEP_CVAR(arc, bolt_bounce_explode))
130 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, toucher);
131 if(this.cnt == 1 && WEP_CVAR(arc, bolt_bounce_lifetime))
132 this.nextthink = time + WEP_CVAR(arc, bolt_bounce_lifetime);
136 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity, int fire)
138 W_SetupShot(actor, weaponentity, false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), thiswep.m_id | HITTYPE_SECONDARY);
140 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
142 entity missile = new(missile);
143 missile.owner = missile.realowner = actor;
144 missile.bot_dodge = true;
145 IL_PUSH(g_bot_dodge, missile);
146 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
148 missile.takedamage = DAMAGE_YES;
149 SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
150 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
151 missile.event_damage = W_Arc_Bolt_Damage;
152 missile.damagedbycontents = true;
153 IL_PUSH(g_damagedbycontents, missile);
155 settouch(missile, W_Arc_Bolt_Touch);
157 missile.use = W_Arc_Bolt_Explode_use;
158 setthink(missile, adaptor_think2use_hittype_splash);
159 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
160 PROJECTILE_MAKETRIGGER(missile);
161 missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
162 missile.weaponentity_fld = weaponentity;
163 setorigin(missile, w_shotorg);
164 setsize(missile, '0 0 0', '0 0 0');
166 set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
167 W_SetupProjVelocity_PRE(missile, arc, bolt_);
169 missile.angles = vectoangles(missile.velocity);
170 missile.flags = FL_PROJECTILE;
171 IL_PUSH(g_projectiles, missile);
172 missile.missile_flags = MIF_SPLASH;
174 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
176 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
178 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
179 if(actor.(weaponentity).misc_bulletcounter == 0)
181 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, bolt_refire2) * W_WeaponRateFactor(actor);
182 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
186 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), W_Arc_Attack_Bolt);
190 void W_Arc_Beam_Think(entity this)
192 .entity weaponentity = this.weaponentity_fld;
193 entity own = this.owner;
194 if(this != own.(weaponentity).arc_beam)
201 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
203 if(!this.beam_bursting)
204 this.beam_bursting = true;
205 burst = ARC_BT_BURSTMASK;
208 Weapon thiswep = WEP_ARC;
210 // TODO: use standard weapon use checks here!
220 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
222 own.(weaponentity).m_switchweapon != WEP_ARC
224 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
228 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
231 if ( WEP_CVAR(arc, cooldown) > 0 )
233 float cooldown_speed = 0;
234 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
236 cooldown_speed = WEP_CVAR(arc, cooldown);
240 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
243 if ( cooldown_speed )
245 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
246 own.arc_overheat = time + this.beam_heat / cooldown_speed;
247 own.arc_cooldown = cooldown_speed;
250 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
252 Send_Effect(EFFECT_ARC_OVERHEAT,
253 this.beam_start, this.beam_wantdir, 1 );
254 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
258 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
259 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
261 // note: this doesn't force the switch
262 W_SwitchToOtherWeapon(own, weaponentity);
264 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
270 float coefficient = frametime;
271 if(!(own.items & IT_UNLIMITED_AMMO))
275 { rootammo = WEP_CVAR(arc, burst_ammo); }
277 { rootammo = WEP_CVAR(arc, beam_ammo); }
281 coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
282 SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
285 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
286 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
288 makevectors(own.v_angle);
297 WEP_CVAR(arc, beam_damage) * coefficient,
298 WEP_CVAR(arc, beam_range),
302 // After teleport, "lock" the beam until the teleport is confirmed.
303 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
304 w_shotdir = this.beam_dir;
307 // network information: shot origin and want/aim direction
308 if(this.beam_start != w_shotorg)
310 this.SendFlags |= ARC_SF_START;
311 this.beam_start = w_shotorg;
313 if(this.beam_wantdir != w_shotdir)
315 this.SendFlags |= ARC_SF_WANTDIR;
316 this.beam_wantdir = w_shotdir;
319 if(!this.beam_initialized)
321 this.beam_dir = w_shotdir;
322 this.beam_initialized = true;
325 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
326 // idea: blend together this.beam_dir with the inverted direction the player is moving in
327 // might have to make some special accomodation so that it only uses view_right and view_up
329 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
332 if(this.beam_dir != w_shotdir)
334 // calculate how much we're going to move the end of the beam to the want position
335 // WEAPONTODO (server and client):
336 // blendfactor never actually becomes 0 in this situation, which is a problem
337 // regarding precision... this means that this.beam_dir and w_shotdir approach
338 // eachother, however they never actually become the same value with this method.
339 // Perhaps we should do some form of rounding/snapping?
340 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
341 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
343 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
344 float blendfactor = bound(
346 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
347 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
349 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
350 this.beam_dir = w_shotdir;
352 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
356 // the radius is not too far yet, no worries :D
357 float blendfactor = bound(
359 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
362 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
363 this.beam_dir = w_shotdir;
365 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
368 // network information: beam direction
369 this.SendFlags |= ARC_SF_BEAMDIR;
371 // calculate how many segments are needed
372 float max_allowed_segments;
374 if(WEP_CVAR(arc, beam_distancepersegment))
376 max_allowed_segments = min(
378 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
381 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
383 if(WEP_CVAR(arc, beam_degreespersegment))
390 WEP_CVAR(arc, beam_maxangle)
393 WEP_CVAR(arc, beam_degreespersegment)
398 else { segments = 1; }
400 else { segments = 1; }
402 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
403 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
406 float new_beam_type = 0;
407 vector last_origin = w_shotorg;
408 for(i = 1; i <= segments; ++i)
410 // WEAPONTODO (client):
411 // In order to do nice fading and pointing on the starting segment, we must always
412 // have that drawn as a separate triangle... However, that is difficult to do when
413 // keeping in mind the above problems and also optimizing the amount of segments
414 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
416 vector new_origin = bezier_quadratic_getpoint(
421 vector new_dir = normalize(new_origin - last_origin);
423 WarpZone_traceline_antilag(
432 // Do all the transforms for warpzones right now, as we already
433 // "are" in the post-trace system (if we hit a player, that's
434 // always BEHIND the last passed wz).
435 last_origin = trace_endpos;
436 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
437 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
438 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
439 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
444 trace_ent.classname == "body"
446 IS_MONSTER(trace_ent)
451 if(SAME_TEAM(own, trace_ent))
453 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
454 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
455 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
456 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
457 if(IS_PLAYER(trace_ent) && rootarmor)
459 if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
461 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
462 trace_ent.pauserotarmor_finished = max(
463 trace_ent.pauserotarmor_finished,
464 time + autocvar_g_balance_pause_armor_rot
468 if(roothealth || rootarmor)
469 new_beam_type = ARC_BT_HEAL;
471 else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
473 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
474 // NO. trace_endpos should be just fine. If not,
475 // that's an engine bug that needs proper debugging.
476 vector hitorigin = trace_endpos;
478 float falloff = ExponentialFalloff(
479 WEP_CVAR(arc, beam_falloff_mindist),
480 WEP_CVAR(arc, beam_falloff_maxdist),
481 WEP_CVAR(arc, beam_falloff_halflifedist),
482 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
489 { rootdamage = WEP_CVAR(arc, burst_damage); }
491 { rootdamage = WEP_CVAR(arc, beam_damage); }
494 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
496 if(accuracy_isgooddamage(own, trace_ent))
502 rootdamage * coefficient * falloff
510 rootdamage * coefficient * falloff,
514 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
517 new_beam_type = ARC_BT_HIT;
521 else if(trace_fraction != 1)
523 // we collided with geometry
524 new_beam_type = ARC_BT_WALL;
529 // te_explosion(trace_endpos);
531 // if we're bursting, use burst visual effects
532 new_beam_type |= burst;
534 // network information: beam type
535 if(new_beam_type != this.beam_type)
537 this.SendFlags |= ARC_SF_BEAMTYPE;
538 this.beam_type = new_beam_type;
541 own.(weaponentity).beam_prev = time;
542 this.nextthink = time;
545 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
548 // only play fire sound if 1 sec has passed since player let go the fire button
549 if(time - actor.(weaponentity).beam_prev > 1)
550 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
552 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
553 beam.weaponentity_fld = weaponentity;
554 beam.solid = SOLID_NOT;
555 setthink(beam, W_Arc_Beam_Think);
557 set_movetype(beam, MOVETYPE_NONE);
558 beam.bot_dodge = true;
559 IL_PUSH(g_bot_dodge, beam);
560 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
561 beam.beam_bursting = burst;
562 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
564 getthink(beam)(beam);
566 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
568 if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
570 w_ready(thiswep, actor, weaponentity, fire);
574 // attack handled by the beam itself, this is just a loop to keep the attack happening!
576 // NOTE: arc doesn't use a refire
577 //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
578 actor.(weaponentity).wframe = WFRAME_FIRE1;
579 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
581 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
583 // calculate a rough shot origin to show the effect from TODO: move this to the client side!
584 makevectors(actor.v_angle);
585 w_shotdir = v_forward;
586 vector md = actor.(weaponentity).movedir;
587 vector vecs = ((md.x > 0) ? md : '0 0 0');
588 vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
589 w_shotorg = actor.origin + actor.view_ofs + dv;
590 //W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id);
592 vector smoke_origin = w_shotorg + actor.velocity*frametime;
593 if ( actor.arc_overheat > time )
595 if ( random() < actor.(weaponentity).arc_heat_percent )
596 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
597 if ( (fire & 1) || (fire & 2) )
599 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
600 if ( !actor.arc_smoke_sound )
602 actor.arc_smoke_sound = 1;
603 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
607 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
608 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
610 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
611 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
612 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
615 bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
616 bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
617 if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
619 actor.arc_smoke_sound = 0;
620 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
624 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
626 if(WEP_CVAR(arc, beam_botaimspeed))
628 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
631 WEP_CVAR(arc, beam_botaimspeed),
633 WEP_CVAR(arc, beam_botaimlifetime),
639 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
649 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
651 Arc_Player_SetHeat(actor, weaponentity);
652 Arc_Smoke(thiswep, actor, weaponentity, fire);
654 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
656 if (time >= actor.arc_overheat)
657 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
660 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
663 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
664 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
667 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
671 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
673 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
675 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
677 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
679 actor.(weaponentity).wframe = WFRAME_FIRE1;
680 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
681 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
690 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
692 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
693 if(!(actor.items & IT_UNLIMITED_AMMO))
695 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
696 w_ready(thiswep, actor, weaponentity, fire);
699 float ammo_available = GetResource(actor, thiswep.ammo_type);
700 // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
701 // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
702 float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
703 int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
705 // We also don't want to use 3 rounds if there's only 2 left.
706 int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
707 W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
709 // Bursting counts up to 0 from a negative.
710 actor.(weaponentity).misc_bulletcounter = -to_shoot;
711 W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
715 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
717 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
718 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
719 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
721 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
725 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
728 actor.arc_count = autocvar_g_balance_arc_secondary_count;
729 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
730 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
734 METHOD(Arc, wr_init, void(entity thiswep))
736 if(!arc_shotorigin[0])
738 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
739 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
740 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
741 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
744 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
746 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
748 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
750 if(WEP_CVAR(arc, bolt))
752 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
753 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
757 return WEP_CVAR(arc, overheat_max) > 0 &&
758 ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
760 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
762 if(w_deathtype & HITTYPE_SECONDARY)
763 return WEAPON_ARC_MURDER_SPRAY;
765 return WEAPON_ARC_MURDER;
767 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
769 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
770 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
771 actor.arc_overheat = 0;
772 actor.arc_cooldown = 0;
773 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
775 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
777 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
778 weapon_dropevent_item.arc_overheat > time )
780 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
781 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
784 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
786 actor.arc_overheat = 0;
787 actor.arc_cooldown = 0;
788 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
790 .entity weaponentity = weaponentities[slot];
791 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
794 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
796 actor.arc_overheat = 0;
797 actor.arc_cooldown = 0;
798 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
802 bool autocvar_cl_arcbeam_teamcolor = true;
803 bool autocvar_cl_arcbeam_simple = true;
807 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
809 if(w_deathtype & HITTYPE_SECONDARY)
812 org2 = w_org + w_backoff * 6;
813 pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
814 if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
818 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
820 entity beam = Draw_ArcBeam_callback_entity;
821 vector transformed_view_org;
822 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
824 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
825 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
826 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
832 if(trace_fraction != 1)
834 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
835 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
836 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
846 // decide upon thickness
847 float thickness = beam.beam_thickness;
849 // draw primary beam render
850 vector top = hitorigin + (thickdir * thickness);
851 vector bottom = hitorigin - (thickdir * thickness);
853 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
854 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
856 if(autocvar_cl_arcbeam_simple)
857 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
860 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
863 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
869 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
875 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
881 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
888 // draw trailing particles
890 // - Don't use spammy particle counts here, use a FEW small particles around the beam
891 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
892 if(beam.beam_traileffect)
894 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
897 // set up for the next
898 Draw_ArcBeam_callback_last_thickness = thickness;
899 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
900 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
906 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
907 e.beam_initialized = false;
909 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
910 e.beam_initialized = false;
914 void Draw_ArcBeam(entity this)
916 float dt = time - this.move_time;
917 this.move_time = time;
918 if(dt <= 0) { return; }
920 if(!this.beam_usevieworigin)
922 InterpolateOrigin_Do(this);
925 // origin = beam starting origin
926 // v_angle = wanted/aim direction
927 // angles = current direction of beam
930 vector wantdir; //= view_forward;
931 vector beamdir; //= this.beam_dir;
934 if(this.beam_usevieworigin)
937 // Currently we have to replicate nearly the same method of figuring
938 // out the shotdir that the server does... Ideally in the future we
939 // should be able to acquire this from a generalized function built
940 // into a weapon system for client code.
942 // find where we are aiming
943 vector myviewangle = view_angles;
944 if (autocvar_chase_active)
946 if (autocvar_cl_lockview)
947 myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
949 myviewangle = warpzone_save_view_angles;
951 vector forward, right, up;
952 MAKE_VECTORS(myviewangle, forward, right, up);
953 entity wepent = viewmodels[this.beam_slot];
955 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
957 // decide upon start position
958 if(this.beam_usevieworigin == 2)
959 { start_pos = warpzone_save_view_origin; }
961 { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
963 { start_pos = this.origin; }
965 // trace forward with an estimation
968 start_pos + forward * this.beam_range,
973 int v_shot_idx; // used later
974 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
975 if(v_shot_idx && this.beam_usevieworigin == 2)
976 start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
978 // untransform in case our trace went through a warpzone
979 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
981 // un-adjust trueaim if shotend is too close
982 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
983 end_pos = start_pos + (forward * g_trueaim_minrange);
985 // move shot origin to the actual gun muzzle origin
986 vector origin_offset = '0 0 0';
987 if(!v_shot_idx || this.beam_usevieworigin != 2)
989 this.beam_shotorigin = wepent.movedir;
990 origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
993 this.beam_shotorigin = '0 0 0';
995 start_pos = start_pos + origin_offset;
997 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
998 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
999 start_pos = trace_endpos;
1001 // calculate the aim direction now
1002 wantdir = normalize(end_pos - start_pos);
1004 if(!this.beam_initialized)
1006 this.beam_dir = wantdir;
1007 this.beam_initialized = true;
1009 this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
1012 if(this.beam_dir != wantdir)
1014 // calculate how much we're going to move the end of the beam to the want position
1015 // WEAPONTODO (server and client):
1016 // blendfactor never actually becomes 0 in this situation, which is a problem
1017 // regarding precision... this means that this.beam_dir and w_shotdir approach
1018 // eachother, however they never actually become the same value with this method.
1019 // Perhaps we should do some form of rounding/snapping?
1020 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1021 if(angle && (angle > this.beam_maxangle))
1023 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1024 float blendfactor = bound(
1026 (1 - (this.beam_returnspeed * dt)),
1027 min(this.beam_maxangle / angle, 1)
1029 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1033 // the radius is not too far yet, no worries :D
1034 float blendfactor = bound(
1036 (1 - (this.beam_returnspeed * dt)),
1039 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1042 // calculate how many segments are needed
1043 float max_allowed_segments;
1045 if(this.beam_distancepersegment)
1047 max_allowed_segments = min(
1049 1 + (vlen(wantdir / this.beam_distancepersegment))
1052 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1054 if(this.beam_degreespersegment)
1064 this.beam_degreespersegment
1066 max_allowed_segments
1069 else { segments = 1; }
1071 else { segments = 1; }
1073 // set the beam direction which the rest of the code will refer to
1074 beamdir = this.beam_dir;
1076 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1077 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1081 // set the values from the provided info from the networked entity
1082 start_pos = this.origin;
1083 wantdir = this.v_angle;
1084 beamdir = this.angles;
1086 if(beamdir != wantdir)
1088 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1090 // calculate how many segments are needed
1091 float max_allowed_segments;
1093 if(this.beam_distancepersegment)
1095 max_allowed_segments = min(
1097 1 + (vlen(wantdir / this.beam_distancepersegment))
1100 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1102 if(this.beam_degreespersegment)
1112 this.beam_degreespersegment
1114 max_allowed_segments
1117 else { segments = 1; }
1119 else { segments = 1; }
1122 setorigin(this, start_pos);
1123 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1125 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1126 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1128 Draw_ArcBeam_callback_entity = this;
1129 Draw_ArcBeam_callback_last_thickness = 0;
1130 Draw_ArcBeam_callback_last_top = start_pos;
1131 Draw_ArcBeam_callback_last_bottom = start_pos;
1133 vector last_origin = start_pos;
1134 vector original_start_pos = start_pos;
1137 for(i = 1; i <= segments; ++i)
1139 // WEAPONTODO (client):
1140 // In order to do nice fading and pointing on the starting segment, we must always
1141 // have that drawn as a separate triangle... However, that is difficult to do when
1142 // keeping in mind the above problems and also optimizing the amount of segments
1143 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1145 vector new_origin = bezier_quadratic_getpoint(
1151 WarpZone_TraceBox_ThroughZone(
1159 Draw_ArcBeam_callback
1162 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1163 // system (if we hit a player, that's always BEHIND the last passed wz).
1164 last_origin = trace_endpos;
1165 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1166 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1167 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1168 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1169 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1170 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1172 if(trace_fraction < 1) { break; }
1175 // visual effects for startpoint and endpoint
1176 if(this.beam_hiteffect)
1178 // FIXME we really should do this on the server so it actually
1179 // matches gameplay. What this client side stuff is doing is no
1180 // more than guesswork.
1181 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1183 this.beam_hiteffect,
1189 if(this.beam_hitlight[0])
1193 this.beam_hitlight[0],
1195 this.beam_hitlight[1],
1196 this.beam_hitlight[2],
1197 this.beam_hitlight[3]
1201 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1204 this.beam_muzzleeffect,
1205 original_start_pos + wantdir * 20,
1210 if(this.beam_muzzlelight[0])
1213 original_start_pos + wantdir * 20,
1214 this.beam_muzzlelight[0],
1216 this.beam_muzzlelight[1],
1217 this.beam_muzzlelight[2],
1218 this.beam_muzzlelight[3]
1224 Draw_ArcBeam_callback_entity = NULL;
1225 Draw_ArcBeam_callback_last_thickness = 0;
1226 Draw_ArcBeam_callback_last_top = '0 0 0';
1227 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1230 void Remove_ArcBeam(entity this)
1232 delete(this.beam_muzzleentity);
1233 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1236 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1238 int sf = ReadByte();
1239 int slot = ReadByte();
1242 this.beam_slot = slot;
1246 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1248 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1250 // set other main attributes of the beam
1251 this.draw = Draw_ArcBeam;
1252 IL_PUSH(g_drawables, this);
1253 this.entremove = Remove_ArcBeam;
1254 this.move_time = time;
1255 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1257 flash = new(arc_flash);
1259 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1260 //flash.drawmask = MASK_NORMAL;
1261 flash.solid = SOLID_NOT;
1262 flash.avelocity_z = 5000;
1263 setattachment(flash, this, "");
1264 setorigin(flash, '0 0 0');
1266 this.beam_muzzleentity = flash;
1270 flash = this.beam_muzzleentity;
1273 if(sf & ARC_SF_SETTINGS) // settings information
1275 this.beam_degreespersegment = ReadShort();
1276 this.beam_distancepersegment = ReadShort();
1277 this.beam_maxangle = ReadShort();
1278 this.beam_range = ReadCoord();
1279 this.beam_returnspeed = ReadShort();
1280 this.beam_tightness = (ReadByte() / 10);
1284 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1288 this.beam_usevieworigin = 0;
1291 this.sv_entnum = ReadByte();
1294 if(!this.beam_usevieworigin)
1296 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1297 this.iflags = IFLAG_ORIGIN;
1299 InterpolateOrigin_Undo(this);
1302 if(sf & ARC_SF_START) // starting location
1304 this.origin = ReadVector();
1306 else if(this.beam_usevieworigin) // infer the location from player location
1308 if(this.beam_usevieworigin == 2)
1311 this.origin = view_origin;
1315 // use player origin so that third person display still works
1316 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1320 setorigin(this, this.origin);
1322 if(sf & ARC_SF_WANTDIR) // want/aim direction
1324 this.v_angle = ReadVector();
1327 if(sf & ARC_SF_BEAMDIR) // beam direction
1329 this.angles = ReadAngleVector();
1332 if(sf & ARC_SF_BEAMTYPE) // beam type
1334 this.beam_type = ReadByte();
1336 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1337 switch(this.beam_type)
1341 this.beam_color = beamcolor;
1342 this.beam_alpha = 0.5;
1343 this.beam_thickness = 8;
1344 this.beam_traileffect = (EFFECT_ARC_BEAM);
1345 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1346 this.beam_hitlight[0] = 0;
1347 this.beam_hitlight[1] = 1;
1348 this.beam_hitlight[2] = 1;
1349 this.beam_hitlight[3] = 1;
1350 this.beam_muzzleeffect = EFFECT_Null;
1351 this.beam_muzzlelight[0] = 0;
1352 this.beam_muzzlelight[1] = 1;
1353 this.beam_muzzlelight[2] = 1;
1354 this.beam_muzzlelight[3] = 1;
1355 this.beam_image = "particles/lgbeam";
1356 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1358 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1359 flash.alpha = this.beam_alpha;
1360 flash.colormod = this.beam_color;
1365 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1367 this.beam_color = beamcolor;
1368 this.beam_alpha = 0.5;
1369 this.beam_thickness = 8;
1370 this.beam_traileffect = (EFFECT_ARC_BEAM);
1371 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1372 this.beam_hitlight[0] = 0;
1373 this.beam_hitlight[1] = 1;
1374 this.beam_hitlight[2] = 1;
1375 this.beam_hitlight[3] = 1;
1376 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1377 this.beam_muzzlelight[0] = 0;
1378 this.beam_muzzlelight[1] = 1;
1379 this.beam_muzzlelight[2] = 1;
1380 this.beam_muzzlelight[3] = 1;
1381 this.beam_image = "particles/lgbeam";
1382 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1384 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1385 flash.alpha = this.beam_alpha;
1386 flash.colormod = this.beam_color;
1393 this.beam_color = beamcolor;
1394 this.beam_alpha = 0.5;
1395 this.beam_thickness = 8;
1396 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1397 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1398 this.beam_hitlight[0] = 0;
1399 this.beam_hitlight[1] = 1;
1400 this.beam_hitlight[2] = 1;
1401 this.beam_hitlight[3] = 1;
1402 this.beam_muzzleeffect = EFFECT_Null;
1403 this.beam_muzzlelight[0] = 0;
1404 this.beam_muzzlelight[1] = 1;
1405 this.beam_muzzlelight[2] = 1;
1406 this.beam_muzzlelight[3] = 1;
1407 this.beam_image = "particles/lgbeam";
1408 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1410 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1411 flash.alpha = this.beam_alpha;
1412 flash.colormod = this.beam_color;
1419 this.beam_color = beamcolor;
1420 this.beam_alpha = 0.5;
1421 this.beam_thickness = 8;
1422 this.beam_traileffect = (EFFECT_ARC_BEAM);
1423 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1424 this.beam_hitlight[0] = 20;
1425 this.beam_hitlight[1] = 1;
1426 this.beam_hitlight[2] = 0;
1427 this.beam_hitlight[3] = 0;
1428 this.beam_muzzleeffect = EFFECT_Null;
1429 this.beam_muzzlelight[0] = 50;
1430 this.beam_muzzlelight[1] = 1;
1431 this.beam_muzzlelight[2] = 0;
1432 this.beam_muzzlelight[3] = 0;
1433 this.beam_image = "particles/lgbeam";
1434 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1436 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1437 flash.alpha = this.beam_alpha;
1438 flash.colormod = this.beam_color;
1443 case ARC_BT_BURST_MISS:
1445 this.beam_color = beamcolor;
1446 this.beam_alpha = 0.5;
1447 this.beam_thickness = 14;
1448 this.beam_traileffect = (EFFECT_ARC_BEAM);
1449 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1450 this.beam_hitlight[0] = 0;
1451 this.beam_hitlight[1] = 1;
1452 this.beam_hitlight[2] = 1;
1453 this.beam_hitlight[3] = 1;
1454 this.beam_muzzleeffect = EFFECT_Null;
1455 this.beam_muzzlelight[0] = 0;
1456 this.beam_muzzlelight[1] = 1;
1457 this.beam_muzzlelight[2] = 1;
1458 this.beam_muzzlelight[3] = 1;
1459 this.beam_image = "particles/lgbeam";
1460 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1462 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1463 flash.alpha = this.beam_alpha;
1464 flash.colormod = this.beam_color;
1469 case ARC_BT_BURST_WALL:
1471 this.beam_color = beamcolor;
1472 this.beam_alpha = 0.5;
1473 this.beam_thickness = 14;
1474 this.beam_traileffect = (EFFECT_ARC_BEAM);
1475 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1476 this.beam_hitlight[0] = 0;
1477 this.beam_hitlight[1] = 1;
1478 this.beam_hitlight[2] = 1;
1479 this.beam_hitlight[3] = 1;
1480 this.beam_muzzleeffect = EFFECT_Null;
1481 this.beam_muzzlelight[0] = 0;
1482 this.beam_muzzlelight[1] = 1;
1483 this.beam_muzzlelight[2] = 1;
1484 this.beam_muzzlelight[3] = 1;
1485 this.beam_image = "particles/lgbeam";
1486 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1488 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1489 flash.alpha = this.beam_alpha;
1490 flash.colormod = this.beam_color;
1495 case ARC_BT_BURST_HEAL:
1497 this.beam_color = beamcolor;
1498 this.beam_alpha = 0.5;
1499 this.beam_thickness = 14;
1500 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1501 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1502 this.beam_hitlight[0] = 0;
1503 this.beam_hitlight[1] = 1;
1504 this.beam_hitlight[2] = 1;
1505 this.beam_hitlight[3] = 1;
1506 this.beam_muzzleeffect = EFFECT_Null;
1507 this.beam_muzzlelight[0] = 0;
1508 this.beam_muzzlelight[1] = 1;
1509 this.beam_muzzlelight[2] = 1;
1510 this.beam_muzzlelight[3] = 1;
1511 this.beam_image = "particles/lgbeam";
1512 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1514 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1515 flash.alpha = this.beam_alpha;
1516 flash.colormod = this.beam_color;
1521 case ARC_BT_BURST_HIT:
1523 this.beam_color = beamcolor;
1524 this.beam_alpha = 0.5;
1525 this.beam_thickness = 14;
1526 this.beam_traileffect = (EFFECT_ARC_BEAM);
1527 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1528 this.beam_hitlight[0] = 0;
1529 this.beam_hitlight[1] = 1;
1530 this.beam_hitlight[2] = 1;
1531 this.beam_hitlight[3] = 1;
1532 this.beam_muzzleeffect = EFFECT_Null;
1533 this.beam_muzzlelight[0] = 0;
1534 this.beam_muzzlelight[1] = 1;
1535 this.beam_muzzlelight[2] = 1;
1536 this.beam_muzzlelight[3] = 1;
1537 this.beam_image = "particles/lgbeam";
1538 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1540 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1541 flash.alpha = this.beam_alpha;
1542 flash.colormod = this.beam_color;
1548 // shouldn't be possible, but lets make it colorful if it does :D
1551 this.beam_color = randomvec();
1552 this.beam_alpha = 1;
1553 this.beam_thickness = 8;
1554 this.beam_traileffect = NULL;
1555 this.beam_hiteffect = NULL;
1556 this.beam_hitlight[0] = 0;
1557 this.beam_hitlight[1] = 1;
1558 this.beam_hitlight[2] = 1;
1559 this.beam_hitlight[3] = 1;
1560 this.beam_muzzleeffect = EFFECT_Null;
1561 this.beam_muzzlelight[0] = 0;
1562 this.beam_muzzlelight[1] = 1;
1563 this.beam_muzzlelight[2] = 1;
1564 this.beam_muzzlelight[3] = 1;
1565 this.beam_image = "particles/lgbeam";
1566 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1568 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1569 flash.alpha = this.beam_alpha;
1570 flash.colormod = this.beam_color;
1578 if(!this.beam_usevieworigin)
1580 InterpolateOrigin_Note(this);