4 /* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells);
5 /* impulse */ ATTRIB(Arc, impulse, int, 3);
6 /* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
7 /* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
8 /* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
9 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
11 /* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
13 /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
14 /* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
15 /* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
16 /* refname */ ATTRIB(Arc, netname, string, "arc");
17 /* wepname */ ATTRIB(Arc, m_name, string, _("Arc"));
19 #define X(BEGIN, P, END, class, prefix) \
21 P(class, prefix, bolt, float, NONE) \
22 P(class, prefix, bolt_ammo, float, NONE) \
23 P(class, prefix, bolt_damageforcescale, float, NONE) \
24 P(class, prefix, bolt_damage, float, NONE) \
25 P(class, prefix, bolt_edgedamage, float, NONE) \
26 P(class, prefix, bolt_force, float, NONE) \
27 P(class, prefix, bolt_health, float, NONE) \
28 P(class, prefix, bolt_lifetime, float, NONE) \
29 P(class, prefix, bolt_radius, float, NONE) \
30 P(class, prefix, bolt_refire, float, NONE) \
31 P(class, prefix, bolt_speed, float, NONE) \
32 P(class, prefix, bolt_spread, float, NONE) \
33 P(class, prefix, beam_ammo, float, NONE) \
34 P(class, prefix, beam_animtime, float, NONE) \
35 P(class, prefix, beam_botaimlifetime, float, NONE) \
36 P(class, prefix, beam_botaimspeed, float, NONE) \
37 P(class, prefix, beam_damage, float, NONE) \
38 P(class, prefix, beam_degreespersegment, float, NONE) \
39 P(class, prefix, beam_distancepersegment, float, NONE) \
40 P(class, prefix, beam_falloff_halflifedist, float, NONE) \
41 P(class, prefix, beam_falloff_maxdist, float, NONE) \
42 P(class, prefix, beam_falloff_mindist, float, NONE) \
43 P(class, prefix, beam_force, float, NONE) \
44 P(class, prefix, beam_healing_amax, float, NONE) \
45 P(class, prefix, beam_healing_aps, float, NONE) \
46 P(class, prefix, beam_healing_hmax, float, NONE) \
47 P(class, prefix, beam_healing_hps, float, NONE) \
48 P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
49 P(class, prefix, beam_maxangle, float, NONE) \
50 P(class, prefix, beam_nonplayerdamage, float, NONE) \
51 P(class, prefix, beam_range, float, NONE) \
52 P(class, prefix, beam_refire, float, NONE) \
53 P(class, prefix, beam_returnspeed, float, NONE) \
54 P(class, prefix, beam_tightness, float, NONE) \
55 P(class, prefix, burst_ammo, float, NONE) \
56 P(class, prefix, burst_damage, float, NONE) \
57 P(class, prefix, burst_healing_aps, float, NONE) \
58 P(class, prefix, burst_healing_hps, float, NONE) \
59 P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
60 P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
61 P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
62 P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
63 P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
64 P(class, prefix, switchdelay_drop, float, NONE) \
65 P(class, prefix, switchdelay_raise, float, NONE) \
66 P(class, prefix, weaponreplace, string, NONE) \
67 P(class, prefix, weaponstartoverride, float, NONE) \
68 P(class, prefix, weaponstart, float, NONE) \
69 P(class, prefix, weaponthrowable, float, NONE) \
75 REGISTER_WEAPON(ARC, arc, NEW(Arc));
79 const float ARC_MAX_SEGMENTS = 20;
80 vector arc_shotorigin[4];
86 const int ARC_BT_MISS = 0x00;
87 const int ARC_BT_WALL = 0x01;
88 const int ARC_BT_HEAL = 0x02;
89 const int ARC_BT_HIT = 0x03;
90 const int ARC_BT_BURST_MISS = 0x10;
91 const int ARC_BT_BURST_WALL = 0x11;
92 const int ARC_BT_BURST_HEAL = 0x12;
93 const int ARC_BT_BURST_HIT = 0x13;
94 const int ARC_BT_BURSTMASK = 0x10;
96 const int ARC_SF_SETTINGS = BIT(0);
97 const int ARC_SF_START = BIT(1);
98 const int ARC_SF_WANTDIR = BIT(2);
99 const int ARC_SF_BEAMDIR = BIT(3);
100 const int ARC_SF_BEAMTYPE = BIT(4);
101 const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
105 .bool arc_BUTTON_ATCK_prev[MAX_WEAPONSLOTS]; // for better animation control
107 .float beam_initialized;
108 .float beam_bursting;
109 .float beam_teleporttime;
110 .float beam_heat; // (beam) amount of heat produced
111 .float arc_overheat; // (dropped arc/player) time during which it's too hot
112 .float arc_cooldown; // (dropped arc/player) cooling speed
113 .float arc_heat_percent = _STAT(ARC_HEAT);
114 .float arc_smoke_sound;
120 .float beam_thickness;
121 .entity beam_traileffect;
122 .entity beam_hiteffect;
123 .float beam_hitlight[4]; // 0: radius, 123: rgb
124 .entity beam_muzzleeffect;
125 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
128 .entity beam_muzzleentity;
130 .float beam_degreespersegment;
131 .float beam_distancepersegment;
132 .float beam_usevieworigin;
133 .float beam_initialized;
134 .float beam_maxangle;
136 .float beam_returnspeed;
137 .float beam_tightness;
138 .vector beam_shotorigin;
140 entity Draw_ArcBeam_callback_entity;
141 float Draw_ArcBeam_callback_last_thickness;
142 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
143 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
146 #ifdef IMPLEMENTATION
148 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
150 bool W_Arc_Beam_Send(entity this, entity to, int sf)
152 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
154 // Truncate information when this beam is displayed to the owner client
155 // - The owner client has no use for beam start position or directions,
156 // it always figures this information out for itself with csqc code.
157 // - Spectating the owner also truncates this information.
158 float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
159 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
161 WriteByte(MSG_ENTITY, sf);
162 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
164 if(sf & ARC_SF_SETTINGS) // settings information
166 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
167 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
168 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
169 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
170 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
171 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
173 WriteByte(MSG_ENTITY, drawlocal);
174 WriteByte(MSG_ENTITY, etof(this.owner));
176 if(sf & ARC_SF_START) // starting location
178 WriteCoord(MSG_ENTITY, this.beam_start.x);
179 WriteCoord(MSG_ENTITY, this.beam_start.y);
180 WriteCoord(MSG_ENTITY, this.beam_start.z);
182 if(sf & ARC_SF_WANTDIR) // want/aim direction
184 WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
185 WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
186 WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
188 if(sf & ARC_SF_BEAMDIR) // beam direction
190 WriteCoord(MSG_ENTITY, this.beam_dir.x);
191 WriteCoord(MSG_ENTITY, this.beam_dir.y);
192 WriteCoord(MSG_ENTITY, this.beam_dir.z);
194 if(sf & ARC_SF_BEAMTYPE) // beam type
196 WriteByte(MSG_ENTITY, this.beam_type);
202 void Reset_ArcBeam(entity player, vector forward)
204 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
206 .entity weaponentity = weaponentities[slot];
207 if(!player.(weaponentity).arc_beam)
209 player.(weaponentity).arc_beam.beam_dir = forward;
210 player.(weaponentity).arc_beam.beam_teleporttime = time;
214 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
216 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
218 player.arc_overheat = 0;
222 if ( player.(weaponentity).arc_beam )
223 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
225 if ( player.arc_overheat > time )
227 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
228 * player.arc_cooldown;
233 void Arc_Player_SetHeat(entity player, .entity weaponentity)
235 player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
236 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
239 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
241 this.event_damage = func_null;
242 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);
247 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
249 W_Arc_Bolt_Explode(this, trigger);
252 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
257 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
258 return; // g_projectiles_damage says to halt
260 this.health = this.health - damage;
261 this.angles = vectoangles(this.velocity);
264 W_PrepareExplosionByDamage(this, attacker, getthink(this));
267 void W_Arc_Bolt_Touch(entity this, entity toucher)
269 PROJECTILE_TOUCH(this, toucher);
270 this.use(this, NULL, toucher);
273 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
277 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
279 W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
281 Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
283 missile = new(missile);
284 missile.owner = missile.realowner = actor;
285 missile.bot_dodge = true;
286 IL_PUSH(g_bot_dodge, missile);
287 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
289 missile.takedamage = DAMAGE_YES;
290 missile.health = WEP_CVAR(arc, bolt_health);
291 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
292 missile.event_damage = W_Arc_Bolt_Damage;
293 missile.damagedbycontents = true;
295 settouch(missile, W_Arc_Bolt_Touch);
296 missile.use = W_Arc_Bolt_Explode_use;
297 setthink(missile, adaptor_think2use_hittype_splash);
298 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
299 PROJECTILE_MAKETRIGGER(missile);
300 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
301 setorigin(missile, w_shotorg);
302 setsize(missile, '0 0 0', '0 0 0');
304 set_movetype(missile, MOVETYPE_FLY);
305 W_SetupProjVelocity_PRE(missile, arc, bolt_);
307 missile.angles = vectoangles(missile.velocity);
308 missile.flags = FL_PROJECTILE;
309 missile.missile_flags = MIF_SPLASH;
311 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
313 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
316 void W_Arc_Beam_Think(entity this)
318 .entity weaponentity = this.weaponentity_fld;
319 if(this != this.owner.(weaponentity).arc_beam)
326 if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
328 if(!this.beam_bursting)
329 this.beam_bursting = true;
330 burst = ARC_BT_BURSTMASK;
333 Weapon thiswep = WEP_ARC;
336 !IS_PLAYER(this.owner)
338 (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
342 forbidWeaponUse(this.owner)
344 (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
348 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
351 if ( WEP_CVAR(arc, cooldown) > 0 )
353 float cooldown_speed = 0;
354 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
356 cooldown_speed = WEP_CVAR(arc, cooldown);
360 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
363 if ( cooldown_speed )
365 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
366 this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
367 this.owner.arc_cooldown = cooldown_speed;
370 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
372 Send_Effect(EFFECT_ARC_OVERHEAT,
373 this.beam_start, this.beam_wantdir, 1 );
374 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
378 if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; }
379 entity own = this.owner;
381 if(!w.wr_checkammo1(w, own, weaponentity) && !w.wr_checkammo2(w, own, weaponentity))
382 if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
384 // note: this doesn't force the switch
385 W_SwitchToOtherWeapon(own, weaponentity);
392 float coefficient = frametime;
393 if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
397 { rootammo = WEP_CVAR(arc, burst_ammo); }
399 { rootammo = WEP_CVAR(arc, beam_ammo); }
403 coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
404 this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
407 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
408 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
410 makevectors(this.owner.v_angle);
414 weaponentity, // TODO
419 WEP_CVAR(arc, beam_damage) * coefficient,
420 WEP_CVAR(arc, beam_range)
423 // After teleport, "lock" the beam until the teleport is confirmed.
424 if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
425 w_shotdir = this.beam_dir;
428 // network information: shot origin and want/aim direction
429 if(this.beam_start != w_shotorg)
431 this.SendFlags |= ARC_SF_START;
432 this.beam_start = w_shotorg;
434 if(this.beam_wantdir != w_shotdir)
436 this.SendFlags |= ARC_SF_WANTDIR;
437 this.beam_wantdir = w_shotdir;
440 if(!this.beam_initialized)
442 this.beam_dir = w_shotdir;
443 this.beam_initialized = true;
446 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
447 // idea: blend together this.beam_dir with the inverted direction the player is moving in
448 // might have to make some special accomodation so that it only uses view_right and view_up
450 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
453 if(this.beam_dir != w_shotdir)
455 // calculate how much we're going to move the end of the beam to the want position
456 // WEAPONTODO (server and client):
457 // blendfactor never actually becomes 0 in this situation, which is a problem
458 // regarding precision... this means that this.beam_dir and w_shotdir approach
459 // eachother, however they never actually become the same value with this method.
460 // Perhaps we should do some form of rounding/snapping?
461 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
462 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
464 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
465 float blendfactor = bound(
467 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
468 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
470 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
474 // the radius is not too far yet, no worries :D
475 float blendfactor = bound(
477 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
480 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
483 // network information: beam direction
484 this.SendFlags |= ARC_SF_BEAMDIR;
486 // calculate how many segments are needed
487 float max_allowed_segments;
489 if(WEP_CVAR(arc, beam_distancepersegment))
491 max_allowed_segments = min(
493 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
496 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
498 if(WEP_CVAR(arc, beam_degreespersegment))
505 WEP_CVAR(arc, beam_maxangle)
508 WEP_CVAR(arc, beam_degreespersegment)
513 else { segments = 1; }
515 else { segments = 1; }
517 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
518 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
521 float new_beam_type = 0;
522 vector last_origin = w_shotorg;
523 for(i = 1; i <= segments; ++i)
525 // WEAPONTODO (client):
526 // In order to do nice fading and pointing on the starting segment, we must always
527 // have that drawn as a separate triangle... However, that is difficult to do when
528 // keeping in mind the above problems and also optimizing the amount of segments
529 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
531 vector new_origin = bezier_quadratic_getpoint(
536 vector new_dir = normalize(new_origin - last_origin);
538 WarpZone_traceline_antilag(
544 ANTILAG_LATENCY(this.owner)
547 // Do all the transforms for warpzones right now, as we already
548 // "are" in the post-trace system (if we hit a player, that's
549 // always BEHIND the last passed wz).
550 last_origin = trace_endpos;
551 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
552 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
553 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
554 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
559 trace_ent.classname == "body"
561 IS_MONSTER(trace_ent)
564 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
566 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
567 // NO. trace_endpos should be just fine. If not,
568 // that's an engine bug that needs proper debugging.
569 vector hitorigin = trace_endpos;
571 float falloff = ExponentialFalloff(
572 WEP_CVAR(arc, beam_falloff_mindist),
573 WEP_CVAR(arc, beam_falloff_maxdist),
574 WEP_CVAR(arc, beam_falloff_halflifedist),
575 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
578 if(is_player && SAME_TEAM(this.owner, trace_ent))
580 float roothealth, rootarmor;
583 roothealth = WEP_CVAR(arc, burst_healing_hps);
584 rootarmor = WEP_CVAR(arc, burst_healing_aps);
588 roothealth = WEP_CVAR(arc, beam_healing_hps);
589 rootarmor = WEP_CVAR(arc, beam_healing_aps);
592 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
594 trace_ent.health = min(
595 trace_ent.health + (roothealth * coefficient),
596 WEP_CVAR(arc, beam_healing_hmax)
599 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
601 trace_ent.armorvalue = min(
602 trace_ent.armorvalue + (rootarmor * coefficient),
603 WEP_CVAR(arc, beam_healing_amax)
607 // stop rot, set visual effect
608 if(roothealth || rootarmor)
610 trace_ent.pauserothealth_finished = max(
611 trace_ent.pauserothealth_finished,
612 time + autocvar_g_balance_pause_health_rot
614 trace_ent.pauserotarmor_finished = max(
615 trace_ent.pauserotarmor_finished,
616 time + autocvar_g_balance_pause_armor_rot
618 new_beam_type = ARC_BT_HEAL;
627 { rootdamage = WEP_CVAR(arc, burst_damage); }
629 { rootdamage = WEP_CVAR(arc, beam_damage); }
632 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
634 if(accuracy_isgooddamage(this.owner, trace_ent))
640 rootdamage * coefficient * falloff
648 rootdamage * coefficient * falloff,
651 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
654 new_beam_type = ARC_BT_HIT;
658 else if(trace_fraction != 1)
660 // we collided with geometry
661 new_beam_type = ARC_BT_WALL;
666 // te_explosion(trace_endpos);
668 // if we're bursting, use burst visual effects
669 new_beam_type |= burst;
671 // network information: beam type
672 if(new_beam_type != this.beam_type)
674 this.SendFlags |= ARC_SF_BEAMTYPE;
675 this.beam_type = new_beam_type;
678 this.owner.(weaponentity).beam_prev = time;
679 this.nextthink = time;
682 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
685 // only play fire sound if 1 sec has passed since player let go the fire button
686 if(time - actor.(weaponentity).beam_prev > 1)
687 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
689 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
690 beam.weaponentity_fld = weaponentity;
691 beam.solid = SOLID_NOT;
692 setthink(beam, W_Arc_Beam_Think);
694 set_movetype(beam, MOVETYPE_NONE);
695 beam.bot_dodge = true;
696 IL_PUSH(g_bot_dodge, beam);
697 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
698 beam.beam_bursting = burst;
699 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
701 getthink(beam)(beam);
703 void Arc_Smoke(entity actor, .entity weaponentity)
705 makevectors(actor.v_angle);
706 W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
708 vector smoke_origin = w_shotorg + actor.velocity*frametime;
709 if ( actor.arc_overheat > time )
711 if ( random() < actor.arc_heat_percent )
712 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
713 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
715 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
716 if ( !actor.arc_smoke_sound )
718 actor.arc_smoke_sound = 1;
719 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
723 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
724 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
726 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
727 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
728 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
731 if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
732 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
734 actor.arc_smoke_sound = 0;
735 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
739 METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
741 if(WEP_CVAR(arc, beam_botaimspeed))
743 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
745 WEP_CVAR(arc, beam_botaimspeed),
747 WEP_CVAR(arc, beam_botaimlifetime),
753 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
762 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
764 Arc_Player_SetHeat(actor, weaponentity);
765 Arc_Smoke(actor, weaponentity);
767 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
768 int slot = weaponslot(weaponentity);
770 if (time >= actor.arc_overheat)
771 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
774 if(actor.arc_BUTTON_ATCK_prev[slot])
777 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
778 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
781 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
784 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
786 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
788 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
790 if(!actor.arc_BUTTON_ATCK_prev[slot])
792 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
793 actor.arc_BUTTON_ATCK_prev[slot] = true;
802 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
804 W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
805 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
809 if(actor.arc_BUTTON_ATCK_prev[slot])
811 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
812 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
813 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
815 actor.arc_BUTTON_ATCK_prev[slot] = false;
819 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
822 actor.arc_count = autocvar_g_balance_arc_secondary_count;
823 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
824 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
828 METHOD(Arc, wr_init, void(entity thiswep))
830 if(!arc_shotorigin[0])
832 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
833 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
834 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
835 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
838 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
840 return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
842 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
844 if(WEP_CVAR(arc, bolt))
846 float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
847 ammo_amount += actor.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
851 return WEP_CVAR(arc, overheat_max) > 0 &&
852 ((!WEP_CVAR(arc, burst_ammo)) || (actor.(thiswep.ammo_field) > 0));
854 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
856 if(w_deathtype & HITTYPE_SECONDARY)
857 return WEAPON_ARC_MURDER_SPRAY;
859 return WEAPON_ARC_MURDER;
861 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
863 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
864 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
865 actor.arc_overheat = 0;
866 actor.arc_cooldown = 0;
867 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
868 actor.arc_BUTTON_ATCK_prev[slot] = false;
870 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
872 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
873 weapon_dropevent_item.arc_overheat > time )
875 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
876 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
879 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
881 actor.arc_overheat = 0;
882 actor.arc_cooldown = 0;
883 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
884 actor.arc_BUTTON_ATCK_prev[slot] = false;
886 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
888 actor.arc_overheat = 0;
889 actor.arc_cooldown = 0;
890 int slot = weaponslot(weaponentity);
891 actor.arc_BUTTON_ATCK_prev[slot] = false;
895 bool autocvar_cl_arcbeam_teamcolor = true;
897 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
899 if(w_deathtype & HITTYPE_SECONDARY)
902 org2 = w_org + w_backoff * 6;
903 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
904 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
908 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
910 entity beam = Draw_ArcBeam_callback_entity;
911 vector transformed_view_org;
912 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
914 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
915 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
916 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
922 if(trace_fraction != 1)
924 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
925 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
926 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
936 // decide upon thickness
937 float thickness = beam.beam_thickness;
939 // draw primary beam render
940 vector top = hitorigin + (thickdir * thickness);
941 vector bottom = hitorigin - (thickdir * thickness);
943 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
944 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
946 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
949 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
955 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
961 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
967 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
973 // draw trailing particles
975 // - Don't use spammy particle counts here, use a FEW small particles around the beam
976 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
977 if(beam.beam_traileffect)
979 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
982 // set up for the next
983 Draw_ArcBeam_callback_last_thickness = thickness;
984 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
985 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
991 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
992 e.beam_initialized = false;
994 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
995 e.beam_initialized = false;
999 void Draw_ArcBeam(entity this)
1001 float dt = time - this.move_time;
1002 this.move_time = time;
1003 if(dt <= 0) { return; }
1005 if(!this.beam_usevieworigin)
1007 InterpolateOrigin_Do(this);
1010 // origin = beam starting origin
1011 // v_angle = wanted/aim direction
1012 // angles = current direction of beam
1015 vector wantdir; //= view_forward;
1016 vector beamdir; //= this.beam_dir;
1019 if(this.beam_usevieworigin)
1022 // Currently we have to replicate nearly the same method of figuring
1023 // out the shotdir that the server does... Ideally in the future we
1024 // should be able to acquire this from a generalized function built
1025 // into a weapon system for client code.
1027 // find where we are aiming
1028 makevectors(warpzone_save_view_angles);
1029 vector forward = v_forward;
1030 vector right = v_right;
1033 // decide upon start position
1034 if(this.beam_usevieworigin == 2)
1035 { start_pos = warpzone_save_view_origin; }
1037 { start_pos = this.origin; }
1039 // trace forward with an estimation
1042 start_pos + forward * this.beam_range,
1047 // untransform in case our trace went through a warpzone
1048 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
1050 // un-adjust trueaim if shotend is too close
1051 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
1052 end_pos = start_pos + (forward * g_trueaim_minrange);
1054 // move shot origin to the actual gun muzzle origin
1055 vector origin_offset =
1056 right * -this.beam_shotorigin.y
1057 + up * this.beam_shotorigin.z;
1059 start_pos = start_pos + origin_offset;
1061 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1062 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1063 start_pos = trace_endpos;
1065 // calculate the aim direction now
1066 wantdir = normalize(end_pos - start_pos);
1068 if(!this.beam_initialized)
1070 this.beam_dir = wantdir;
1071 this.beam_initialized = true;
1074 if(this.beam_dir != wantdir)
1076 // calculate how much we're going to move the end of the beam to the want position
1077 // WEAPONTODO (server and client):
1078 // blendfactor never actually becomes 0 in this situation, which is a problem
1079 // regarding precision... this means that this.beam_dir and w_shotdir approach
1080 // eachother, however they never actually become the same value with this method.
1081 // Perhaps we should do some form of rounding/snapping?
1082 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1083 if(angle && (angle > this.beam_maxangle))
1085 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1086 float blendfactor = bound(
1088 (1 - (this.beam_returnspeed * frametime)),
1089 min(this.beam_maxangle / angle, 1)
1091 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1095 // the radius is not too far yet, no worries :D
1096 float blendfactor = bound(
1098 (1 - (this.beam_returnspeed * frametime)),
1101 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1104 // calculate how many segments are needed
1105 float max_allowed_segments;
1107 if(this.beam_distancepersegment)
1109 max_allowed_segments = min(
1111 1 + (vlen(wantdir / this.beam_distancepersegment))
1114 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1116 if(this.beam_degreespersegment)
1126 this.beam_degreespersegment
1128 max_allowed_segments
1131 else { segments = 1; }
1133 else { segments = 1; }
1135 // set the beam direction which the rest of the code will refer to
1136 beamdir = this.beam_dir;
1138 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1139 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1143 // set the values from the provided info from the networked entity
1144 start_pos = this.origin;
1145 wantdir = this.v_angle;
1146 beamdir = this.angles;
1148 if(beamdir != wantdir)
1150 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1152 // calculate how many segments are needed
1153 float max_allowed_segments;
1155 if(this.beam_distancepersegment)
1157 max_allowed_segments = min(
1159 1 + (vlen(wantdir / this.beam_distancepersegment))
1162 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1164 if(this.beam_degreespersegment)
1174 this.beam_degreespersegment
1176 max_allowed_segments
1179 else { segments = 1; }
1181 else { segments = 1; }
1184 setorigin(this, start_pos);
1185 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1187 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1188 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1190 Draw_ArcBeam_callback_entity = this;
1191 Draw_ArcBeam_callback_last_thickness = 0;
1192 Draw_ArcBeam_callback_last_top = start_pos;
1193 Draw_ArcBeam_callback_last_bottom = start_pos;
1195 vector last_origin = start_pos;
1196 vector original_start_pos = start_pos;
1199 for(i = 1; i <= segments; ++i)
1201 // WEAPONTODO (client):
1202 // In order to do nice fading and pointing on the starting segment, we must always
1203 // have that drawn as a separate triangle... However, that is difficult to do when
1204 // keeping in mind the above problems and also optimizing the amount of segments
1205 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1207 vector new_origin = bezier_quadratic_getpoint(
1213 WarpZone_TraceBox_ThroughZone(
1221 Draw_ArcBeam_callback
1224 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1225 // system (if we hit a player, that's always BEHIND the last passed wz).
1226 last_origin = trace_endpos;
1227 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1228 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1229 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1230 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1231 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1232 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1234 if(trace_fraction < 1) { break; }
1237 // visual effects for startpoint and endpoint
1238 if(this.beam_hiteffect)
1240 // FIXME we really should do this on the server so it actually
1241 // matches gameplay. What this client side stuff is doing is no
1242 // more than guesswork.
1243 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1245 this.beam_hiteffect,
1251 if(this.beam_hitlight[0])
1255 this.beam_hitlight[0],
1257 this.beam_hitlight[1],
1258 this.beam_hitlight[2],
1259 this.beam_hitlight[3]
1263 if(this.beam_muzzleeffect)
1266 this.beam_muzzleeffect,
1267 original_start_pos + wantdir * 20,
1272 if(this.beam_muzzlelight[0])
1275 original_start_pos + wantdir * 20,
1276 this.beam_muzzlelight[0],
1278 this.beam_muzzlelight[1],
1279 this.beam_muzzlelight[2],
1280 this.beam_muzzlelight[3]
1286 Draw_ArcBeam_callback_entity = NULL;
1287 Draw_ArcBeam_callback_last_thickness = 0;
1288 Draw_ArcBeam_callback_last_top = '0 0 0';
1289 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1292 void Remove_ArcBeam(entity this)
1294 delete(this.beam_muzzleentity);
1295 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1298 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1300 int sf = ReadByte();
1301 int slot = ReadByte();
1306 int gunalign = W_GunAlign(NULL, STAT(GUNALIGN));
1308 this.beam_shotorigin = arc_shotorigin[gunalign]; // quick
1309 for(int j = 1; j < 5; ++j)
1311 if(gunaligns[j] == viewmodels[slot])
1313 this.beam_shotorigin = arc_shotorigin[j - 1]; // accurate
1318 // set other main attributes of the beam
1319 this.draw = Draw_ArcBeam;
1320 IL_PUSH(g_drawables, this);
1321 this.entremove = Remove_ArcBeam;
1322 this.move_time = time;
1323 loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
1327 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1328 flash.drawmask = MASK_NORMAL;
1329 flash.solid = SOLID_NOT;
1330 flash.avelocity_z = 5000;
1331 setattachment(flash, this, "");
1332 setorigin(flash, '0 0 0');
1334 this.beam_muzzleentity = flash;
1338 flash = this.beam_muzzleentity;
1341 if(sf & ARC_SF_SETTINGS) // settings information
1343 this.beam_degreespersegment = ReadShort();
1344 this.beam_distancepersegment = ReadShort();
1345 this.beam_maxangle = ReadShort();
1346 this.beam_range = ReadCoord();
1347 this.beam_returnspeed = ReadShort();
1348 this.beam_tightness = (ReadByte() / 10);
1352 if(autocvar_chase_active)
1353 { this.beam_usevieworigin = 1; }
1354 else // use view origin
1355 { this.beam_usevieworigin = 2; }
1359 this.beam_usevieworigin = 0;
1362 this.sv_entnum = ReadByte();
1365 if(!this.beam_usevieworigin)
1367 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1368 this.iflags = IFLAG_ORIGIN;
1370 InterpolateOrigin_Undo(this);
1373 if(sf & ARC_SF_START) // starting location
1375 this.origin_x = ReadCoord();
1376 this.origin_y = ReadCoord();
1377 this.origin_z = ReadCoord();
1379 else if(this.beam_usevieworigin) // infer the location from player location
1381 if(this.beam_usevieworigin == 2)
1384 this.origin = view_origin;
1388 // use player origin so that third person display still works
1389 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1393 setorigin(this, this.origin);
1395 if(sf & ARC_SF_WANTDIR) // want/aim direction
1397 this.v_angle_x = ReadCoord();
1398 this.v_angle_y = ReadCoord();
1399 this.v_angle_z = ReadCoord();
1402 if(sf & ARC_SF_BEAMDIR) // beam direction
1404 this.angles_x = ReadCoord();
1405 this.angles_y = ReadCoord();
1406 this.angles_z = ReadCoord();
1409 if(sf & ARC_SF_BEAMTYPE) // beam type
1411 this.beam_type = ReadByte();
1413 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1414 switch(this.beam_type)
1418 this.beam_color = beamcolor;
1419 this.beam_alpha = 0.5;
1420 this.beam_thickness = 8;
1421 this.beam_traileffect = (EFFECT_ARC_BEAM);
1422 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1423 this.beam_hitlight[0] = 0;
1424 this.beam_hitlight[1] = 1;
1425 this.beam_hitlight[2] = 1;
1426 this.beam_hitlight[3] = 1;
1427 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1428 this.beam_muzzlelight[0] = 0;
1429 this.beam_muzzlelight[1] = 1;
1430 this.beam_muzzlelight[2] = 1;
1431 this.beam_muzzlelight[3] = 1;
1432 if(this.beam_muzzleeffect)
1434 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1435 flash.alpha = this.beam_alpha;
1436 flash.colormod = this.beam_color;
1441 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1443 this.beam_color = beamcolor;
1444 this.beam_alpha = 0.5;
1445 this.beam_thickness = 8;
1446 this.beam_traileffect = (EFFECT_ARC_BEAM);
1447 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1448 this.beam_hitlight[0] = 0;
1449 this.beam_hitlight[1] = 1;
1450 this.beam_hitlight[2] = 1;
1451 this.beam_hitlight[3] = 1;
1452 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1453 this.beam_muzzlelight[0] = 0;
1454 this.beam_muzzlelight[1] = 1;
1455 this.beam_muzzlelight[2] = 1;
1456 this.beam_muzzlelight[3] = 1;
1457 this.beam_image = "particles/lgbeam";
1458 if(this.beam_muzzleeffect)
1460 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1461 flash.alpha = this.beam_alpha;
1462 flash.colormod = this.beam_color;
1469 this.beam_color = beamcolor;
1470 this.beam_alpha = 0.5;
1471 this.beam_thickness = 8;
1472 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1473 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1474 this.beam_hitlight[0] = 0;
1475 this.beam_hitlight[1] = 1;
1476 this.beam_hitlight[2] = 1;
1477 this.beam_hitlight[3] = 1;
1478 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1479 this.beam_muzzlelight[0] = 0;
1480 this.beam_muzzlelight[1] = 1;
1481 this.beam_muzzlelight[2] = 1;
1482 this.beam_muzzlelight[3] = 1;
1483 this.beam_image = "particles/lgbeam";
1484 if(this.beam_muzzleeffect)
1486 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1487 flash.alpha = this.beam_alpha;
1488 flash.colormod = this.beam_color;
1495 this.beam_color = beamcolor;
1496 this.beam_alpha = 0.5;
1497 this.beam_thickness = 8;
1498 this.beam_traileffect = (EFFECT_ARC_BEAM);
1499 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1500 this.beam_hitlight[0] = 20;
1501 this.beam_hitlight[1] = 1;
1502 this.beam_hitlight[2] = 0;
1503 this.beam_hitlight[3] = 0;
1504 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1505 this.beam_muzzlelight[0] = 50;
1506 this.beam_muzzlelight[1] = 1;
1507 this.beam_muzzlelight[2] = 0;
1508 this.beam_muzzlelight[3] = 0;
1509 this.beam_image = "particles/lgbeam";
1510 if(this.beam_muzzleeffect)
1512 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1513 flash.alpha = this.beam_alpha;
1514 flash.colormod = this.beam_color;
1519 case ARC_BT_BURST_MISS:
1521 this.beam_color = beamcolor;
1522 this.beam_alpha = 0.5;
1523 this.beam_thickness = 14;
1524 this.beam_traileffect = (EFFECT_ARC_BEAM);
1525 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1526 this.beam_hitlight[0] = 0;
1527 this.beam_hitlight[1] = 1;
1528 this.beam_hitlight[2] = 1;
1529 this.beam_hitlight[3] = 1;
1530 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1531 this.beam_muzzlelight[0] = 0;
1532 this.beam_muzzlelight[1] = 1;
1533 this.beam_muzzlelight[2] = 1;
1534 this.beam_muzzlelight[3] = 1;
1535 this.beam_image = "particles/lgbeam";
1536 if(this.beam_muzzleeffect)
1538 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1539 flash.alpha = this.beam_alpha;
1540 flash.colormod = this.beam_color;
1545 case ARC_BT_BURST_WALL:
1547 this.beam_color = beamcolor;
1548 this.beam_alpha = 0.5;
1549 this.beam_thickness = 14;
1550 this.beam_traileffect = (EFFECT_ARC_BEAM);
1551 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1552 this.beam_hitlight[0] = 0;
1553 this.beam_hitlight[1] = 1;
1554 this.beam_hitlight[2] = 1;
1555 this.beam_hitlight[3] = 1;
1556 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1557 this.beam_muzzlelight[0] = 0;
1558 this.beam_muzzlelight[1] = 1;
1559 this.beam_muzzlelight[2] = 1;
1560 this.beam_muzzlelight[3] = 1;
1561 this.beam_image = "particles/lgbeam";
1562 if(this.beam_muzzleeffect)
1564 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1565 flash.alpha = this.beam_alpha;
1566 flash.colormod = this.beam_color;
1571 case ARC_BT_BURST_HEAL:
1573 this.beam_color = beamcolor;
1574 this.beam_alpha = 0.5;
1575 this.beam_thickness = 14;
1576 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1577 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1578 this.beam_hitlight[0] = 0;
1579 this.beam_hitlight[1] = 1;
1580 this.beam_hitlight[2] = 1;
1581 this.beam_hitlight[3] = 1;
1582 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1583 this.beam_muzzlelight[0] = 0;
1584 this.beam_muzzlelight[1] = 1;
1585 this.beam_muzzlelight[2] = 1;
1586 this.beam_muzzlelight[3] = 1;
1587 this.beam_image = "particles/lgbeam";
1588 if(this.beam_muzzleeffect)
1590 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1591 flash.alpha = this.beam_alpha;
1592 flash.colormod = this.beam_color;
1597 case ARC_BT_BURST_HIT:
1599 this.beam_color = beamcolor;
1600 this.beam_alpha = 0.5;
1601 this.beam_thickness = 14;
1602 this.beam_traileffect = (EFFECT_ARC_BEAM);
1603 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1604 this.beam_hitlight[0] = 0;
1605 this.beam_hitlight[1] = 1;
1606 this.beam_hitlight[2] = 1;
1607 this.beam_hitlight[3] = 1;
1608 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1609 this.beam_muzzlelight[0] = 0;
1610 this.beam_muzzlelight[1] = 1;
1611 this.beam_muzzlelight[2] = 1;
1612 this.beam_muzzlelight[3] = 1;
1613 this.beam_image = "particles/lgbeam";
1614 if(this.beam_muzzleeffect)
1616 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1617 flash.alpha = this.beam_alpha;
1618 flash.colormod = this.beam_color;
1624 // shouldn't be possible, but lets make it colorful if it does :D
1627 this.beam_color = randomvec();
1628 this.beam_alpha = 1;
1629 this.beam_thickness = 8;
1630 this.beam_traileffect = NULL;
1631 this.beam_hiteffect = NULL;
1632 this.beam_hitlight[0] = 0;
1633 this.beam_hitlight[1] = 1;
1634 this.beam_hitlight[2] = 1;
1635 this.beam_hitlight[3] = 1;
1636 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1637 this.beam_muzzlelight[0] = 0;
1638 this.beam_muzzlelight[1] = 1;
1639 this.beam_muzzlelight[2] = 1;
1640 this.beam_muzzlelight[3] = 1;
1641 this.beam_image = "particles/lgbeam";
1642 if(this.beam_muzzleeffect)
1644 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1645 flash.alpha = this.beam_alpha;
1646 flash.colormod = this.beam_color;
1654 if(!this.beam_usevieworigin)
1656 InterpolateOrigin_Note(this);