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Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
1 #include "arc.qh"
2 #ifndef IMPLEMENTATION
3 CLASS(Arc, Weapon)
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");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
12 #endif
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"));
18
19 #define X(BEGIN, P, END, class, prefix) \
20         BEGIN(class) \
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) \
70     END()
71     W_PROPS(X, Arc, arc)
72 #undef X
73
74 ENDCLASS(Arc)
75 REGISTER_WEAPON(ARC, arc, NEW(Arc));
76
77
78 #ifdef GAMEQC
79 const float ARC_MAX_SEGMENTS = 20;
80 vector arc_shotorigin[4];
81 .vector beam_start;
82 .vector beam_dir;
83 .vector beam_wantdir;
84 .int beam_type;
85
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;
95
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;
102 #endif
103 #ifdef SVQC
104 .entity arc_beam;
105 .bool arc_BUTTON_ATCK_prev; // for better animation control
106 .float beam_prev;
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;
115 #endif
116 #ifdef CSQC
117
118 .vector beam_color;
119 .float beam_alpha;
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
126 .string beam_image;
127
128 .entity beam_muzzleentity;
129
130 .float beam_degreespersegment;
131 .float beam_distancepersegment;
132 .float beam_usevieworigin;
133 .float beam_initialized;
134 .float beam_maxangle;
135 .float beam_range;
136 .float beam_returnspeed;
137 .float beam_tightness;
138 .vector beam_shotorigin;
139
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.
144 #endif
145 #endif
146 #ifdef IMPLEMENTATION
147 #ifdef SVQC
148 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
149
150 bool W_Arc_Beam_Send(entity this, entity to, int sf)
151 {
152         WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
153
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; }
160
161         WriteByte(MSG_ENTITY, sf);
162         WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
163
164         if(sf & ARC_SF_SETTINGS) // settings information
165         {
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);
172
173                 WriteByte(MSG_ENTITY, drawlocal);
174                 WriteByte(MSG_ENTITY, etof(this.owner));
175         }
176         if(sf & ARC_SF_START) // starting location
177         {
178                 WriteCoord(MSG_ENTITY, this.beam_start.x);
179                 WriteCoord(MSG_ENTITY, this.beam_start.y);
180                 WriteCoord(MSG_ENTITY, this.beam_start.z);
181         }
182         if(sf & ARC_SF_WANTDIR) // want/aim direction
183         {
184                 WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
185                 WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
186                 WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
187         }
188         if(sf & ARC_SF_BEAMDIR) // beam direction
189         {
190                 WriteCoord(MSG_ENTITY, this.beam_dir.x);
191                 WriteCoord(MSG_ENTITY, this.beam_dir.y);
192                 WriteCoord(MSG_ENTITY, this.beam_dir.z);
193         }
194         if(sf & ARC_SF_BEAMTYPE) // beam type
195         {
196                 WriteByte(MSG_ENTITY, this.beam_type);
197         }
198
199         return true;
200 }
201
202 void Reset_ArcBeam(entity player, vector forward)
203 {
204         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
205         {
206                 .entity weaponentity = weaponentities[slot];
207                 if(!player.(weaponentity).arc_beam)
208                         continue;
209                 player.(weaponentity).arc_beam.beam_dir = forward;
210                 player.(weaponentity).arc_beam.beam_teleporttime = time;
211         }
212 }
213
214 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
215 {
216         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
217         {
218                 player.arc_overheat = 0;
219                 return 0;
220         }
221
222         if ( player.(weaponentity).arc_beam )
223                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
224
225         if ( player.arc_overheat > time )
226         {
227                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
228                         * player.arc_cooldown;
229         }
230
231         return 0;
232 }
233 void Arc_Player_SetHeat(entity player, .entity weaponentity)
234 {
235         player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
236         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
237 }
238
239 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
240 {
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);
243
244         delete(this);
245 }
246
247 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
248 {
249         W_Arc_Bolt_Explode(this, trigger);
250 }
251
252 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
253 {
254         if(this.health <= 0)
255                 return;
256
257         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
258                 return; // g_projectiles_damage says to halt
259
260         this.health = this.health - damage;
261         this.angles = vectoangles(this.velocity);
262
263         if(this.health <= 0)
264                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
265 }
266
267 void W_Arc_Bolt_Touch(entity this, entity toucher)
268 {
269         PROJECTILE_TOUCH(this, toucher);
270         this.use(this, NULL, toucher);
271 }
272
273 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
274 {
275         entity missile;
276
277         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
278
279         W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
280
281         Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
282
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);
288
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;
294         IL_PUSH(g_damagedbycontents, missile);
295
296         settouch(missile, W_Arc_Bolt_Touch);
297         missile.use = W_Arc_Bolt_Explode_use;
298         setthink(missile, adaptor_think2use_hittype_splash);
299         missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
300         PROJECTILE_MAKETRIGGER(missile);
301         missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
302         setorigin(missile, w_shotorg);
303         setsize(missile, '0 0 0', '0 0 0');
304
305         set_movetype(missile, MOVETYPE_FLY);
306         W_SetupProjVelocity_PRE(missile, arc, bolt_);
307
308         missile.angles = vectoangles(missile.velocity);
309         missile.flags = FL_PROJECTILE;
310         missile.missile_flags = MIF_SPLASH;
311
312         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
313
314         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
315 }
316
317 void W_Arc_Beam_Think(entity this)
318 {
319         .entity weaponentity = this.weaponentity_fld;
320         if(this != this.owner.(weaponentity).arc_beam)
321         {
322                 delete(this);
323                 return;
324         }
325
326         float burst = 0;
327         if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
328         {
329                 if(!this.beam_bursting)
330                         this.beam_bursting = true;
331                 burst = ARC_BT_BURSTMASK;
332         }
333
334         Weapon thiswep = WEP_ARC;
335
336         if(
337                 !IS_PLAYER(this.owner)
338                 ||
339                 (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
340                 ||
341                 IS_DEAD(this.owner)
342                 ||
343                 forbidWeaponUse(this.owner)
344                 ||
345                 this.owner.(weaponentity).m_switchweapon != WEP_ARC
346                 ||
347                 (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
348                 ||
349                 this.owner.vehicle
350                 ||
351                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
352         )
353         {
354                 if ( WEP_CVAR(arc, cooldown) > 0 )
355                 {
356                         float cooldown_speed = 0;
357                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
358                         {
359                                 cooldown_speed = WEP_CVAR(arc, cooldown);
360                         }
361                         else if ( !burst )
362                         {
363                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
364                         }
365
366                         if ( cooldown_speed )
367                         {
368                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
369                                         this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
370                                 this.owner.arc_cooldown = cooldown_speed;
371                         }
372
373                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
374                         {
375                                 Send_Effect(EFFECT_ARC_OVERHEAT,
376                                         this.beam_start, this.beam_wantdir, 1 );
377                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
378                         }
379                 }
380
381                 if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; }
382                 entity own = this.owner;
383                 Weapon w = WEP_ARC;
384                 if(!w.wr_checkammo1(w, own, weaponentity) && !w.wr_checkammo2(w, own, weaponentity))
385                 if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
386                 {
387                         // note: this doesn't force the switch
388                         W_SwitchToOtherWeapon(own, weaponentity);
389                 }
390                 delete(this);
391                 return;
392         }
393
394         // decrease ammo
395         float coefficient = frametime;
396         if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
397         {
398                 float rootammo;
399                 if(burst)
400                         { rootammo = WEP_CVAR(arc, burst_ammo); }
401                 else
402                         { rootammo = WEP_CVAR(arc, beam_ammo); }
403
404                 if(rootammo)
405                 {
406                         coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
407                         this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
408                 }
409         }
410         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
411         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
412
413         makevectors(this.owner.v_angle);
414
415         W_SetupShot_Range(
416                 this.owner,
417                 weaponentity, // TODO
418                 true,
419                 0,
420                 SND_Null,
421                 0,
422                 WEP_CVAR(arc, beam_damage) * coefficient,
423                 WEP_CVAR(arc, beam_range)
424         );
425
426         // After teleport, "lock" the beam until the teleport is confirmed.
427         if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
428                 w_shotdir = this.beam_dir;
429         }
430
431         // network information: shot origin and want/aim direction
432         if(this.beam_start != w_shotorg)
433         {
434                 this.SendFlags |= ARC_SF_START;
435                 this.beam_start = w_shotorg;
436         }
437         if(this.beam_wantdir != w_shotdir)
438         {
439                 this.SendFlags |= ARC_SF_WANTDIR;
440                 this.beam_wantdir = w_shotdir;
441         }
442
443         if(!this.beam_initialized)
444         {
445                 this.beam_dir = w_shotdir;
446                 this.beam_initialized = true;
447         }
448
449         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
450         // idea: blend together this.beam_dir with the inverted direction the player is moving in
451         // might have to make some special accomodation so that it only uses view_right and view_up
452
453         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
454
455         float segments;
456         if(this.beam_dir != w_shotdir)
457         {
458                 // calculate how much we're going to move the end of the beam to the want position
459                 // WEAPONTODO (server and client):
460                 // blendfactor never actually becomes 0 in this situation, which is a problem
461                 // regarding precision... this means that this.beam_dir and w_shotdir approach
462                 // eachother, however they never actually become the same value with this method.
463                 // Perhaps we should do some form of rounding/snapping?
464                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
465                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
466                 {
467                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
468                         float blendfactor = bound(
469                                 0,
470                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
471                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
472                         );
473                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
474                 }
475                 else
476                 {
477                         // the radius is not too far yet, no worries :D
478                         float blendfactor = bound(
479                                 0,
480                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
481                                 1
482                         );
483                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
484                 }
485
486                 // network information: beam direction
487                 this.SendFlags |= ARC_SF_BEAMDIR;
488
489                 // calculate how many segments are needed
490                 float max_allowed_segments;
491
492                 if(WEP_CVAR(arc, beam_distancepersegment))
493                 {
494                         max_allowed_segments = min(
495                                 ARC_MAX_SEGMENTS,
496                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
497                         );
498                 }
499                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
500
501                 if(WEP_CVAR(arc, beam_degreespersegment))
502                 {
503                         segments = bound(
504                                 1,
505                                 (
506                                         min(
507                                                 angle,
508                                                 WEP_CVAR(arc, beam_maxangle)
509                                         )
510                                         /
511                                         WEP_CVAR(arc, beam_degreespersegment)
512                                 ),
513                                 max_allowed_segments
514                         );
515                 }
516                 else { segments = 1; }
517         }
518         else { segments = 1; }
519
520         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
521         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
522
523         float i;
524         float new_beam_type = 0;
525         vector last_origin = w_shotorg;
526         for(i = 1; i <= segments; ++i)
527         {
528                 // WEAPONTODO (client):
529                 // In order to do nice fading and pointing on the starting segment, we must always
530                 // have that drawn as a separate triangle... However, that is difficult to do when
531                 // keeping in mind the above problems and also optimizing the amount of segments
532                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
533
534                 vector new_origin = bezier_quadratic_getpoint(
535                         w_shotorg,
536                         beam_controlpoint,
537                         beam_endpos,
538                         i / segments);
539                 vector new_dir = normalize(new_origin - last_origin);
540
541                 WarpZone_traceline_antilag(
542                         this.owner,
543                         last_origin,
544                         new_origin,
545                         MOVE_NORMAL,
546                         this.owner,
547                         ANTILAG_LATENCY(this.owner)
548                 );
549
550                 // Do all the transforms for warpzones right now, as we already
551                 // "are" in the post-trace system (if we hit a player, that's
552                 // always BEHIND the last passed wz).
553                 last_origin = trace_endpos;
554                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
555                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
556                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
557                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
558
559                 float is_player = (
560                         IS_PLAYER(trace_ent)
561                         ||
562                         trace_ent.classname == "body"
563                         ||
564                         IS_MONSTER(trace_ent)
565                 );
566
567                 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
568                 {
569                         // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
570                         // NO. trace_endpos should be just fine. If not,
571                         // that's an engine bug that needs proper debugging.
572                         vector hitorigin = trace_endpos;
573
574                         float falloff = ExponentialFalloff(
575                                 WEP_CVAR(arc, beam_falloff_mindist),
576                                 WEP_CVAR(arc, beam_falloff_maxdist),
577                                 WEP_CVAR(arc, beam_falloff_halflifedist),
578                                 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
579                         );
580
581                         if(is_player && SAME_TEAM(this.owner, trace_ent))
582                         {
583                                 float roothealth, rootarmor;
584                                 if(burst)
585                                 {
586                                         roothealth = WEP_CVAR(arc, burst_healing_hps);
587                                         rootarmor = WEP_CVAR(arc, burst_healing_aps);
588                                 }
589                                 else
590                                 {
591                                         roothealth = WEP_CVAR(arc, beam_healing_hps);
592                                         rootarmor = WEP_CVAR(arc, beam_healing_aps);
593                                 }
594
595                                 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
596                                 {
597                                         trace_ent.health = min(
598                                                 trace_ent.health + (roothealth * coefficient),
599                                                 WEP_CVAR(arc, beam_healing_hmax)
600                                         );
601                                 }
602                                 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
603                                 {
604                                         trace_ent.armorvalue = min(
605                                                 trace_ent.armorvalue + (rootarmor * coefficient),
606                                                 WEP_CVAR(arc, beam_healing_amax)
607                                         );
608                                 }
609
610                                 // stop rot, set visual effect
611                                 if(roothealth || rootarmor)
612                                 {
613                                         trace_ent.pauserothealth_finished = max(
614                                                 trace_ent.pauserothealth_finished,
615                                                 time + autocvar_g_balance_pause_health_rot
616                                         );
617                                         trace_ent.pauserotarmor_finished = max(
618                                                 trace_ent.pauserotarmor_finished,
619                                                 time + autocvar_g_balance_pause_armor_rot
620                                         );
621                                         new_beam_type = ARC_BT_HEAL;
622                                 }
623                         }
624                         else
625                         {
626                                 float rootdamage;
627                                 if(is_player)
628                                 {
629                                         if(burst)
630                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
631                                         else
632                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
633                                 }
634                                 else
635                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
636
637                                 if(accuracy_isgooddamage(this.owner, trace_ent))
638                                 {
639                                         accuracy_add(
640                                                 this.owner,
641                                                 WEP_ARC.m_id,
642                                                 0,
643                                                 rootdamage * coefficient * falloff
644                                         );
645                                 }
646
647                                 Damage(
648                                         trace_ent,
649                                         this.owner,
650                                         this.owner,
651                                         rootdamage * coefficient * falloff,
652                                         WEP_ARC.m_id,
653                                         hitorigin,
654                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
655                                 );
656
657                                 new_beam_type = ARC_BT_HIT;
658                         }
659                         break;
660                 }
661                 else if(trace_fraction != 1)
662                 {
663                         // we collided with geometry
664                         new_beam_type = ARC_BT_WALL;
665                         break;
666                 }
667         }
668
669         // te_explosion(trace_endpos);
670
671         // if we're bursting, use burst visual effects
672         new_beam_type |= burst;
673
674         // network information: beam type
675         if(new_beam_type != this.beam_type)
676         {
677                 this.SendFlags |= ARC_SF_BEAMTYPE;
678                 this.beam_type = new_beam_type;
679         }
680
681         this.owner.(weaponentity).beam_prev = time;
682         this.nextthink = time;
683 }
684
685 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
686 {
687
688         // only play fire sound if 1 sec has passed since player let go the fire button
689         if(time - actor.(weaponentity).beam_prev > 1)
690                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
691
692         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
693         beam.weaponentity_fld = weaponentity;
694         beam.solid = SOLID_NOT;
695         setthink(beam, W_Arc_Beam_Think);
696         beam.owner = actor;
697         set_movetype(beam, MOVETYPE_NONE);
698         beam.bot_dodge = true;
699         IL_PUSH(g_bot_dodge, beam);
700         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
701         beam.beam_bursting = burst;
702         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
703
704         getthink(beam)(beam);
705 }
706 void Arc_Smoke(entity actor, .entity weaponentity)
707 {
708         makevectors(actor.v_angle);
709         W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
710
711         vector smoke_origin = w_shotorg + actor.velocity*frametime;
712         if ( actor.arc_overheat > time )
713         {
714                 if ( random() < actor.arc_heat_percent )
715                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
716                 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
717                 {
718                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
719                         if ( !actor.arc_smoke_sound )
720                         {
721                                 actor.arc_smoke_sound = 1;
722                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
723                         }
724                 }
725         }
726         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
727                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
728         {
729                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
730                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
731                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
732         }
733
734         if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
735                 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
736         {
737                 actor.arc_smoke_sound = 0;
738                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
739         }
740 }
741
742 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
743 {
744     if(WEP_CVAR(arc, beam_botaimspeed))
745     {
746         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
747                 actor,
748                 weaponentity,
749             WEP_CVAR(arc, beam_botaimspeed),
750             0,
751             WEP_CVAR(arc, beam_botaimlifetime),
752             false
753         );
754     }
755     else
756     {
757         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
758                 actor,
759                 weaponentity,
760             1000000,
761             0,
762             0.001,
763             false
764         );
765     }
766 }
767 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
768 {
769     Arc_Player_SetHeat(actor, weaponentity);
770     Arc_Smoke(actor, weaponentity);
771
772     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
773
774     if (time >= actor.arc_overheat)
775     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
776     {
777
778         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
779         {
780             #if 0
781             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
782                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
783             else
784             #endif
785                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
786         }
787
788         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
789         {
790             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
791             {
792                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
793
794                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
795                 {
796                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
797                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
798                 }
799             }
800         }
801
802         return;
803     }
804     else if(fire & 2)
805     {
806         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
807         {
808             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
809             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
810         }
811     }
812
813     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
814     {
815         int slot = weaponslot(weaponentity);
816         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
817         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
818         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
819     }
820     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
821
822     #if 0
823     if(fire & 2)
824     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
825     {
826         W_Arc_Attack2();
827         actor.arc_count = autocvar_g_balance_arc_secondary_count;
828         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
829         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
830     }
831     #endif
832 }
833 METHOD(Arc, wr_init, void(entity thiswep))
834 {
835     if(!arc_shotorigin[0])
836     {
837         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
838         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
839         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
840         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
841     }
842 }
843 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
844 {
845     return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
846 }
847 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
848 {
849     if(WEP_CVAR(arc, bolt))
850     {
851         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
852         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
853         return ammo_amount;
854     }
855     else
856         return WEP_CVAR(arc, overheat_max) > 0 &&
857             ((!WEP_CVAR(arc, burst_ammo)) || (actor.(thiswep.ammo_field) > 0));
858 }
859 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
860 {
861     if(w_deathtype & HITTYPE_SECONDARY)
862         return WEAPON_ARC_MURDER_SPRAY;
863     else
864         return WEAPON_ARC_MURDER;
865 }
866 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
867 {
868     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
869     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
870     actor.arc_overheat = 0;
871     actor.arc_cooldown = 0;
872     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
873 }
874 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
875 {
876     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
877         weapon_dropevent_item.arc_overheat > time )
878     {
879         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
880         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
881     }
882 }
883 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
884 {
885     actor.arc_overheat = 0;
886     actor.arc_cooldown = 0;
887     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
888     {
889         .entity weaponentity = weaponentities[slot];
890         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
891     }
892 }
893 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
894 {
895     actor.arc_overheat = 0;
896     actor.arc_cooldown = 0;
897     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
898 }
899 #endif
900 #ifdef CSQC
901 bool autocvar_cl_arcbeam_teamcolor = true;
902
903 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
904 {
905     if(w_deathtype & HITTYPE_SECONDARY)
906     {
907         vector org2;
908         org2 = w_org + w_backoff * 6;
909         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
910         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
911     }
912 }
913
914 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
915 {
916         entity beam = Draw_ArcBeam_callback_entity;
917         vector transformed_view_org;
918         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
919
920         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
921         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
922         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
923
924         vector hitorigin;
925
926         // draw segment
927         #if 0
928         if(trace_fraction != 1)
929         {
930                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
931                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
932                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
933         }
934         else
935         {
936                 hitorigin = hit;
937         }
938         #else
939         hitorigin = hit;
940         #endif
941
942         // decide upon thickness
943         float thickness = beam.beam_thickness;
944
945         // draw primary beam render
946         vector top    = hitorigin + (thickdir * thickness);
947         vector bottom = hitorigin - (thickdir * thickness);
948
949         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
950         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
951
952         R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
953         R_PolygonVertex(
954                 top,
955                 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
956                 beam.beam_color,
957                 beam.beam_alpha
958         );
959         R_PolygonVertex(
960                 last_top,
961                 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
962                 beam.beam_color,
963                 beam.beam_alpha
964         );
965         R_PolygonVertex(
966                 last_bottom,
967                 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
968                 beam.beam_color,
969                 beam.beam_alpha
970         );
971         R_PolygonVertex(
972                 bottom,
973                 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
974                 beam.beam_color,
975                 beam.beam_alpha
976         );
977         R_EndPolygon();
978
979         // draw trailing particles
980         // NOTES:
981         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
982         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
983         if(beam.beam_traileffect)
984         {
985                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
986         }
987
988         // set up for the next
989         Draw_ArcBeam_callback_last_thickness = thickness;
990         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
991         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
992 }
993
994 void Reset_ArcBeam()
995 {
996         entity e;
997         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
998                 e.beam_initialized = false;
999         }
1000         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
1001                 e.beam_initialized = false;
1002         }
1003 }
1004
1005 void Draw_ArcBeam(entity this)
1006 {
1007         float dt = time - this.move_time;
1008         this.move_time = time;
1009         if(dt <= 0) { return; }
1010
1011         if(!this.beam_usevieworigin)
1012         {
1013                 InterpolateOrigin_Do(this);
1014         }
1015
1016         // origin = beam starting origin
1017         // v_angle = wanted/aim direction
1018         // angles = current direction of beam
1019
1020         vector start_pos;
1021         vector wantdir; //= view_forward;
1022         vector beamdir; //= this.beam_dir;
1023
1024         float segments;
1025         if(this.beam_usevieworigin)
1026         {
1027                 // WEAPONTODO:
1028                 // Currently we have to replicate nearly the same method of figuring
1029                 // out the shotdir that the server does... Ideally in the future we
1030                 // should be able to acquire this from a generalized function built
1031                 // into a weapon system for client code.
1032
1033                 // find where we are aiming
1034                 makevectors(warpzone_save_view_angles);
1035                 vector forward = v_forward;
1036                 vector right = v_right;
1037                 vector up = v_up;
1038
1039                 // decide upon start position
1040                 if(this.beam_usevieworigin == 2)
1041                         { start_pos = warpzone_save_view_origin; }
1042                 else
1043                         { start_pos = this.origin; }
1044
1045                 // trace forward with an estimation
1046                 WarpZone_TraceLine(
1047                         start_pos,
1048                         start_pos + forward * this.beam_range,
1049                         MOVE_NOMONSTERS,
1050                         this
1051                 );
1052
1053                 // untransform in case our trace went through a warpzone
1054                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
1055
1056                 // un-adjust trueaim if shotend is too close
1057                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
1058                         end_pos = start_pos + (forward * g_trueaim_minrange);
1059
1060                 // move shot origin to the actual gun muzzle origin
1061                 vector origin_offset =
1062                           right * -this.beam_shotorigin.y
1063                         + up * this.beam_shotorigin.z;
1064
1065                 start_pos = start_pos + origin_offset;
1066
1067                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1068                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1069                 start_pos = trace_endpos;
1070
1071                 // calculate the aim direction now
1072                 wantdir = normalize(end_pos - start_pos);
1073
1074                 if(!this.beam_initialized)
1075                 {
1076                         this.beam_dir = wantdir;
1077                         this.beam_initialized = true;
1078                 }
1079
1080                 if(this.beam_dir != wantdir)
1081                 {
1082                         // calculate how much we're going to move the end of the beam to the want position
1083                         // WEAPONTODO (server and client):
1084                         // blendfactor never actually becomes 0 in this situation, which is a problem
1085                         // regarding precision... this means that this.beam_dir and w_shotdir approach
1086                         // eachother, however they never actually become the same value with this method.
1087                         // Perhaps we should do some form of rounding/snapping?
1088                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1089                         if(angle && (angle > this.beam_maxangle))
1090                         {
1091                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1092                                 float blendfactor = bound(
1093                                         0,
1094                                         (1 - (this.beam_returnspeed * frametime)),
1095                                         min(this.beam_maxangle / angle, 1)
1096                                 );
1097                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1098                         }
1099                         else
1100                         {
1101                                 // the radius is not too far yet, no worries :D
1102                                 float blendfactor = bound(
1103                                         0,
1104                                         (1 - (this.beam_returnspeed * frametime)),
1105                                         1
1106                                 );
1107                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1108                         }
1109
1110                         // calculate how many segments are needed
1111                         float max_allowed_segments;
1112
1113                         if(this.beam_distancepersegment)
1114                         {
1115                                 max_allowed_segments = min(
1116                                         ARC_MAX_SEGMENTS,
1117                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1118                                 );
1119                         }
1120                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1121
1122                         if(this.beam_degreespersegment)
1123                         {
1124                                 segments = bound(
1125                                         1,
1126                                         (
1127                                                 min(
1128                                                         angle,
1129                                                         this.beam_maxangle
1130                                                 )
1131                                                 /
1132                                                 this.beam_degreespersegment
1133                                         ),
1134                                         max_allowed_segments
1135                                 );
1136                         }
1137                         else { segments = 1; }
1138                 }
1139                 else { segments = 1; }
1140
1141                 // set the beam direction which the rest of the code will refer to
1142                 beamdir = this.beam_dir;
1143
1144                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1145                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1146         }
1147         else
1148         {
1149                 // set the values from the provided info from the networked entity
1150                 start_pos = this.origin;
1151                 wantdir = this.v_angle;
1152                 beamdir = this.angles;
1153
1154                 if(beamdir != wantdir)
1155                 {
1156                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1157
1158                         // calculate how many segments are needed
1159                         float max_allowed_segments;
1160
1161                         if(this.beam_distancepersegment)
1162                         {
1163                                 max_allowed_segments = min(
1164                                         ARC_MAX_SEGMENTS,
1165                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1166                                 );
1167                         }
1168                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1169
1170                         if(this.beam_degreespersegment)
1171                         {
1172                                 segments = bound(
1173                                         1,
1174                                         (
1175                                                 min(
1176                                                         angle,
1177                                                         this.beam_maxangle
1178                                                 )
1179                                                 /
1180                                                 this.beam_degreespersegment
1181                                         ),
1182                                         max_allowed_segments
1183                                 );
1184                         }
1185                         else { segments = 1; }
1186                 }
1187                 else { segments = 1; }
1188         }
1189
1190         setorigin(this, start_pos);
1191         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1192
1193         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1194         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1195
1196         Draw_ArcBeam_callback_entity = this;
1197         Draw_ArcBeam_callback_last_thickness = 0;
1198         Draw_ArcBeam_callback_last_top = start_pos;
1199         Draw_ArcBeam_callback_last_bottom = start_pos;
1200
1201         vector last_origin = start_pos;
1202         vector original_start_pos = start_pos;
1203
1204         float i;
1205         for(i = 1; i <= segments; ++i)
1206         {
1207                 // WEAPONTODO (client):
1208                 // In order to do nice fading and pointing on the starting segment, we must always
1209                 // have that drawn as a separate triangle... However, that is difficult to do when
1210                 // keeping in mind the above problems and also optimizing the amount of segments
1211                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1212
1213                 vector new_origin = bezier_quadratic_getpoint(
1214                         start_pos,
1215                         beam_controlpoint,
1216                         beam_endpos,
1217                         i / segments);
1218
1219                 WarpZone_TraceBox_ThroughZone(
1220                         last_origin,
1221                         '0 0 0',
1222                         '0 0 0',
1223                         new_origin,
1224                         MOVE_NORMAL,
1225                         NULL,
1226                         NULL,
1227                         Draw_ArcBeam_callback
1228                 );
1229
1230                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1231                 // system (if we hit a player, that's always BEHIND the last passed wz).
1232                 last_origin = trace_endpos;
1233                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1234                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1235                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1236                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1237                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1238                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1239
1240                 if(trace_fraction < 1) { break; }
1241         }
1242
1243         // visual effects for startpoint and endpoint
1244         if(this.beam_hiteffect)
1245         {
1246                 // FIXME we really should do this on the server so it actually
1247                 // matches gameplay. What this client side stuff is doing is no
1248                 // more than guesswork.
1249                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1250                 pointparticles(
1251                         this.beam_hiteffect,
1252                         last_origin,
1253                         beamdir * -1,
1254                         frametime * 2
1255                 );
1256         }
1257         if(this.beam_hitlight[0])
1258         {
1259                 adddynamiclight(
1260                         last_origin,
1261                         this.beam_hitlight[0],
1262                         vec3(
1263                                 this.beam_hitlight[1],
1264                                 this.beam_hitlight[2],
1265                                 this.beam_hitlight[3]
1266                         )
1267                 );
1268         }
1269         if(this.beam_muzzleeffect)
1270         {
1271                 pointparticles(
1272                         this.beam_muzzleeffect,
1273                         original_start_pos + wantdir * 20,
1274                         wantdir * 1000,
1275                         frametime * 0.1
1276                 );
1277         }
1278         if(this.beam_muzzlelight[0])
1279         {
1280                 adddynamiclight(
1281                         original_start_pos + wantdir * 20,
1282                         this.beam_muzzlelight[0],
1283                         vec3(
1284                                 this.beam_muzzlelight[1],
1285                                 this.beam_muzzlelight[2],
1286                                 this.beam_muzzlelight[3]
1287                         )
1288                 );
1289         }
1290
1291         // cleanup
1292         Draw_ArcBeam_callback_entity = NULL;
1293         Draw_ArcBeam_callback_last_thickness = 0;
1294         Draw_ArcBeam_callback_last_top = '0 0 0';
1295         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1296 }
1297
1298 void Remove_ArcBeam(entity this)
1299 {
1300         delete(this.beam_muzzleentity);
1301         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1302 }
1303
1304 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1305 {
1306         int sf = ReadByte();
1307         int slot = ReadByte();
1308         entity flash;
1309
1310         if(isnew)
1311         {
1312                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1313
1314                 this.beam_shotorigin = arc_shotorigin[gunalign];
1315
1316                 // set other main attributes of the beam
1317                 this.draw = Draw_ArcBeam;
1318                 IL_PUSH(g_drawables, this);
1319                 this.entremove = Remove_ArcBeam;
1320                 this.move_time = time;
1321                 loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
1322
1323                 flash = spawn();
1324                 flash.owner = this;
1325                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1326                 flash.drawmask = MASK_NORMAL;
1327                 flash.solid = SOLID_NOT;
1328                 flash.avelocity_z = 5000;
1329                 setattachment(flash, this, "");
1330                 setorigin(flash, '0 0 0');
1331
1332                 this.beam_muzzleentity = flash;
1333         }
1334         else
1335         {
1336                 flash = this.beam_muzzleentity;
1337         }
1338
1339         if(sf & ARC_SF_SETTINGS) // settings information
1340         {
1341                 this.beam_degreespersegment = ReadShort();
1342                 this.beam_distancepersegment = ReadShort();
1343                 this.beam_maxangle = ReadShort();
1344                 this.beam_range = ReadCoord();
1345                 this.beam_returnspeed = ReadShort();
1346                 this.beam_tightness = (ReadByte() / 10);
1347
1348                 if(ReadByte())
1349                 {
1350                         if(autocvar_chase_active)
1351                                 { this.beam_usevieworigin = 1; }
1352                         else // use view origin
1353                                 { this.beam_usevieworigin = 2; }
1354                 }
1355                 else
1356                 {
1357                         this.beam_usevieworigin = 0;
1358                 }
1359
1360                 this.sv_entnum = ReadByte();
1361         }
1362
1363         if(!this.beam_usevieworigin)
1364         {
1365                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1366                 this.iflags = IFLAG_ORIGIN;
1367
1368                 InterpolateOrigin_Undo(this);
1369         }
1370
1371         if(sf & ARC_SF_START) // starting location
1372         {
1373                 this.origin_x = ReadCoord();
1374                 this.origin_y = ReadCoord();
1375                 this.origin_z = ReadCoord();
1376         }
1377         else if(this.beam_usevieworigin) // infer the location from player location
1378         {
1379                 if(this.beam_usevieworigin == 2)
1380                 {
1381                         // use view origin
1382                         this.origin = view_origin;
1383                 }
1384                 else
1385                 {
1386                         // use player origin so that third person display still works
1387                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1388                 }
1389         }
1390
1391         setorigin(this, this.origin);
1392
1393         if(sf & ARC_SF_WANTDIR) // want/aim direction
1394         {
1395                 this.v_angle_x = ReadCoord();
1396                 this.v_angle_y = ReadCoord();
1397                 this.v_angle_z = ReadCoord();
1398         }
1399
1400         if(sf & ARC_SF_BEAMDIR) // beam direction
1401         {
1402                 this.angles_x = ReadCoord();
1403                 this.angles_y = ReadCoord();
1404                 this.angles_z = ReadCoord();
1405         }
1406
1407         if(sf & ARC_SF_BEAMTYPE) // beam type
1408         {
1409                 this.beam_type = ReadByte();
1410
1411                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1412                 switch(this.beam_type)
1413                 {
1414                         case ARC_BT_MISS:
1415                         {
1416                                 this.beam_color = beamcolor;
1417                                 this.beam_alpha = 0.5;
1418                                 this.beam_thickness = 8;
1419                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1420                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1421                                 this.beam_hitlight[0] = 0;
1422                                 this.beam_hitlight[1] = 1;
1423                                 this.beam_hitlight[2] = 1;
1424                                 this.beam_hitlight[3] = 1;
1425                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1426                                 this.beam_muzzlelight[0] = 0;
1427                                 this.beam_muzzlelight[1] = 1;
1428                                 this.beam_muzzlelight[2] = 1;
1429                                 this.beam_muzzlelight[3] = 1;
1430                                 if(this.beam_muzzleeffect)
1431                                 {
1432                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1433                                         flash.alpha = this.beam_alpha;
1434                                         flash.colormod = this.beam_color;
1435                                         flash.scale = 0.5;
1436                                 }
1437                                 break;
1438                         }
1439                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1440                         {
1441                                 this.beam_color = beamcolor;
1442                                 this.beam_alpha = 0.5;
1443                                 this.beam_thickness = 8;
1444                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1445                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1446                                 this.beam_hitlight[0] = 0;
1447                                 this.beam_hitlight[1] = 1;
1448                                 this.beam_hitlight[2] = 1;
1449                                 this.beam_hitlight[3] = 1;
1450                                 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1451                                 this.beam_muzzlelight[0] = 0;
1452                                 this.beam_muzzlelight[1] = 1;
1453                                 this.beam_muzzlelight[2] = 1;
1454                                 this.beam_muzzlelight[3] = 1;
1455                                 this.beam_image = "particles/lgbeam";
1456                                 if(this.beam_muzzleeffect)
1457                                 {
1458                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1459                                         flash.alpha = this.beam_alpha;
1460                                         flash.colormod = this.beam_color;
1461                                         flash.scale = 0.5;
1462                                 }
1463                                 break;
1464                         }
1465                         case ARC_BT_HEAL:
1466                         {
1467                                 this.beam_color = beamcolor;
1468                                 this.beam_alpha = 0.5;
1469                                 this.beam_thickness = 8;
1470                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1471                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1472                                 this.beam_hitlight[0] = 0;
1473                                 this.beam_hitlight[1] = 1;
1474                                 this.beam_hitlight[2] = 1;
1475                                 this.beam_hitlight[3] = 1;
1476                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1477                                 this.beam_muzzlelight[0] = 0;
1478                                 this.beam_muzzlelight[1] = 1;
1479                                 this.beam_muzzlelight[2] = 1;
1480                                 this.beam_muzzlelight[3] = 1;
1481                                 this.beam_image = "particles/lgbeam";
1482                                 if(this.beam_muzzleeffect)
1483                                 {
1484                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1485                                         flash.alpha = this.beam_alpha;
1486                                         flash.colormod = this.beam_color;
1487                                         flash.scale = 0.5;
1488                                 }
1489                                 break;
1490                         }
1491                         case ARC_BT_HIT:
1492                         {
1493                                 this.beam_color = beamcolor;
1494                                 this.beam_alpha = 0.5;
1495                                 this.beam_thickness = 8;
1496                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1497                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1498                                 this.beam_hitlight[0] = 20;
1499                                 this.beam_hitlight[1] = 1;
1500                                 this.beam_hitlight[2] = 0;
1501                                 this.beam_hitlight[3] = 0;
1502                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1503                                 this.beam_muzzlelight[0] = 50;
1504                                 this.beam_muzzlelight[1] = 1;
1505                                 this.beam_muzzlelight[2] = 0;
1506                                 this.beam_muzzlelight[3] = 0;
1507                                 this.beam_image = "particles/lgbeam";
1508                                 if(this.beam_muzzleeffect)
1509                                 {
1510                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1511                                         flash.alpha = this.beam_alpha;
1512                                         flash.colormod = this.beam_color;
1513                                         flash.scale = 0.5;
1514                                 }
1515                                 break;
1516                         }
1517                         case ARC_BT_BURST_MISS:
1518                         {
1519                                 this.beam_color = beamcolor;
1520                                 this.beam_alpha = 0.5;
1521                                 this.beam_thickness = 14;
1522                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1523                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1524                                 this.beam_hitlight[0] = 0;
1525                                 this.beam_hitlight[1] = 1;
1526                                 this.beam_hitlight[2] = 1;
1527                                 this.beam_hitlight[3] = 1;
1528                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1529                                 this.beam_muzzlelight[0] = 0;
1530                                 this.beam_muzzlelight[1] = 1;
1531                                 this.beam_muzzlelight[2] = 1;
1532                                 this.beam_muzzlelight[3] = 1;
1533                                 this.beam_image = "particles/lgbeam";
1534                                 if(this.beam_muzzleeffect)
1535                                 {
1536                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1537                                         flash.alpha = this.beam_alpha;
1538                                         flash.colormod = this.beam_color;
1539                                         flash.scale = 0.5;
1540                                 }
1541                                 break;
1542                         }
1543                         case ARC_BT_BURST_WALL:
1544                         {
1545                                 this.beam_color = beamcolor;
1546                                 this.beam_alpha = 0.5;
1547                                 this.beam_thickness = 14;
1548                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1549                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1550                                 this.beam_hitlight[0] = 0;
1551                                 this.beam_hitlight[1] = 1;
1552                                 this.beam_hitlight[2] = 1;
1553                                 this.beam_hitlight[3] = 1;
1554                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1555                                 this.beam_muzzlelight[0] = 0;
1556                                 this.beam_muzzlelight[1] = 1;
1557                                 this.beam_muzzlelight[2] = 1;
1558                                 this.beam_muzzlelight[3] = 1;
1559                                 this.beam_image = "particles/lgbeam";
1560                                 if(this.beam_muzzleeffect)
1561                                 {
1562                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1563                                         flash.alpha = this.beam_alpha;
1564                                         flash.colormod = this.beam_color;
1565                                         flash.scale = 0.5;
1566                                 }
1567                                 break;
1568                         }
1569                         case ARC_BT_BURST_HEAL:
1570                         {
1571                                 this.beam_color = beamcolor;
1572                                 this.beam_alpha = 0.5;
1573                                 this.beam_thickness = 14;
1574                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1575                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1576                                 this.beam_hitlight[0] = 0;
1577                                 this.beam_hitlight[1] = 1;
1578                                 this.beam_hitlight[2] = 1;
1579                                 this.beam_hitlight[3] = 1;
1580                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1581                                 this.beam_muzzlelight[0] = 0;
1582                                 this.beam_muzzlelight[1] = 1;
1583                                 this.beam_muzzlelight[2] = 1;
1584                                 this.beam_muzzlelight[3] = 1;
1585                                 this.beam_image = "particles/lgbeam";
1586                                 if(this.beam_muzzleeffect)
1587                                 {
1588                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1589                                         flash.alpha = this.beam_alpha;
1590                                         flash.colormod = this.beam_color;
1591                                         flash.scale = 0.5;
1592                                 }
1593                                 break;
1594                         }
1595                         case ARC_BT_BURST_HIT:
1596                         {
1597                                 this.beam_color = beamcolor;
1598                                 this.beam_alpha = 0.5;
1599                                 this.beam_thickness = 14;
1600                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1601                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1602                                 this.beam_hitlight[0] = 0;
1603                                 this.beam_hitlight[1] = 1;
1604                                 this.beam_hitlight[2] = 1;
1605                                 this.beam_hitlight[3] = 1;
1606                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1607                                 this.beam_muzzlelight[0] = 0;
1608                                 this.beam_muzzlelight[1] = 1;
1609                                 this.beam_muzzlelight[2] = 1;
1610                                 this.beam_muzzlelight[3] = 1;
1611                                 this.beam_image = "particles/lgbeam";
1612                                 if(this.beam_muzzleeffect)
1613                                 {
1614                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1615                                         flash.alpha = this.beam_alpha;
1616                                         flash.colormod = this.beam_color;
1617                                         flash.scale = 0.5;
1618                                 }
1619                                 break;
1620                         }
1621
1622                         // shouldn't be possible, but lets make it colorful if it does :D
1623                         default:
1624                         {
1625                                 this.beam_color = randomvec();
1626                                 this.beam_alpha = 1;
1627                                 this.beam_thickness = 8;
1628                                 this.beam_traileffect = NULL;
1629                                 this.beam_hiteffect = NULL;
1630                                 this.beam_hitlight[0] = 0;
1631                                 this.beam_hitlight[1] = 1;
1632                                 this.beam_hitlight[2] = 1;
1633                                 this.beam_hitlight[3] = 1;
1634                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1635                                 this.beam_muzzlelight[0] = 0;
1636                                 this.beam_muzzlelight[1] = 1;
1637                                 this.beam_muzzlelight[2] = 1;
1638                                 this.beam_muzzlelight[3] = 1;
1639                                 this.beam_image = "particles/lgbeam";
1640                                 if(this.beam_muzzleeffect)
1641                                 {
1642                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1643                                         flash.alpha = this.beam_alpha;
1644                                         flash.colormod = this.beam_color;
1645                                         flash.scale = 0.5;
1646                                 }
1647                                 break;
1648                         }
1649                 }
1650         }
1651
1652         if(!this.beam_usevieworigin)
1653         {
1654                 InterpolateOrigin_Note(this);
1655         }
1656         return true;
1657 }
1658
1659 #endif
1660 #endif