4 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
9 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
11 // Truncate information when this beam is displayed to the owner client
12 // - The owner client has no use for beam start position or directions,
13 // it always figures this information out for itself with csqc code.
14 // - Spectating the owner also truncates this information.
15 float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
16 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
18 WriteByte(MSG_ENTITY, sf);
19 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
21 if(sf & ARC_SF_SETTINGS) // settings information
23 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
24 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
25 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
26 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
27 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
28 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
30 WriteByte(MSG_ENTITY, drawlocal);
31 WriteByte(MSG_ENTITY, etof(this.owner));
33 if(sf & ARC_SF_START) // starting location
35 WriteVector(MSG_ENTITY, this.beam_start);
37 if(sf & ARC_SF_WANTDIR) // want/aim direction
39 WriteVector(MSG_ENTITY, this.beam_wantdir);
41 if(sf & ARC_SF_BEAMDIR) // beam direction
43 WriteAngleVector(MSG_ENTITY, this.beam_dir);
45 if(sf & ARC_SF_BEAMTYPE) // beam type
47 WriteByte(MSG_ENTITY, this.beam_type);
53 void Reset_ArcBeam(entity player, vector forward)
55 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
57 .entity weaponentity = weaponentities[slot];
58 if(!player.(weaponentity).arc_beam)
60 player.(weaponentity).arc_beam.beam_dir = forward;
61 player.(weaponentity).arc_beam.beam_teleporttime = time;
65 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
67 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
69 player.arc_overheat = 0;
73 if ( player.(weaponentity).arc_beam )
74 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
76 if ( player.arc_overheat > time )
78 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
79 * player.arc_cooldown;
84 void Arc_Player_SetHeat(entity player, .entity weaponentity)
86 player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
87 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
90 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
92 this.event_damage = func_null;
93 RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
98 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
100 W_Arc_Bolt_Explode(this, trigger);
103 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
105 if(GetResource(this, RES_HEALTH) <= 0)
108 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109 return; // g_projectiles_damage says to halt
111 TakeResource(this, RES_HEALTH, damage);
112 this.angles = vectoangles(this.velocity);
114 if(GetResource(this, RES_HEALTH) <= 0)
115 W_PrepareExplosionByDamage(this, attacker, getthink(this));
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
120 PROJECTILE_TOUCH(this, toucher);
121 if(this.cnt > WEP_CVAR(arc, bolt_bounce_count) || !WEP_CVAR(arc, bolt_bounce_count) || toucher.takedamage == DAMAGE_AIM) {
122 this.use(this, NULL, toucher);
124 if(!this.cnt && WEP_CVAR(arc, bolt_bounce_lifetime))
125 this.nextthink = min(this.nextthink, time + WEP_CVAR(arc, bolt_bounce_lifetime));
127 Send_Effect(EFFECT_BALL_SPARKS, this.origin, this.velocity, 1);
128 this.angles = vectoangles(this.velocity);
130 // initial blast doesn't count as bounce damage!
131 if(WEP_CVAR(arc, bolt_bounce_damage))
132 RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, toucher);
133 this.projectiledeathtype |= HITTYPE_BOUNCE;
137 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity, int fire)
139 W_SetupShot(actor, weaponentity, false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), thiswep.m_id | HITTYPE_SECONDARY);
141 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
143 entity missile = new(missile);
144 missile.owner = missile.realowner = actor;
145 missile.bot_dodge = true;
146 IL_PUSH(g_bot_dodge, missile);
147 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
149 missile.takedamage = DAMAGE_YES;
150 SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
151 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
152 missile.event_damage = W_Arc_Bolt_Damage;
153 missile.damagedbycontents = true;
154 IL_PUSH(g_damagedbycontents, missile);
156 settouch(missile, W_Arc_Bolt_Touch);
158 missile.use = W_Arc_Bolt_Explode_use;
159 setthink(missile, adaptor_think2use_hittype_splash);
160 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
161 PROJECTILE_MAKETRIGGER(missile);
162 missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
163 missile.weaponentity_fld = weaponentity;
164 setorigin(missile, w_shotorg);
165 setsize(missile, '0 0 0', '0 0 0');
167 set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
168 W_SetupProjVelocity_PRE(missile, arc, bolt_);
170 missile.angles = vectoangles(missile.velocity);
171 missile.flags = FL_PROJECTILE;
172 IL_PUSH(g_projectiles, missile);
173 missile.missile_flags = MIF_SPLASH;
175 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
177 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
179 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
180 if(actor.(weaponentity).misc_bulletcounter == 0)
182 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, bolt_refire2) * W_WeaponRateFactor(actor);
183 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
187 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), W_Arc_Attack_Bolt);
191 void W_Arc_Beam_Think(entity this)
193 .entity weaponentity = this.weaponentity_fld;
194 entity own = this.owner;
195 if(this != own.(weaponentity).arc_beam)
202 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
204 if(!this.beam_bursting)
205 this.beam_bursting = true;
206 burst = ARC_BT_BURSTMASK;
209 Weapon thiswep = WEP_ARC;
216 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
218 own.(weaponentity).m_switchweapon != WEP_ARC
220 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
224 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
227 if ( WEP_CVAR(arc, cooldown) > 0 )
229 float cooldown_speed = 0;
230 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
232 cooldown_speed = WEP_CVAR(arc, cooldown);
236 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
239 if ( cooldown_speed )
241 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
242 own.arc_overheat = time + this.beam_heat / cooldown_speed;
243 own.arc_cooldown = cooldown_speed;
246 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
248 Send_Effect(EFFECT_ARC_OVERHEAT,
249 this.beam_start, this.beam_wantdir, 1 );
250 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
254 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
255 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
257 // note: this doesn't force the switch
258 W_SwitchToOtherWeapon(own, weaponentity);
260 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
266 float coefficient = frametime;
267 if(!(own.items & IT_UNLIMITED_AMMO))
271 { rootammo = WEP_CVAR(arc, burst_ammo); }
273 { rootammo = WEP_CVAR(arc, beam_ammo); }
277 coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
278 SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
281 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
282 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
284 makevectors(own.v_angle);
293 WEP_CVAR(arc, beam_damage) * coefficient,
294 WEP_CVAR(arc, beam_range),
298 // After teleport, "lock" the beam until the teleport is confirmed.
299 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
300 w_shotdir = this.beam_dir;
303 // network information: shot origin and want/aim direction
304 if(this.beam_start != w_shotorg)
306 this.SendFlags |= ARC_SF_START;
307 this.beam_start = w_shotorg;
309 if(this.beam_wantdir != w_shotdir)
311 this.SendFlags |= ARC_SF_WANTDIR;
312 this.beam_wantdir = w_shotdir;
315 if(!this.beam_initialized)
317 this.beam_dir = w_shotdir;
318 this.beam_initialized = true;
321 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
322 // idea: blend together this.beam_dir with the inverted direction the player is moving in
323 // might have to make some special accomodation so that it only uses view_right and view_up
325 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
328 if(this.beam_dir != w_shotdir)
330 // calculate how much we're going to move the end of the beam to the want position
331 // WEAPONTODO (server and client):
332 // blendfactor never actually becomes 0 in this situation, which is a problem
333 // regarding precision... this means that this.beam_dir and w_shotdir approach
334 // eachother, however they never actually become the same value with this method.
335 // Perhaps we should do some form of rounding/snapping?
336 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
337 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
339 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
340 float blendfactor = bound(
342 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
343 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
345 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
346 this.beam_dir = w_shotdir;
348 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
352 // the radius is not too far yet, no worries :D
353 float blendfactor = bound(
355 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
358 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
359 this.beam_dir = w_shotdir;
361 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
364 // network information: beam direction
365 this.SendFlags |= ARC_SF_BEAMDIR;
367 // calculate how many segments are needed
368 float max_allowed_segments;
370 if(WEP_CVAR(arc, beam_distancepersegment))
372 max_allowed_segments = min(
374 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
377 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
379 if(WEP_CVAR(arc, beam_degreespersegment))
386 WEP_CVAR(arc, beam_maxangle)
389 WEP_CVAR(arc, beam_degreespersegment)
394 else { segments = 1; }
396 else { segments = 1; }
398 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
399 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
402 float new_beam_type = 0;
403 vector last_origin = w_shotorg;
404 for(i = 1; i <= segments; ++i)
406 // WEAPONTODO (client):
407 // In order to do nice fading and pointing on the starting segment, we must always
408 // have that drawn as a separate triangle... However, that is difficult to do when
409 // keeping in mind the above problems and also optimizing the amount of segments
410 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
412 vector new_origin = bezier_quadratic_getpoint(
417 vector new_dir = normalize(new_origin - last_origin);
419 WarpZone_traceline_antilag(
428 // Do all the transforms for warpzones right now, as we already
429 // "are" in the post-trace system (if we hit a player, that's
430 // always BEHIND the last passed wz).
431 last_origin = trace_endpos;
432 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
433 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
434 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
435 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
440 trace_ent.classname == "body"
442 IS_MONSTER(trace_ent)
447 if(SAME_TEAM(own, trace_ent))
449 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
450 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
451 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
452 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
453 if(IS_PLAYER(trace_ent) && rootarmor)
455 if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
457 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
458 trace_ent.pauserotarmor_finished = max(
459 trace_ent.pauserotarmor_finished,
460 time + autocvar_g_balance_pause_armor_rot
464 if(roothealth || rootarmor)
465 new_beam_type = ARC_BT_HEAL;
467 else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
469 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
470 // NO. trace_endpos should be just fine. If not,
471 // that's an engine bug that needs proper debugging.
472 vector hitorigin = trace_endpos;
474 float falloff = ExponentialFalloff(
475 WEP_CVAR(arc, beam_falloff_mindist),
476 WEP_CVAR(arc, beam_falloff_maxdist),
477 WEP_CVAR(arc, beam_falloff_halflifedist),
478 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
485 { rootdamage = WEP_CVAR(arc, burst_damage); }
487 { rootdamage = WEP_CVAR(arc, beam_damage); }
490 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
492 if(accuracy_isgooddamage(own, trace_ent))
498 rootdamage * coefficient * falloff
506 rootdamage * coefficient * falloff,
510 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
513 new_beam_type = ARC_BT_HIT;
517 else if(trace_fraction != 1)
519 // we collided with geometry
520 new_beam_type = ARC_BT_WALL;
525 // te_explosion(trace_endpos);
527 // if we're bursting, use burst visual effects
528 new_beam_type |= burst;
530 // network information: beam type
531 if(new_beam_type != this.beam_type)
533 this.SendFlags |= ARC_SF_BEAMTYPE;
534 this.beam_type = new_beam_type;
537 own.(weaponentity).beam_prev = time;
538 this.nextthink = time;
541 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
544 // only play fire sound if 1 sec has passed since player let go the fire button
545 if(time - actor.(weaponentity).beam_prev > 1)
546 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
548 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
549 beam.weaponentity_fld = weaponentity;
550 beam.solid = SOLID_NOT;
551 setthink(beam, W_Arc_Beam_Think);
553 set_movetype(beam, MOVETYPE_NONE);
554 beam.bot_dodge = true;
555 IL_PUSH(g_bot_dodge, beam);
556 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
557 beam.beam_bursting = burst;
558 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
560 getthink(beam)(beam);
562 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
564 if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
566 w_ready(thiswep, actor, weaponentity, fire);
570 // attack handled by the beam itself, this is just a loop to keep the attack happening!
572 // NOTE: arc doesn't use a refire
573 //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
574 actor.(weaponentity).wframe = WFRAME_FIRE1;
575 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
577 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
579 // TODO: spamming this without checking any refires is asking for trouble!
580 makevectors(actor.v_angle);
581 W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
583 vector smoke_origin = w_shotorg + actor.velocity*frametime;
584 if ( actor.arc_overheat > time )
586 if ( random() < actor.(weaponentity).arc_heat_percent )
587 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
588 if ( (fire & 1) || (fire & 2) )
590 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
591 if ( !actor.arc_smoke_sound )
593 actor.arc_smoke_sound = 1;
594 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
598 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
599 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
601 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
602 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
603 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
606 bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
607 bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
608 if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
610 actor.arc_smoke_sound = 0;
611 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
615 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
617 if(WEP_CVAR(arc, beam_botaimspeed))
619 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
622 WEP_CVAR(arc, beam_botaimspeed),
624 WEP_CVAR(arc, beam_botaimlifetime),
630 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
640 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
642 Arc_Player_SetHeat(actor, weaponentity);
643 Arc_Smoke(thiswep, actor, weaponentity, fire);
645 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
647 if (time >= actor.arc_overheat)
648 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
651 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
654 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
655 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
658 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
662 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
664 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
666 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
668 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
670 actor.(weaponentity).wframe = WFRAME_FIRE1;
671 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
672 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
681 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
683 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
684 if(!(actor.items & IT_UNLIMITED_AMMO))
686 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
687 w_ready(thiswep, actor, weaponentity, fire);
690 float ammo_available = GetResource(actor, thiswep.ammo_type);
691 // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
692 // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
693 float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
694 int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
696 // We also don't want to use 3 rounds if there's only 2 left.
697 int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
698 W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
700 // Bursting counts up to 0 from a negative.
701 actor.(weaponentity).misc_bulletcounter = -to_shoot;
702 W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
706 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
708 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
709 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
710 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
712 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
716 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
719 actor.arc_count = autocvar_g_balance_arc_secondary_count;
720 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
721 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
725 METHOD(Arc, wr_init, void(entity thiswep))
727 if(!arc_shotorigin[0])
729 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
730 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
731 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
732 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
735 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
737 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
739 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
741 if(WEP_CVAR(arc, bolt))
743 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
744 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
748 return WEP_CVAR(arc, overheat_max) > 0 &&
749 ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
751 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
753 if(w_deathtype & HITTYPE_SECONDARY)
754 return WEAPON_ARC_MURDER_SPRAY;
756 return WEAPON_ARC_MURDER;
758 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
760 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
761 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
762 actor.arc_overheat = 0;
763 actor.arc_cooldown = 0;
764 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
766 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
768 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
769 weapon_dropevent_item.arc_overheat > time )
771 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
772 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
775 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
777 actor.arc_overheat = 0;
778 actor.arc_cooldown = 0;
779 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
781 .entity weaponentity = weaponentities[slot];
782 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
785 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
787 actor.arc_overheat = 0;
788 actor.arc_cooldown = 0;
789 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
793 bool autocvar_cl_arcbeam_teamcolor = true;
794 bool autocvar_cl_arcbeam_simple = true;
798 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
800 if(w_deathtype & HITTYPE_SECONDARY)
803 org2 = w_org + w_backoff * 6;
804 pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
805 if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
809 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
811 entity beam = Draw_ArcBeam_callback_entity;
812 vector transformed_view_org;
813 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
815 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
816 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
817 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
823 if(trace_fraction != 1)
825 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
826 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
827 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
837 // decide upon thickness
838 float thickness = beam.beam_thickness;
840 // draw primary beam render
841 vector top = hitorigin + (thickdir * thickness);
842 vector bottom = hitorigin - (thickdir * thickness);
844 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
845 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
847 if(autocvar_cl_arcbeam_simple)
848 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
851 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
854 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
860 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
866 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
872 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
879 // draw trailing particles
881 // - Don't use spammy particle counts here, use a FEW small particles around the beam
882 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
883 if(beam.beam_traileffect)
885 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
888 // set up for the next
889 Draw_ArcBeam_callback_last_thickness = thickness;
890 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
891 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
897 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
898 e.beam_initialized = false;
900 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
901 e.beam_initialized = false;
905 void Draw_ArcBeam(entity this)
907 float dt = time - this.move_time;
908 this.move_time = time;
909 if(dt <= 0) { return; }
911 if(!this.beam_usevieworigin)
913 InterpolateOrigin_Do(this);
916 // origin = beam starting origin
917 // v_angle = wanted/aim direction
918 // angles = current direction of beam
921 vector wantdir; //= view_forward;
922 vector beamdir; //= this.beam_dir;
925 if(this.beam_usevieworigin)
928 // Currently we have to replicate nearly the same method of figuring
929 // out the shotdir that the server does... Ideally in the future we
930 // should be able to acquire this from a generalized function built
931 // into a weapon system for client code.
933 // find where we are aiming
934 vector myviewangle = ((autocvar_chase_active) ? warpzone_save_view_angles : view_angles);
935 vector forward, right, up;
936 MAKE_VECTORS(myviewangle, forward, right, up);
937 entity wepent = viewmodels[this.beam_slot];
939 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
941 // decide upon start position
942 if(this.beam_usevieworigin == 2)
943 { start_pos = warpzone_save_view_origin; }
945 { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
947 { start_pos = this.origin; }
949 // trace forward with an estimation
952 start_pos + forward * this.beam_range,
957 int v_shot_idx; // used later
958 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
959 if(v_shot_idx && this.beam_usevieworigin == 2)
960 start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
962 // untransform in case our trace went through a warpzone
963 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
965 // un-adjust trueaim if shotend is too close
966 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
967 end_pos = start_pos + (forward * g_trueaim_minrange);
969 // move shot origin to the actual gun muzzle origin
970 vector origin_offset = '0 0 0';
971 if(!v_shot_idx || this.beam_usevieworigin != 2)
973 this.beam_shotorigin = wepent.movedir;
974 origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
977 this.beam_shotorigin = '0 0 0';
979 start_pos = start_pos + origin_offset;
981 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
982 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
983 start_pos = trace_endpos;
985 // calculate the aim direction now
986 wantdir = normalize(end_pos - start_pos);
988 if(!this.beam_initialized)
990 this.beam_dir = wantdir;
991 this.beam_initialized = true;
993 this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
996 if(this.beam_dir != wantdir)
998 // calculate how much we're going to move the end of the beam to the want position
999 // WEAPONTODO (server and client):
1000 // blendfactor never actually becomes 0 in this situation, which is a problem
1001 // regarding precision... this means that this.beam_dir and w_shotdir approach
1002 // eachother, however they never actually become the same value with this method.
1003 // Perhaps we should do some form of rounding/snapping?
1004 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1005 if(angle && (angle > this.beam_maxangle))
1007 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1008 float blendfactor = bound(
1010 (1 - (this.beam_returnspeed * dt)),
1011 min(this.beam_maxangle / angle, 1)
1013 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1017 // the radius is not too far yet, no worries :D
1018 float blendfactor = bound(
1020 (1 - (this.beam_returnspeed * dt)),
1023 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1026 // calculate how many segments are needed
1027 float max_allowed_segments;
1029 if(this.beam_distancepersegment)
1031 max_allowed_segments = min(
1033 1 + (vlen(wantdir / this.beam_distancepersegment))
1036 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1038 if(this.beam_degreespersegment)
1048 this.beam_degreespersegment
1050 max_allowed_segments
1053 else { segments = 1; }
1055 else { segments = 1; }
1057 // set the beam direction which the rest of the code will refer to
1058 beamdir = this.beam_dir;
1060 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1061 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1065 // set the values from the provided info from the networked entity
1066 start_pos = this.origin;
1067 wantdir = this.v_angle;
1068 beamdir = this.angles;
1070 if(beamdir != wantdir)
1072 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1074 // calculate how many segments are needed
1075 float max_allowed_segments;
1077 if(this.beam_distancepersegment)
1079 max_allowed_segments = min(
1081 1 + (vlen(wantdir / this.beam_distancepersegment))
1084 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1086 if(this.beam_degreespersegment)
1096 this.beam_degreespersegment
1098 max_allowed_segments
1101 else { segments = 1; }
1103 else { segments = 1; }
1106 setorigin(this, start_pos);
1107 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1109 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1110 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1112 Draw_ArcBeam_callback_entity = this;
1113 Draw_ArcBeam_callback_last_thickness = 0;
1114 Draw_ArcBeam_callback_last_top = start_pos;
1115 Draw_ArcBeam_callback_last_bottom = start_pos;
1117 vector last_origin = start_pos;
1118 vector original_start_pos = start_pos;
1121 for(i = 1; i <= segments; ++i)
1123 // WEAPONTODO (client):
1124 // In order to do nice fading and pointing on the starting segment, we must always
1125 // have that drawn as a separate triangle... However, that is difficult to do when
1126 // keeping in mind the above problems and also optimizing the amount of segments
1127 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1129 vector new_origin = bezier_quadratic_getpoint(
1135 WarpZone_TraceBox_ThroughZone(
1143 Draw_ArcBeam_callback
1146 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1147 // system (if we hit a player, that's always BEHIND the last passed wz).
1148 last_origin = trace_endpos;
1149 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1150 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1151 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1152 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1153 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1154 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1156 if(trace_fraction < 1) { break; }
1159 // visual effects for startpoint and endpoint
1160 if(this.beam_hiteffect)
1162 // FIXME we really should do this on the server so it actually
1163 // matches gameplay. What this client side stuff is doing is no
1164 // more than guesswork.
1165 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1167 this.beam_hiteffect,
1173 if(this.beam_hitlight[0])
1177 this.beam_hitlight[0],
1179 this.beam_hitlight[1],
1180 this.beam_hitlight[2],
1181 this.beam_hitlight[3]
1185 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1188 this.beam_muzzleeffect,
1189 original_start_pos + wantdir * 20,
1194 if(this.beam_muzzlelight[0])
1197 original_start_pos + wantdir * 20,
1198 this.beam_muzzlelight[0],
1200 this.beam_muzzlelight[1],
1201 this.beam_muzzlelight[2],
1202 this.beam_muzzlelight[3]
1208 Draw_ArcBeam_callback_entity = NULL;
1209 Draw_ArcBeam_callback_last_thickness = 0;
1210 Draw_ArcBeam_callback_last_top = '0 0 0';
1211 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1214 void Remove_ArcBeam(entity this)
1216 delete(this.beam_muzzleentity);
1217 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1220 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1222 int sf = ReadByte();
1223 int slot = ReadByte();
1226 this.beam_slot = slot;
1230 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1232 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1234 // set other main attributes of the beam
1235 this.draw = Draw_ArcBeam;
1236 IL_PUSH(g_drawables, this);
1237 this.entremove = Remove_ArcBeam;
1238 this.move_time = time;
1239 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1243 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1244 //flash.drawmask = MASK_NORMAL;
1245 flash.solid = SOLID_NOT;
1246 flash.avelocity_z = 5000;
1247 setattachment(flash, this, "");
1248 setorigin(flash, '0 0 0');
1250 this.beam_muzzleentity = flash;
1254 flash = this.beam_muzzleentity;
1257 if(sf & ARC_SF_SETTINGS) // settings information
1259 this.beam_degreespersegment = ReadShort();
1260 this.beam_distancepersegment = ReadShort();
1261 this.beam_maxangle = ReadShort();
1262 this.beam_range = ReadCoord();
1263 this.beam_returnspeed = ReadShort();
1264 this.beam_tightness = (ReadByte() / 10);
1268 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1272 this.beam_usevieworigin = 0;
1275 this.sv_entnum = ReadByte();
1278 if(!this.beam_usevieworigin)
1280 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1281 this.iflags = IFLAG_ORIGIN;
1283 InterpolateOrigin_Undo(this);
1286 if(sf & ARC_SF_START) // starting location
1288 this.origin = ReadVector();
1290 else if(this.beam_usevieworigin) // infer the location from player location
1292 if(this.beam_usevieworigin == 2)
1295 this.origin = view_origin;
1299 // use player origin so that third person display still works
1300 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1304 setorigin(this, this.origin);
1306 if(sf & ARC_SF_WANTDIR) // want/aim direction
1308 this.v_angle = ReadVector();
1311 if(sf & ARC_SF_BEAMDIR) // beam direction
1313 this.angles = ReadAngleVector();
1316 if(sf & ARC_SF_BEAMTYPE) // beam type
1318 this.beam_type = ReadByte();
1320 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1321 switch(this.beam_type)
1325 this.beam_color = beamcolor;
1326 this.beam_alpha = 0.5;
1327 this.beam_thickness = 8;
1328 this.beam_traileffect = (EFFECT_ARC_BEAM);
1329 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1330 this.beam_hitlight[0] = 0;
1331 this.beam_hitlight[1] = 1;
1332 this.beam_hitlight[2] = 1;
1333 this.beam_hitlight[3] = 1;
1334 this.beam_muzzleeffect = EFFECT_Null;
1335 this.beam_muzzlelight[0] = 0;
1336 this.beam_muzzlelight[1] = 1;
1337 this.beam_muzzlelight[2] = 1;
1338 this.beam_muzzlelight[3] = 1;
1339 this.beam_image = "particles/lgbeam";
1340 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1342 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1343 flash.alpha = this.beam_alpha;
1344 flash.colormod = this.beam_color;
1349 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1351 this.beam_color = beamcolor;
1352 this.beam_alpha = 0.5;
1353 this.beam_thickness = 8;
1354 this.beam_traileffect = (EFFECT_ARC_BEAM);
1355 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1356 this.beam_hitlight[0] = 0;
1357 this.beam_hitlight[1] = 1;
1358 this.beam_hitlight[2] = 1;
1359 this.beam_hitlight[3] = 1;
1360 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1361 this.beam_muzzlelight[0] = 0;
1362 this.beam_muzzlelight[1] = 1;
1363 this.beam_muzzlelight[2] = 1;
1364 this.beam_muzzlelight[3] = 1;
1365 this.beam_image = "particles/lgbeam";
1366 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1368 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1369 flash.alpha = this.beam_alpha;
1370 flash.colormod = this.beam_color;
1377 this.beam_color = beamcolor;
1378 this.beam_alpha = 0.5;
1379 this.beam_thickness = 8;
1380 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1381 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1382 this.beam_hitlight[0] = 0;
1383 this.beam_hitlight[1] = 1;
1384 this.beam_hitlight[2] = 1;
1385 this.beam_hitlight[3] = 1;
1386 this.beam_muzzleeffect = EFFECT_Null;
1387 this.beam_muzzlelight[0] = 0;
1388 this.beam_muzzlelight[1] = 1;
1389 this.beam_muzzlelight[2] = 1;
1390 this.beam_muzzlelight[3] = 1;
1391 this.beam_image = "particles/lgbeam";
1392 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1394 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1395 flash.alpha = this.beam_alpha;
1396 flash.colormod = this.beam_color;
1403 this.beam_color = beamcolor;
1404 this.beam_alpha = 0.5;
1405 this.beam_thickness = 8;
1406 this.beam_traileffect = (EFFECT_ARC_BEAM);
1407 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1408 this.beam_hitlight[0] = 20;
1409 this.beam_hitlight[1] = 1;
1410 this.beam_hitlight[2] = 0;
1411 this.beam_hitlight[3] = 0;
1412 this.beam_muzzleeffect = EFFECT_Null;
1413 this.beam_muzzlelight[0] = 50;
1414 this.beam_muzzlelight[1] = 1;
1415 this.beam_muzzlelight[2] = 0;
1416 this.beam_muzzlelight[3] = 0;
1417 this.beam_image = "particles/lgbeam";
1418 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1420 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1421 flash.alpha = this.beam_alpha;
1422 flash.colormod = this.beam_color;
1427 case ARC_BT_BURST_MISS:
1429 this.beam_color = beamcolor;
1430 this.beam_alpha = 0.5;
1431 this.beam_thickness = 14;
1432 this.beam_traileffect = (EFFECT_ARC_BEAM);
1433 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1434 this.beam_hitlight[0] = 0;
1435 this.beam_hitlight[1] = 1;
1436 this.beam_hitlight[2] = 1;
1437 this.beam_hitlight[3] = 1;
1438 this.beam_muzzleeffect = EFFECT_Null;
1439 this.beam_muzzlelight[0] = 0;
1440 this.beam_muzzlelight[1] = 1;
1441 this.beam_muzzlelight[2] = 1;
1442 this.beam_muzzlelight[3] = 1;
1443 this.beam_image = "particles/lgbeam";
1444 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1446 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1447 flash.alpha = this.beam_alpha;
1448 flash.colormod = this.beam_color;
1453 case ARC_BT_BURST_WALL:
1455 this.beam_color = beamcolor;
1456 this.beam_alpha = 0.5;
1457 this.beam_thickness = 14;
1458 this.beam_traileffect = (EFFECT_ARC_BEAM);
1459 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1460 this.beam_hitlight[0] = 0;
1461 this.beam_hitlight[1] = 1;
1462 this.beam_hitlight[2] = 1;
1463 this.beam_hitlight[3] = 1;
1464 this.beam_muzzleeffect = EFFECT_Null;
1465 this.beam_muzzlelight[0] = 0;
1466 this.beam_muzzlelight[1] = 1;
1467 this.beam_muzzlelight[2] = 1;
1468 this.beam_muzzlelight[3] = 1;
1469 this.beam_image = "particles/lgbeam";
1470 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1472 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1473 flash.alpha = this.beam_alpha;
1474 flash.colormod = this.beam_color;
1479 case ARC_BT_BURST_HEAL:
1481 this.beam_color = beamcolor;
1482 this.beam_alpha = 0.5;
1483 this.beam_thickness = 14;
1484 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1485 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1486 this.beam_hitlight[0] = 0;
1487 this.beam_hitlight[1] = 1;
1488 this.beam_hitlight[2] = 1;
1489 this.beam_hitlight[3] = 1;
1490 this.beam_muzzleeffect = EFFECT_Null;
1491 this.beam_muzzlelight[0] = 0;
1492 this.beam_muzzlelight[1] = 1;
1493 this.beam_muzzlelight[2] = 1;
1494 this.beam_muzzlelight[3] = 1;
1495 this.beam_image = "particles/lgbeam";
1496 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1498 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1499 flash.alpha = this.beam_alpha;
1500 flash.colormod = this.beam_color;
1505 case ARC_BT_BURST_HIT:
1507 this.beam_color = beamcolor;
1508 this.beam_alpha = 0.5;
1509 this.beam_thickness = 14;
1510 this.beam_traileffect = (EFFECT_ARC_BEAM);
1511 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1512 this.beam_hitlight[0] = 0;
1513 this.beam_hitlight[1] = 1;
1514 this.beam_hitlight[2] = 1;
1515 this.beam_hitlight[3] = 1;
1516 this.beam_muzzleeffect = EFFECT_Null;
1517 this.beam_muzzlelight[0] = 0;
1518 this.beam_muzzlelight[1] = 1;
1519 this.beam_muzzlelight[2] = 1;
1520 this.beam_muzzlelight[3] = 1;
1521 this.beam_image = "particles/lgbeam";
1522 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1524 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1525 flash.alpha = this.beam_alpha;
1526 flash.colormod = this.beam_color;
1532 // shouldn't be possible, but lets make it colorful if it does :D
1535 this.beam_color = randomvec();
1536 this.beam_alpha = 1;
1537 this.beam_thickness = 8;
1538 this.beam_traileffect = NULL;
1539 this.beam_hiteffect = NULL;
1540 this.beam_hitlight[0] = 0;
1541 this.beam_hitlight[1] = 1;
1542 this.beam_hitlight[2] = 1;
1543 this.beam_hitlight[3] = 1;
1544 this.beam_muzzleeffect = EFFECT_Null;
1545 this.beam_muzzlelight[0] = 0;
1546 this.beam_muzzlelight[1] = 1;
1547 this.beam_muzzlelight[2] = 1;
1548 this.beam_muzzlelight[3] = 1;
1549 this.beam_image = "particles/lgbeam";
1550 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1552 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1553 flash.alpha = this.beam_alpha;
1554 flash.colormod = this.beam_color;
1562 if(!this.beam_usevieworigin)
1564 InterpolateOrigin_Note(this);