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Add a burst option to the Arc secondary (available in testing)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
1 #include "arc.qh"
2
3 #ifdef SVQC
4 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
6
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
8 {
9         WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
10
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; }
17
18         WriteByte(MSG_ENTITY, sf);
19         WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
20
21         if(sf & ARC_SF_SETTINGS) // settings information
22         {
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);
29
30                 WriteByte(MSG_ENTITY, drawlocal);
31                 WriteByte(MSG_ENTITY, etof(this.owner));
32         }
33         if(sf & ARC_SF_START) // starting location
34         {
35                 WriteVector(MSG_ENTITY, this.beam_start);
36         }
37         if(sf & ARC_SF_WANTDIR) // want/aim direction
38         {
39                 WriteVector(MSG_ENTITY, this.beam_wantdir);
40         }
41         if(sf & ARC_SF_BEAMDIR) // beam direction
42         {
43                 WriteAngleVector(MSG_ENTITY, this.beam_dir);
44         }
45         if(sf & ARC_SF_BEAMTYPE) // beam type
46         {
47                 WriteByte(MSG_ENTITY, this.beam_type);
48         }
49
50         return true;
51 }
52
53 void Reset_ArcBeam(entity player, vector forward)
54 {
55         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
56         {
57                 .entity weaponentity = weaponentities[slot];
58                 if(!player.(weaponentity).arc_beam)
59                         continue;
60                 player.(weaponentity).arc_beam.beam_dir = forward;
61                 player.(weaponentity).arc_beam.beam_teleporttime = time;
62         }
63 }
64
65 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
66 {
67         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
68         {
69                 player.arc_overheat = 0;
70                 return 0;
71         }
72
73         if ( player.(weaponentity).arc_beam )
74                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
75
76         if ( player.arc_overheat > time )
77         {
78                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
79                         * player.arc_cooldown;
80         }
81
82         return 0;
83 }
84 void Arc_Player_SetHeat(entity player, .entity weaponentity)
85 {
86         player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
87         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
88 }
89
90 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
91 {
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);
94
95         delete(this);
96 }
97
98 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
99 {
100         W_Arc_Bolt_Explode(this, trigger);
101 }
102
103 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
104 {
105         if(GetResource(this, RES_HEALTH) <= 0)
106                 return;
107
108         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109                 return; // g_projectiles_damage says to halt
110
111         TakeResource(this, RES_HEALTH, damage);
112         this.angles = vectoangles(this.velocity);
113
114         if(GetResource(this, RES_HEALTH) <= 0)
115                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
116 }
117
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
119 {
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);
123         } else {
124                 if(!this.cnt && WEP_CVAR(arc, bolt_bounce_lifetime))
125                         this.nextthink = min(this.nextthink, time + WEP_CVAR(arc, bolt_bounce_lifetime));
126                 this.cnt++;
127                 Send_Effect(EFFECT_BALL_SPARKS, this.origin, this.velocity, 1);
128                 this.angles = vectoangles(this.velocity);
129                 this.owner = NULL;
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;
134         }
135 }
136
137 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity, int fire)
138 {
139         W_SetupShot(actor, weaponentity, false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), thiswep.m_id | HITTYPE_SECONDARY);
140
141         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
142
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);
148
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);
155
156         settouch(missile, W_Arc_Bolt_Touch);
157         missile.cnt = 0;
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');
166
167         set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
168         W_SetupProjVelocity_PRE(missile, arc, bolt_);
169
170         missile.angles = vectoangles(missile.velocity);
171         missile.flags = FL_PROJECTILE;
172         IL_PUSH(g_projectiles, missile);
173         missile.missile_flags = MIF_SPLASH;
174
175         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
176
177         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
178
179         actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
180         if(actor.(weaponentity).misc_bulletcounter == 0)
181         {
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);
184         }
185         else
186         {
187                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), W_Arc_Attack_Bolt);
188         }
189 }
190
191 void W_Arc_Beam_Think(entity this)
192 {
193         .entity weaponentity = this.weaponentity_fld;
194         entity own = this.owner;
195         if(this != own.(weaponentity).arc_beam)
196         {
197                 delete(this);
198                 return;
199         }
200
201         float burst = 0;
202         if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
203         {
204                 if(!this.beam_bursting)
205                         this.beam_bursting = true;
206                 burst = ARC_BT_BURSTMASK;
207         }
208
209         Weapon thiswep = WEP_ARC;
210
211         if(
212                 !IS_PLAYER(own)
213                 ||
214                 IS_DEAD(own)
215                 ||
216                 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
217                 ||
218                 own.(weaponentity).m_switchweapon != WEP_ARC
219                 ||
220                 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
221                 ||
222                 own.vehicle
223                 ||
224                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
225         )
226         {
227                 if ( WEP_CVAR(arc, cooldown) > 0 )
228                 {
229                         float cooldown_speed = 0;
230                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
231                         {
232                                 cooldown_speed = WEP_CVAR(arc, cooldown);
233                         }
234                         else if ( !burst )
235                         {
236                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
237                         }
238
239                         if ( cooldown_speed )
240                         {
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;
244                         }
245
246                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
247                         {
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);
251                         }
252                 }
253
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))
256                 {
257                         // note: this doesn't force the switch
258                         W_SwitchToOtherWeapon(own, weaponentity);
259                 }
260                 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
261                 delete(this);
262                 return;
263         }
264
265         // decrease ammo
266         float coefficient = frametime;
267         if(!(own.items & IT_UNLIMITED_AMMO))
268         {
269                 float rootammo;
270                 if(burst)
271                         { rootammo = WEP_CVAR(arc, burst_ammo); }
272                 else
273                         { rootammo = WEP_CVAR(arc, beam_ammo); }
274
275                 if(rootammo)
276                 {
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)));
279                 }
280         }
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 );
283
284         makevectors(own.v_angle);
285
286         W_SetupShot_Range(
287                 own,
288                 weaponentity,
289                 true,
290                 0,
291                 SND_Null,
292                 0,
293                 WEP_CVAR(arc, beam_damage) * coefficient,
294                 WEP_CVAR(arc, beam_range),
295                 thiswep.m_id
296         );
297
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;
301         }
302
303         // network information: shot origin and want/aim direction
304         if(this.beam_start != w_shotorg)
305         {
306                 this.SendFlags |= ARC_SF_START;
307                 this.beam_start = w_shotorg;
308         }
309         if(this.beam_wantdir != w_shotdir)
310         {
311                 this.SendFlags |= ARC_SF_WANTDIR;
312                 this.beam_wantdir = w_shotdir;
313         }
314
315         if(!this.beam_initialized)
316         {
317                 this.beam_dir = w_shotdir;
318                 this.beam_initialized = true;
319         }
320
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
324
325         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
326
327         float segments;
328         if(this.beam_dir != w_shotdir)
329         {
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)))
338                 {
339                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
340                         float blendfactor = bound(
341                                 0,
342                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
343                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
344                         );
345                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
346                                 this.beam_dir = w_shotdir;
347                         else
348                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
349                 }
350                 else
351                 {
352                         // the radius is not too far yet, no worries :D
353                         float blendfactor = bound(
354                                 0,
355                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
356                                 1
357                         );
358                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
359                                 this.beam_dir = w_shotdir;
360                         else
361                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
362                 }
363
364                 // network information: beam direction
365                 this.SendFlags |= ARC_SF_BEAMDIR;
366
367                 // calculate how many segments are needed
368                 float max_allowed_segments;
369
370                 if(WEP_CVAR(arc, beam_distancepersegment))
371                 {
372                         max_allowed_segments = min(
373                                 ARC_MAX_SEGMENTS,
374                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
375                         );
376                 }
377                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
378
379                 if(WEP_CVAR(arc, beam_degreespersegment))
380                 {
381                         segments = bound(
382                                 1,
383                                 (
384                                         min(
385                                                 angle,
386                                                 WEP_CVAR(arc, beam_maxangle)
387                                         )
388                                         /
389                                         WEP_CVAR(arc, beam_degreespersegment)
390                                 ),
391                                 max_allowed_segments
392                         );
393                 }
394                 else { segments = 1; }
395         }
396         else { segments = 1; }
397
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)));
400
401         float i;
402         float new_beam_type = 0;
403         vector last_origin = w_shotorg;
404         for(i = 1; i <= segments; ++i)
405         {
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)
411
412                 vector new_origin = bezier_quadratic_getpoint(
413                         w_shotorg,
414                         beam_controlpoint,
415                         beam_endpos,
416                         i / segments);
417                 vector new_dir = normalize(new_origin - last_origin);
418
419                 WarpZone_traceline_antilag(
420                         own,
421                         last_origin,
422                         new_origin,
423                         MOVE_NORMAL,
424                         own,
425                         ANTILAG_LATENCY(own)
426                 );
427
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);
436
437                 bool is_player = (
438                         IS_PLAYER(trace_ent)
439                         ||
440                         trace_ent.classname == "body"
441                         ||
442                         IS_MONSTER(trace_ent)
443                 );
444
445                 if(trace_ent)
446                 {
447                         if(SAME_TEAM(own, trace_ent))
448                         {
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)
454                                 {
455                                         if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
456                                         {
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
461                                                 );
462                                         }
463                                 }
464                                 if(roothealth || rootarmor)
465                                         new_beam_type = ARC_BT_HEAL;
466                         }
467                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
468                         {
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;
473
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)
479                                 );
480
481                                 float rootdamage;
482                                 if(is_player)
483                                 {
484                                         if(burst)
485                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
486                                         else
487                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
488                                 }
489                                 else
490                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
491
492                                 if(accuracy_isgooddamage(own, trace_ent))
493                                 {
494                                         accuracy_add(
495                                                 own,
496                                                 WEP_ARC,
497                                                 0,
498                                                 rootdamage * coefficient * falloff
499                                         );
500                                 }
501
502                                 Damage(
503                                         trace_ent,
504                                         own,
505                                         own,
506                                         rootdamage * coefficient * falloff,
507                                         WEP_ARC.m_id,
508                                         weaponentity,
509                                         hitorigin,
510                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
511                                 );
512
513                                 new_beam_type = ARC_BT_HIT;
514                         }
515                         break;
516                 }
517                 else if(trace_fraction != 1)
518                 {
519                         // we collided with geometry
520                         new_beam_type = ARC_BT_WALL;
521                         break;
522                 }
523         }
524
525         // te_explosion(trace_endpos);
526
527         // if we're bursting, use burst visual effects
528         new_beam_type |= burst;
529
530         // network information: beam type
531         if(new_beam_type != this.beam_type)
532         {
533                 this.SendFlags |= ARC_SF_BEAMTYPE;
534                 this.beam_type = new_beam_type;
535         }
536
537         own.(weaponentity).beam_prev = time;
538         this.nextthink = time;
539 }
540
541 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
542 {
543
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);
547
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);
552         beam.owner = actor;
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);
559
560         getthink(beam)(beam);
561 }
562 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
563 {
564         if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
565         {
566                 w_ready(thiswep, actor, weaponentity, fire);
567                 return;
568         }
569
570         // attack handled by the beam itself, this is just a loop to keep the attack happening!
571
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);
576 }
577 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
578 {
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
582
583         vector smoke_origin = w_shotorg + actor.velocity*frametime;
584         if ( actor.arc_overheat > time )
585         {
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) )
589                 {
590                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
591                         if ( !actor.arc_smoke_sound )
592                         {
593                                 actor.arc_smoke_sound = 1;
594                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
595                         }
596                 }
597         }
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) )
600         {
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 );
604         }
605
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)
609         {
610                 actor.arc_smoke_sound = 0;
611                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
612         }
613 }
614
615 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
616 {
617     if(WEP_CVAR(arc, beam_botaimspeed))
618     {
619         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
620                 actor,
621                 weaponentity,
622             WEP_CVAR(arc, beam_botaimspeed),
623             0,
624             WEP_CVAR(arc, beam_botaimlifetime),
625             false
626         );
627     }
628     else
629     {
630         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
631                 actor,
632                 weaponentity,
633             1000000,
634             0,
635             0.001,
636             false
637         );
638     }
639 }
640 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
641 {
642     Arc_Player_SetHeat(actor, weaponentity);
643     Arc_Smoke(thiswep, actor, weaponentity, fire);
644
645     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
646
647     if (time >= actor.arc_overheat)
648     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
649     {
650         #if 0
651         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
652         {
653             #if 0
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);
656             else
657             #endif
658                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
659         }
660         #endif
661
662         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
663         {
664             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
665             {
666                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
667
668                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
669                 {
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;
673                 }
674             }
675         }
676
677         return;
678     }
679     else if(fire & 2)
680     {
681         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
682         {
683                 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
684             if(!(actor.items & IT_UNLIMITED_AMMO))
685             {
686                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
687                 w_ready(thiswep, actor, weaponentity, fire);
688                 return;
689             }
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);
695
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);
699
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);
703         }
704     }
705
706     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
707     {
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);
711     }
712     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
713
714     #if 0
715     if(fire & 2)
716     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
717     {
718         W_Arc_Attack2();
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);
722     }
723     #endif
724 }
725 METHOD(Arc, wr_init, void(entity thiswep))
726 {
727     if(!arc_shotorigin[0])
728     {
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);
733     }
734 }
735 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
736 {
737     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
738 }
739 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
740 {
741     if(WEP_CVAR(arc, bolt))
742     {
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);
745         return ammo_amount;
746     }
747     else
748         return WEP_CVAR(arc, overheat_max) > 0 &&
749             ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
750 }
751 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
752 {
753     if(w_deathtype & HITTYPE_SECONDARY)
754         return WEAPON_ARC_MURDER_SPRAY;
755     else
756         return WEAPON_ARC_MURDER;
757 }
758 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
759 {
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;
765 }
766 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
767 {
768     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
769         weapon_dropevent_item.arc_overheat > time )
770     {
771         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
772         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
773     }
774 }
775 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
776 {
777     actor.arc_overheat = 0;
778     actor.arc_cooldown = 0;
779     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
780     {
781         .entity weaponentity = weaponentities[slot];
782         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
783     }
784 }
785 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
786 {
787     actor.arc_overheat = 0;
788     actor.arc_cooldown = 0;
789     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
790 }
791 #endif
792 #ifdef CSQC
793 bool autocvar_cl_arcbeam_teamcolor = true;
794 bool autocvar_cl_arcbeam_simple = true;
795
796 .int beam_slot;
797
798 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
799 {
800     if(w_deathtype & HITTYPE_SECONDARY)
801     {
802         vector org2;
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); }
806     }
807 }
808
809 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
810 {
811         entity beam = Draw_ArcBeam_callback_entity;
812         vector transformed_view_org;
813         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
814
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));
818
819         vector hitorigin;
820
821         // draw segment
822         #if 0
823         if(trace_fraction != 1)
824         {
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);
828         }
829         else
830         {
831                 hitorigin = hit;
832         }
833         #else
834         hitorigin = hit;
835         #endif
836
837         // decide upon thickness
838         float thickness = beam.beam_thickness;
839
840         // draw primary beam render
841         vector top    = hitorigin + (thickdir * thickness);
842         vector bottom = hitorigin - (thickdir * thickness);
843
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);
846
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);
849         else
850         {
851                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
852                 R_PolygonVertex(
853                         top,
854                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
855                         beam.beam_color,
856                         beam.beam_alpha
857                 );
858                 R_PolygonVertex(
859                         last_top,
860                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
861                         beam.beam_color,
862                         beam.beam_alpha
863                 );
864                 R_PolygonVertex(
865                         last_bottom,
866                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
867                         beam.beam_color,
868                         beam.beam_alpha
869                 );
870                 R_PolygonVertex(
871                         bottom,
872                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
873                         beam.beam_color,
874                         beam.beam_alpha
875                 );
876                 R_EndPolygon();
877         }
878
879         // draw trailing particles
880         // NOTES:
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)
884         {
885                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
886         }
887
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);
892 }
893
894 void Reset_ArcBeam()
895 {
896         entity e;
897         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
898                 e.beam_initialized = false;
899         }
900         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
901                 e.beam_initialized = false;
902         }
903 }
904
905 void Draw_ArcBeam(entity this)
906 {
907         float dt = time - this.move_time;
908         this.move_time = time;
909         if(dt <= 0) { return; }
910
911         if(!this.beam_usevieworigin)
912         {
913                 InterpolateOrigin_Do(this);
914         }
915
916         // origin = beam starting origin
917         // v_angle = wanted/aim direction
918         // angles = current direction of beam
919
920         vector start_pos;
921         vector wantdir; //= view_forward;
922         vector beamdir; //= this.beam_dir;
923
924         float segments;
925         if(this.beam_usevieworigin)
926         {
927                 // WEAPONTODO:
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.
932
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];
938
939                 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
940
941                 // decide upon start position
942                 if(this.beam_usevieworigin == 2)
943                         { start_pos = warpzone_save_view_origin; }
944                 else if(csqcplayer)
945                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
946                 else
947                         { start_pos = this.origin; }
948
949                 // trace forward with an estimation
950                 WarpZone_TraceLine(
951                         start_pos,
952                         start_pos + forward * this.beam_range,
953                         MOVE_NOMONSTERS,
954                         this
955                 );
956
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';
961
962                 // untransform in case our trace went through a warpzone
963                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
964
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);
968
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)
972                 {
973                         this.beam_shotorigin = wepent.movedir;
974                         origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
975                 }
976                 else
977                         this.beam_shotorigin = '0 0 0';
978
979                 start_pos = start_pos + origin_offset;
980
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;
984
985                 // calculate the aim direction now
986                 wantdir = normalize(end_pos - start_pos);
987
988                 if(!this.beam_initialized)
989                 {
990                         this.beam_dir = wantdir;
991                         this.beam_initialized = true;
992
993                         this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
994                 }
995
996                 if(this.beam_dir != wantdir)
997                 {
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))
1006                         {
1007                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1008                                 float blendfactor = bound(
1009                                         0,
1010                                         (1 - (this.beam_returnspeed * dt)),
1011                                         min(this.beam_maxangle / angle, 1)
1012                                 );
1013                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1014                         }
1015                         else
1016                         {
1017                                 // the radius is not too far yet, no worries :D
1018                                 float blendfactor = bound(
1019                                         0,
1020                                         (1 - (this.beam_returnspeed * dt)),
1021                                         1
1022                                 );
1023                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1024                         }
1025
1026                         // calculate how many segments are needed
1027                         float max_allowed_segments;
1028
1029                         if(this.beam_distancepersegment)
1030                         {
1031                                 max_allowed_segments = min(
1032                                         ARC_MAX_SEGMENTS,
1033                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1034                                 );
1035                         }
1036                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1037
1038                         if(this.beam_degreespersegment)
1039                         {
1040                                 segments = bound(
1041                                         1,
1042                                         (
1043                                                 min(
1044                                                         angle,
1045                                                         this.beam_maxangle
1046                                                 )
1047                                                 /
1048                                                 this.beam_degreespersegment
1049                                         ),
1050                                         max_allowed_segments
1051                                 );
1052                         }
1053                         else { segments = 1; }
1054                 }
1055                 else { segments = 1; }
1056
1057                 // set the beam direction which the rest of the code will refer to
1058                 beamdir = this.beam_dir;
1059
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?
1062         }
1063         else
1064         {
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;
1069
1070                 if(beamdir != wantdir)
1071                 {
1072                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1073
1074                         // calculate how many segments are needed
1075                         float max_allowed_segments;
1076
1077                         if(this.beam_distancepersegment)
1078                         {
1079                                 max_allowed_segments = min(
1080                                         ARC_MAX_SEGMENTS,
1081                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1082                                 );
1083                         }
1084                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1085
1086                         if(this.beam_degreespersegment)
1087                         {
1088                                 segments = bound(
1089                                         1,
1090                                         (
1091                                                 min(
1092                                                         angle,
1093                                                         this.beam_maxangle
1094                                                 )
1095                                                 /
1096                                                 this.beam_degreespersegment
1097                                         ),
1098                                         max_allowed_segments
1099                                 );
1100                         }
1101                         else { segments = 1; }
1102                 }
1103                 else { segments = 1; }
1104         }
1105
1106         setorigin(this, start_pos);
1107         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1108
1109         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1110         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1111
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;
1116
1117         vector last_origin = start_pos;
1118         vector original_start_pos = start_pos;
1119
1120         float i;
1121         for(i = 1; i <= segments; ++i)
1122         {
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)
1128
1129                 vector new_origin = bezier_quadratic_getpoint(
1130                         start_pos,
1131                         beam_controlpoint,
1132                         beam_endpos,
1133                         i / segments);
1134
1135                 WarpZone_TraceBox_ThroughZone(
1136                         last_origin,
1137                         '0 0 0',
1138                         '0 0 0',
1139                         new_origin,
1140                         MOVE_NORMAL,
1141                         NULL,
1142                         NULL,
1143                         Draw_ArcBeam_callback
1144                 );
1145
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);
1155
1156                 if(trace_fraction < 1) { break; }
1157         }
1158
1159         // visual effects for startpoint and endpoint
1160         if(this.beam_hiteffect)
1161         {
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))
1166                 pointparticles(
1167                         this.beam_hiteffect,
1168                         last_origin,
1169                         beamdir * -1,
1170                         dt * 2
1171                 );
1172         }
1173         if(this.beam_hitlight[0])
1174         {
1175                 adddynamiclight(
1176                         last_origin,
1177                         this.beam_hitlight[0],
1178                         vec3(
1179                                 this.beam_hitlight[1],
1180                                 this.beam_hitlight[2],
1181                                 this.beam_hitlight[3]
1182                         )
1183                 );
1184         }
1185         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1186         {
1187                 pointparticles(
1188                         this.beam_muzzleeffect,
1189                         original_start_pos + wantdir * 20,
1190                         wantdir * 1000,
1191                         dt * 0.1
1192                 );
1193         }
1194         if(this.beam_muzzlelight[0])
1195         {
1196                 adddynamiclight(
1197                         original_start_pos + wantdir * 20,
1198                         this.beam_muzzlelight[0],
1199                         vec3(
1200                                 this.beam_muzzlelight[1],
1201                                 this.beam_muzzlelight[2],
1202                                 this.beam_muzzlelight[3]
1203                         )
1204                 );
1205         }
1206
1207         // cleanup
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';
1212 }
1213
1214 void Remove_ArcBeam(entity this)
1215 {
1216         delete(this.beam_muzzleentity);
1217         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1218 }
1219
1220 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1221 {
1222         int sf = ReadByte();
1223         int slot = ReadByte();
1224         entity flash;
1225
1226         this.beam_slot = slot;
1227
1228         if(isnew)
1229         {
1230                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1231
1232                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1233
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);
1240
1241                 flash = spawn();
1242                 flash.owner = this;
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');
1249
1250                 this.beam_muzzleentity = flash;
1251         }
1252         else
1253         {
1254                 flash = this.beam_muzzleentity;
1255         }
1256
1257         if(sf & ARC_SF_SETTINGS) // settings information
1258         {
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);
1265
1266                 if(ReadByte())
1267                 {
1268                         this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1269                 }
1270                 else
1271                 {
1272                         this.beam_usevieworigin = 0;
1273                 }
1274
1275                 this.sv_entnum = ReadByte();
1276         }
1277
1278         if(!this.beam_usevieworigin)
1279         {
1280                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1281                 this.iflags = IFLAG_ORIGIN;
1282
1283                 InterpolateOrigin_Undo(this);
1284         }
1285
1286         if(sf & ARC_SF_START) // starting location
1287         {
1288                 this.origin = ReadVector();
1289         }
1290         else if(this.beam_usevieworigin) // infer the location from player location
1291         {
1292                 if(this.beam_usevieworigin == 2)
1293                 {
1294                         // use view origin
1295                         this.origin = view_origin;
1296                 }
1297                 else
1298                 {
1299                         // use player origin so that third person display still works
1300                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1301                 }
1302         }
1303
1304         setorigin(this, this.origin);
1305
1306         if(sf & ARC_SF_WANTDIR) // want/aim direction
1307         {
1308                 this.v_angle = ReadVector();
1309         }
1310
1311         if(sf & ARC_SF_BEAMDIR) // beam direction
1312         {
1313                 this.angles = ReadAngleVector();
1314         }
1315
1316         if(sf & ARC_SF_BEAMTYPE) // beam type
1317         {
1318                 this.beam_type = ReadByte();
1319
1320                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1321                 switch(this.beam_type)
1322                 {
1323                         case ARC_BT_MISS:
1324                         {
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)
1341                                 {
1342                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1343                                         flash.alpha = this.beam_alpha;
1344                                         flash.colormod = this.beam_color;
1345                                         flash.scale = 0.35;
1346                                 }
1347                                 break;
1348                         }
1349                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1350                         {
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)
1367                                 {
1368                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1369                                         flash.alpha = this.beam_alpha;
1370                                         flash.colormod = this.beam_color;
1371                                         flash.scale = 0.35;
1372                                 }
1373                                 break;
1374                         }
1375                         case ARC_BT_HEAL:
1376                         {
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)
1393                                 {
1394                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1395                                         flash.alpha = this.beam_alpha;
1396                                         flash.colormod = this.beam_color;
1397                                         flash.scale = 0.35;
1398                                 }
1399                                 break;
1400                         }
1401                         case ARC_BT_HIT:
1402                         {
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)
1419                                 {
1420                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1421                                         flash.alpha = this.beam_alpha;
1422                                         flash.colormod = this.beam_color;
1423                                         flash.scale = 0.35;
1424                                 }
1425                                 break;
1426                         }
1427                         case ARC_BT_BURST_MISS:
1428                         {
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)
1445                                 {
1446                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1447                                         flash.alpha = this.beam_alpha;
1448                                         flash.colormod = this.beam_color;
1449                                         flash.scale = 0.35;
1450                                 }
1451                                 break;
1452                         }
1453                         case ARC_BT_BURST_WALL:
1454                         {
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)
1471                                 {
1472                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1473                                         flash.alpha = this.beam_alpha;
1474                                         flash.colormod = this.beam_color;
1475                                         flash.scale = 0.35;
1476                                 }
1477                                 break;
1478                         }
1479                         case ARC_BT_BURST_HEAL:
1480                         {
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)
1497                                 {
1498                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1499                                         flash.alpha = this.beam_alpha;
1500                                         flash.colormod = this.beam_color;
1501                                         flash.scale = 0.35;
1502                                 }
1503                                 break;
1504                         }
1505                         case ARC_BT_BURST_HIT:
1506                         {
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)
1523                                 {
1524                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1525                                         flash.alpha = this.beam_alpha;
1526                                         flash.colormod = this.beam_color;
1527                                         flash.scale = 0.35;
1528                                 }
1529                                 break;
1530                         }
1531
1532                         // shouldn't be possible, but lets make it colorful if it does :D
1533                         default:
1534                         {
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)
1551                                 {
1552                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1553                                         flash.alpha = this.beam_alpha;
1554                                         flash.colormod = this.beam_color;
1555                                         flash.scale = 0.35;
1556                                 }
1557                                 break;
1558                         }
1559                 }
1560         }
1561
1562         if(!this.beam_usevieworigin)
1563         {
1564                 InterpolateOrigin_Note(this);
1565         }
1566         return true;
1567 }
1568
1569 #endif