-#ifdef REGISTER_WEAPON
+#ifndef IMPLEMENTATION
REGISTER_WEAPON(
/* WEP_##id */ ARC,
/* function */ W_Arc,
/* flags */ WEP_FLAG_NORMAL,
/* rating */ BOT_PICKUP_RATING_HIGH,
/* color */ '1 1 1',
-/* modelname */ "hlac",
+/* modelname */ "arc",
/* simplemdl */ "foobar",
/* crosshair */ "gfx/crosshairhlac 0.7",
-/* wepimg */ "weaponhlac",
+/* wepimg */ "weaponarc",
/* refname */ "arc",
/* wepname */ _("Arc")
);
w_cvar(id, sn, NONE, burst_damage) \
w_cvar(id, sn, NONE, burst_healing_aps) \
w_cvar(id, sn, NONE, burst_healing_hps) \
+ w_cvar(id, sn, NONE, overheat_max)/* maximum heat before jamming */ \
+ w_cvar(id, sn, NONE, overheat_min)/* minimum heat to wait for cooldown */ \
+ w_cvar(id, sn, NONE, beam_heat) /* heat increase per second (primary) */ \
+ w_cvar(id, sn, NONE, burst_heat) /* heat increase per second (secondary) */ \
+ w_cvar(id, sn, NONE, cooldown) /* heat decrease per second when resting */ \
w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
w_prop(id, sn, string, weaponreplace, weaponreplace) \
w_prop(id, sn, float, weaponthrowable, weaponthrowable)
#ifndef MENUQC
-#define ARC_MAX_SEGMENTS 20
+const float ARC_MAX_SEGMENTS = 20;
vector arc_shotorigin[4];
.vector beam_start;
.vector beam_dir;
.vector beam_wantdir;
-.float beam_type;
-
-#define ARC_BT_MISS 0
-#define ARC_BT_WALL 1
-#define ARC_BT_HEAL 2
-#define ARC_BT_HIT 3
-#define ARC_BT_BURST_MISS 10
-#define ARC_BT_BURST_WALL 11
-#define ARC_BT_BURST_HEAL 12
-#define ARC_BT_BURST_HIT 13
-#define ARC_BT_BURSTMASK 10
-
-#define ARC_SF_SETTINGS 1
-#define ARC_SF_START 2
-#define ARC_SF_WANTDIR 4
-#define ARC_SF_BEAMDIR 8
-#define ARC_SF_BEAMTYPE 16
-#define ARC_SF_LOCALMASK 14
+.int beam_type;
+
+const int ARC_BT_MISS = 0x00;
+const int ARC_BT_WALL = 0x01;
+const int ARC_BT_HEAL = 0x02;
+const int ARC_BT_HIT = 0x03;
+const int ARC_BT_BURST_MISS = 0x10;
+const int ARC_BT_BURST_WALL = 0x11;
+const int ARC_BT_BURST_HEAL = 0x12;
+const int ARC_BT_BURST_HIT = 0x13;
+const int ARC_BT_BURSTMASK = 0x10;
+
+const int ARC_SF_SETTINGS = 1;
+const int ARC_SF_START = 2;
+const int ARC_SF_WANTDIR = 4;
+const int ARC_SF_BEAMDIR = 8;
+const int ARC_SF_BEAMTYPE = 16;
+const int ARC_SF_LOCALMASK = 14;
#endif
#ifdef SVQC
ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity arc_beam;
-.float BUTTON_ATCK_prev; // for better animation control
+.float arc_BUTTON_ATCK_prev; // for better animation control
.float beam_prev;
.float beam_initialized;
.float beam_bursting;
.float beam_teleporttime;
+.float beam_heat; // (beam) amount of heat produced
+.float arc_overheat; // (dropped arc/player) time during which it's too hot
+.float arc_cooldown; // (dropped arc/player) cooling speed
+.float arc_heat_percent; // (player) arc heat in [0,1] (stat)
+.float arc_smoke_sound;
#endif
#ifdef CSQC
void Ent_ReadArcBeam(float isnew);
vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
#endif
-#else
+#endif
+#ifdef IMPLEMENTATION
#ifdef SVQC
-void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC); }
+void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC.m_id); }
-float W_Arc_Beam_Send(entity to, float sf)
+float W_Arc_Beam_Send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
}
if(sf & ARC_SF_START) // starting location
{
- WriteCoord(MSG_ENTITY, self.beam_start_x);
- WriteCoord(MSG_ENTITY, self.beam_start_y);
- WriteCoord(MSG_ENTITY, self.beam_start_z);
+ WriteCoord(MSG_ENTITY, self.beam_start.x);
+ WriteCoord(MSG_ENTITY, self.beam_start.y);
+ WriteCoord(MSG_ENTITY, self.beam_start.z);
}
if(sf & ARC_SF_WANTDIR) // want/aim direction
{
- WriteCoord(MSG_ENTITY, self.beam_wantdir_x);
- WriteCoord(MSG_ENTITY, self.beam_wantdir_y);
- WriteCoord(MSG_ENTITY, self.beam_wantdir_z);
+ WriteCoord(MSG_ENTITY, self.beam_wantdir.x);
+ WriteCoord(MSG_ENTITY, self.beam_wantdir.y);
+ WriteCoord(MSG_ENTITY, self.beam_wantdir.z);
}
if(sf & ARC_SF_BEAMDIR) // beam direction
{
- WriteCoord(MSG_ENTITY, self.beam_dir_x);
- WriteCoord(MSG_ENTITY, self.beam_dir_y);
- WriteCoord(MSG_ENTITY, self.beam_dir_z);
+ WriteCoord(MSG_ENTITY, self.beam_dir.x);
+ WriteCoord(MSG_ENTITY, self.beam_dir.y);
+ WriteCoord(MSG_ENTITY, self.beam_dir.z);
}
if(sf & ARC_SF_BEAMTYPE) // beam type
{
WriteByte(MSG_ENTITY, self.beam_type);
}
- return TRUE;
+ return true;
}
void Reset_ArcBeam(entity player, vector forward)
player.arc_beam.beam_teleporttime = time;
}
+float Arc_GetHeat_Percent(entity player)
+{
+ if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
+ {
+ player.arc_overheat = 0;
+ return 0;
+ }
+
+ if ( player.arc_beam )
+ return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
+
+ if ( player.arc_overheat > time )
+ {
+ return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
+ * player.arc_cooldown;
+ }
+
+ return 0;
+}
+void Arc_Player_SetHeat(entity player)
+{
+ player.arc_heat_percent = Arc_GetHeat_Percent(player);
+ //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
+}
+
void W_Arc_Beam_Think(void)
{
if(self != self.owner.arc_beam)
return;
}
+
+ float burst = 0;
+ if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
+ {
+ if(!self.beam_bursting)
+ self.beam_bursting = true;
+ burst = ARC_BT_BURSTMASK;
+ }
+
if(
+ !IS_PLAYER(self.owner)
+ ||
(self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
||
self.owner.deadflag != DEAD_NO
||
- (!self.owner.BUTTON_ATCK /* FIXME(Samual): && !self.beam_bursting */)
+ (!self.owner.BUTTON_ATCK && !burst )
+ ||
+ self.owner.frozen
+ ||
+ self.owner.vehicle
||
- self.owner.freezetag_frozen
+ (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max))
)
{
+ if ( WEP_CVAR(arc, cooldown) > 0 )
+ {
+ float cooldown_speed = 0;
+ if ( self.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
+ {
+ cooldown_speed = WEP_CVAR(arc, cooldown);
+ }
+ else if ( !burst )
+ {
+ cooldown_speed = self.beam_heat / WEP_CVAR(arc, beam_refire);
+ }
+
+ if ( cooldown_speed )
+ {
+ self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
+ self.owner.arc_cooldown = cooldown_speed;
+ }
+
+ if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
+ {
+ pointparticles( particleeffectnum("arc_overheat"),
+ self.beam_start, self.beam_wantdir, 1 );
+ sound(self, CH_WEAPON_A, "weapons/arc_stop.wav", VOL_BASE, ATTN_NORM);
+ }
+ }
+
if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
entity oldself = self;
self = self.owner;
- if(!WEP_ACTION(WEP_ARC, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC, WR_CHECKAMMO2))
+ if(!WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO1) && !WEP_ACTION(WEP_ARC.m_id, WR_CHECKAMMO2))
+ if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
W_SwitchToOtherWeapon(self);
return;
}
- float burst = 0;
- if(self.owner.BUTTON_ATCK2 || self.beam_bursting)
- {
- if(!self.beam_bursting)
- self.beam_bursting = TRUE;
- burst = ARC_BT_BURSTMASK;
- }
-
// decrease ammo
float coefficient = frametime;
if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
}
}
+ float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
+ self.beam_heat = min( WEP_CVAR(arc, overheat_max), self.beam_heat + heat_speed*frametime );
makevectors(self.owner.v_angle);
W_SetupShot_Range(
self.owner,
- TRUE,
+ true,
0,
"",
0,
if(!self.beam_initialized)
{
self.beam_dir = w_shotdir;
- self.beam_initialized = TRUE;
+ self.beam_initialized = true;
}
// WEAPONTODO: Detect player velocity so that the beam curves when moving too
// note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
- float segments;
+ float segments;
if(self.beam_dir != w_shotdir)
{
// calculate how much we're going to move the end of the beam to the want position
if(WEP_CVAR(arc, beam_degreespersegment))
{
segments = bound(
- 1,
+ 1,
(
min(
angle,
{
accuracy_add(
self.owner,
- WEP_ARC,
+ WEP_ARC.m_id,
0,
rootdamage * coefficient * falloff
);
self.owner,
self.owner,
rootdamage * coefficient * falloff,
- WEP_ARC,
+ WEP_ARC.m_id,
hitorigin,
WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
);
new_beam_type = ARC_BT_HIT;
}
- break;
+ break;
}
else if(trace_fraction != 1)
{
// te_explosion(trace_endpos);
// if we're bursting, use burst visual effects
- new_beam_type += burst;
+ new_beam_type |= burst;
// network information: beam type
if(new_beam_type != self.beam_type)
void W_Arc_Beam(float burst)
{
- // FIXME(Samual): remove this when overheat and burst work.
- if (burst)
- {
- centerprint(self, "^4NOTE:^7 Arc burst (secondary) is not implemented yet.");
- }
// only play fire sound if 1 sec has passed since player let go the fire button
if(time - self.beam_prev > 1)
{
- sound(self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_WEAPON_A, "weapons/arc_fire.wav", VOL_BASE, ATTN_NORM);
}
entity beam = self.arc_beam = spawn();
beam.think = W_Arc_Beam_Think;
beam.owner = self;
beam.movetype = MOVETYPE_NONE;
- beam.bot_dodge = TRUE;
+ beam.bot_dodge = true;
beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
beam.beam_bursting = burst;
- Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send);
+ Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
entity oldself = self;
self = beam;
self = oldself;
}
-float W_Arc(float req)
+void Arc_Smoke()
+{
+ makevectors(self.v_angle);
+ W_SetupShot_Range(self,true,0,"",0,0,0);
+
+ vector smoke_origin = w_shotorg + self.velocity*frametime;
+ if ( self.arc_overheat > time )
+ {
+ if ( random() < self.arc_heat_percent )
+ pointparticles( particleeffectnum("arc_smoke"), smoke_origin, '0 0 0', 1 );
+ if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
+ {
+ pointparticles( particleeffectnum("arc_overheat_fire"), smoke_origin, w_shotdir, 1 );
+ if ( !self.arc_smoke_sound )
+ {
+ self.arc_smoke_sound = 1;
+ sound(self, CH_SHOTS_SINGLE, "weapons/arc_loop_overheat.wav", VOL_BASE, ATTN_NORM);
+ }
+ }
+ }
+ else if ( self.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
+ self.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
+ {
+ if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
+ ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
+ pointparticles( particleeffectnum("arc_smoke"), smoke_origin, '0 0 0', 1 );
+ }
+
+ if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
+ !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
+ {
+ self.arc_smoke_sound = 0;
+ sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+ }
+}
+
+bool W_Arc(int req)
{
switch(req)
{
WEP_CVAR(arc, beam_botaimspeed),
0,
WEP_CVAR(arc, beam_botaimlifetime),
- FALSE
+ false
);
}
else
1000000,
0,
0.001,
- FALSE
+ false
);
}
- return TRUE;
+ return true;
}
case WR_THINK:
{
- #if 0
- if(self.arc_beam.beam_heat > threshold)
- {
- stop the beam somehow
- play overheat animation
- }
- #endif
+ Arc_Player_SetHeat(self);
+ Arc_Smoke();
- if(self.BUTTON_ATCK || self.BUTTON_ATCK2 /* FIXME(Samual): || self.arc_beam.beam_bursting */)
+ if ( self.arc_overheat <= time )
+ if(self.BUTTON_ATCK || self.BUTTON_ATCK2 || self.arc_beam.beam_bursting )
{
- if(self.BUTTON_ATCK_prev)
+
+ if(self.arc_BUTTON_ATCK_prev)
{
#if 0
- if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
+ if(self.animstate_startframe == self.anim_shoot.x && self.animstate_numframes == self.anim_shoot.y)
weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
else
#endif
if(weapon_prepareattack(!!self.BUTTON_ATCK2, 0))
{
W_Arc_Beam(!!self.BUTTON_ATCK2);
-
- if(!self.BUTTON_ATCK_prev)
+
+ if(!self.arc_BUTTON_ATCK_prev)
{
weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- self.BUTTON_ATCK_prev = 1;
+ self.arc_BUTTON_ATCK_prev = 1;
}
}
}
- }
- else // todo
+
+ return true;
+ }
+
+ if(self.arc_BUTTON_ATCK_prev != 0)
{
- if(self.BUTTON_ATCK_prev != 0)
- {
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
- }
- self.BUTTON_ATCK_prev = 0;
+ sound(self, CH_WEAPON_A, "weapons/arc_stop.wav", VOL_BASE, ATTN_NORM);
+ weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ ATTACK_FINISHED(self) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
}
+ self.arc_BUTTON_ATCK_prev = 0;
#if 0
if(self.BUTTON_ATCK2)
}
#endif
- return TRUE;
+ return true;
}
case WR_INIT:
{
precache_model("models/weapons/g_arc.md3");
precache_model("models/weapons/v_arc.md3");
precache_model("models/weapons/h_arc.iqm");
- precache_sound("weapons/lgbeam_fire.wav");
+ precache_sound("weapons/arc_fire.wav");
+ precache_sound("weapons/arc_loop.wav");
+ precache_sound("weapons/arc_stop.wav");
+ precache_sound("weapons/arc_loop_overheat.wav");
if(!arc_shotorigin[0])
{
- arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
- arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
- arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
- arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
+ arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
+ arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
+ arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
+ arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
}
- ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
+ ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
+ return true;
}
case WR_CHECKAMMO1:
{
}
case WR_CHECKAMMO2:
{
- return ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
+ return WEP_CVAR(arc, overheat_max) > 0 &&
+ ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
}
case WR_CONFIG:
{
- ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
+ ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
+ return true;
}
case WR_KILLMESSAGE:
{
- if(w_deathtype & HITTYPE_SECONDARY)
- {
- return WEAPON_ELECTRO_MURDER_ORBS;
- }
- else
+ return WEAPON_ARC_MURDER;
+ }
+ case WR_DROP:
+ {
+ weapon_dropevent_item.arc_overheat = self.arc_overheat;
+ weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
+ self.arc_overheat = 0;
+ self.arc_cooldown = 0;
+ return true;
+ }
+ case WR_PICKUP:
+ {
+ if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
+ weapon_dropevent_item.arc_overheat > time )
{
- if(w_deathtype & HITTYPE_BOUNCE)
- return WEAPON_ELECTRO_MURDER_COMBO;
- else
- return WEAPON_ELECTRO_MURDER_BOLT;
+ self.arc_overheat = weapon_dropevent_item.arc_overheat;
+ self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
}
+ return true;
}
}
- return FALSE;
+ return false;
}
#endif
#ifdef CSQC
// draw primary beam render
vector top = hitorigin + (thickdir * thickness);
vector bottom = hitorigin - (thickdir * thickness);
-
+
vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
trailparticles(beam, beam.beam_traileffect, start, hitorigin);
}
- // set up for the next
+ // set up for the next
Draw_ArcBeam_callback_last_thickness = thickness;
Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
{
entity e;
for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
- e.beam_initialized = FALSE;
+ e.beam_initialized = false;
}
for (e = world; (e = findfloat(e, beam_usevieworigin, 2)); ) {
- e.beam_initialized = FALSE;
+ e.beam_initialized = false;
}
}
void Draw_ArcBeam(void)
{
+ float dt = time - self.move_time;
+ self.move_time = time;
+ if(dt <= 0) { return; }
+
if(!self.beam_usevieworigin)
{
InterpolateOrigin_Do();
// Currently we have to replicate nearly the same method of figuring
// out the shotdir that the server does... Ideally in the future we
// should be able to acquire this from a generalized function built
- // into a weapon system for client code.
+ // into a weapon system for client code.
// find where we are aiming
makevectors(warpzone_save_view_angles);
// move shot origin to the actual gun muzzle origin
vector origin_offset =
- right * -self.beam_shotorigin_y
- + up * self.beam_shotorigin_z;
+ right * -self.beam_shotorigin.y
+ + up * self.beam_shotorigin.z;
start_pos = start_pos + origin_offset;
// Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
- traceline(start_pos, start_pos + forward * self.beam_shotorigin_x, MOVE_NORMAL, self);
+ traceline(start_pos, start_pos + forward * self.beam_shotorigin.x, MOVE_NORMAL, self);
start_pos = trace_endpos;
// calculate the aim direction now
if(!self.beam_initialized)
{
self.beam_dir = wantdir;
- self.beam_initialized = TRUE;
+ self.beam_initialized = true;
}
if(self.beam_dir != wantdir)
if(self.beam_degreespersegment)
{
segments = bound(
- 1,
+ 1,
(
min(
angle,
if(self.beam_degreespersegment)
{
segments = bound(
- 1,
+ 1,
(
min(
angle,
// FIXME we really should do this on the server so it actually
// matches gameplay. What this client side stuff is doing is no
// more than guesswork.
+ if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
pointparticles(
self.beam_hiteffect,
last_origin,
void Ent_ReadArcBeam(float isnew)
{
- float sf = ReadByte();
+ int sf = ReadByte();
entity flash;
if(isnew)
{
// calculate shot origin offset from gun alignment
- float gunalign = autocvar_cl_gunalign;
+ int gunalign = autocvar_cl_gunalign;
if(gunalign != 1 && gunalign != 2 && gunalign != 4)
gunalign = 3; // default value
--gunalign;
// set other main attributes of the beam
self.draw = Draw_ArcBeam;
self.entremove = Remove_ArcBeam;
- sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
+ self.move_time = time;
+ loopsound(self, CH_SHOTS_SINGLE, "weapons/arc_loop.wav", VOL_BASE, ATTEN_NORM);
flash = spawn();
flash.owner = self;
{
case ARC_BT_MISS:
{
- self.beam_color = '-1 -1 1';
+ self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_traileffect = particleeffectnum("arc_beam");
+ self.beam_hiteffect = particleeffectnum("arc_lightning");
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
- self.beam_image = "particles/lgbeam";
- setmodel(flash, "models/flash.md3");
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
- flash.scale = 0.5;
+ if(self.beam_muzzleeffect >= 0)
+ {
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
break;
}
case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
{
- self.beam_color = '0.5 0.5 1';
+ self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_traileffect = particleeffectnum("arc_beam");
+ self.beam_hiteffect = particleeffectnum("arc_lightning");
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = FALSE; // particleeffectnum("grenadelauncher_muzzleflash");
+ self.beam_muzzleeffect = -1; // particleeffectnum("grenadelauncher_muzzleflash");
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- setmodel(flash, "models/flash.md3");
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
- flash.scale = 0.5;
+ if(self.beam_muzzleeffect >= 0)
+ {
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
break;
}
case ARC_BT_HEAL:
{
- self.beam_color = '0 1 0';
+ self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("healray_impact");
+ self.beam_traileffect = particleeffectnum("arc_beam_heal");
+ self.beam_hiteffect = particleeffectnum("arc_beam_healimpact");
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- setmodel(flash, "models/flash.md3");
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
- flash.scale = 0.5;
+ if(self.beam_muzzleeffect >= 0)
+ {
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
break;
}
case ARC_BT_HIT:
{
- self.beam_color = '1 0 1';
+ self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum("nex_beam");
- self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_traileffect = particleeffectnum("arc_beam");
+ self.beam_hiteffect = particleeffectnum("arc_lightning");
self.beam_hitlight[0] = 20;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 0;
self.beam_hitlight[3] = 0;
- self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
self.beam_muzzlelight[0] = 50;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 0;
self.beam_muzzlelight[3] = 0;
self.beam_image = "particles/lgbeam";
- setmodel(flash, "models/flash.md3");
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
- flash.scale = 0.5;
+ if(self.beam_muzzleeffect >= 0)
+ {
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
break;
}
case ARC_BT_BURST_MISS:
{
- self.beam_color = '-1 -1 1';
+ self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_traileffect = particleeffectnum("arc_beam");
+ self.beam_hiteffect = particleeffectnum("arc_lightning");
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- setmodel(flash, "models/flash.md3");
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
- flash.scale = 0.5;
+ if(self.beam_muzzleeffect >= 0)
+ {
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
break;
}
case ARC_BT_BURST_WALL:
{
- self.beam_color = '0.5 0.5 1';
+ self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_traileffect = particleeffectnum("arc_beam");
+ self.beam_hiteffect = particleeffectnum("arc_lightning");
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- setmodel(flash, "models/flash.md3");
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
- flash.scale = 0.5;
+ if(self.beam_muzzleeffect >= 0)
+ {
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
break;
}
case ARC_BT_BURST_HEAL:
{
- self.beam_color = '0 1 0';
+ self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_traileffect = particleeffectnum("arc_beam_heal");
+ self.beam_hiteffect = particleeffectnum("healray_impact");
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- setmodel(flash, "models/flash.md3");
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
- flash.scale = 0.5;
+ if(self.beam_muzzleeffect >= 0)
+ {
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
break;
}
case ARC_BT_BURST_HIT:
{
- self.beam_color = '1 0 1';
+ self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
+ self.beam_traileffect = particleeffectnum("arc_beam");
+ self.beam_hiteffect = particleeffectnum("arc_lightning");
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- setmodel(flash, "models/flash.md3");
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
- flash.scale = 0.5;
+ if(self.beam_muzzleeffect >= 0)
+ {
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
break;
}
self.beam_color = randomvec();
self.beam_alpha = 1;
self.beam_thickness = 8;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = FALSE;
+ self.beam_traileffect = false;
+ self.beam_hiteffect = false;
self.beam_hitlight[0] = 0;
self.beam_hitlight[1] = 1;
self.beam_hitlight[2] = 1;
self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = FALSE; //particleeffectnum("nex_muzzleflash");
+ self.beam_muzzleeffect = -1; //particleeffectnum("nex_muzzleflash");
self.beam_muzzlelight[0] = 0;
self.beam_muzzlelight[1] = 1;
self.beam_muzzlelight[2] = 1;
self.beam_muzzlelight[3] = 1;
self.beam_image = "particles/lgbeam";
- setmodel(flash, "models/flash.md3");
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
- flash.scale = 0.5;
+ if(self.beam_muzzleeffect >= 0)
+ {
+ setmodel(flash, "models/flash.md3");
+ flash.alpha = self.beam_alpha;
+ flash.colormod = self.beam_color;
+ flash.scale = 0.5;
+ }
break;
}
}
}
}
-float W_Arc(float req)
+bool W_Arc(int req)
{
switch(req)
{
case WR_IMPACTEFFECT:
{
// todo
- return TRUE;
+ return true;
}
case WR_INIT:
{
- precache_sound("weapons/lgbeam_fly.wav");
- return TRUE;
+ precache_sound("weapons/arc_loop.wav");
+ return true;
}
case WR_ZOOMRETICLE:
{
// no weapon specific image for this weapon
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
#endif
#endif