/* wepimg */ ATTRIB(Arc, model2, string, "weaponarc");
/* refname */ ATTRIB(Arc, netname, string, "arc");
/* wepname */ ATTRIB(Arc, m_name, string, _("Arc"));
+
+#define X(BEGIN, P, END, class, prefix) \
+ BEGIN(class) \
+ P(class, prefix, bolt, float, NONE) \
+ P(class, prefix, bolt_ammo, float, NONE) \
+ P(class, prefix, bolt_damageforcescale, float, NONE) \
+ P(class, prefix, bolt_damage, float, NONE) \
+ P(class, prefix, bolt_edgedamage, float, NONE) \
+ P(class, prefix, bolt_force, float, NONE) \
+ P(class, prefix, bolt_health, float, NONE) \
+ P(class, prefix, bolt_lifetime, float, NONE) \
+ P(class, prefix, bolt_radius, float, NONE) \
+ P(class, prefix, bolt_refire, float, NONE) \
+ P(class, prefix, bolt_speed, float, NONE) \
+ P(class, prefix, bolt_spread, float, NONE) \
+ P(class, prefix, beam_ammo, float, NONE) \
+ P(class, prefix, beam_animtime, float, NONE) \
+ P(class, prefix, beam_botaimlifetime, float, NONE) \
+ P(class, prefix, beam_botaimspeed, float, NONE) \
+ P(class, prefix, beam_damage, float, NONE) \
+ P(class, prefix, beam_degreespersegment, float, NONE) \
+ P(class, prefix, beam_distancepersegment, float, NONE) \
+ P(class, prefix, beam_falloff_halflifedist, float, NONE) \
+ P(class, prefix, beam_falloff_maxdist, float, NONE) \
+ P(class, prefix, beam_falloff_mindist, float, NONE) \
+ P(class, prefix, beam_force, float, NONE) \
+ P(class, prefix, beam_healing_amax, float, NONE) \
+ P(class, prefix, beam_healing_aps, float, NONE) \
+ P(class, prefix, beam_healing_hmax, float, NONE) \
+ P(class, prefix, beam_healing_hps, float, NONE) \
+ P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
+ P(class, prefix, beam_maxangle, float, NONE) \
+ P(class, prefix, beam_nonplayerdamage, float, NONE) \
+ P(class, prefix, beam_range, float, NONE) \
+ P(class, prefix, beam_refire, float, NONE) \
+ P(class, prefix, beam_returnspeed, float, NONE) \
+ P(class, prefix, beam_tightness, float, NONE) \
+ P(class, prefix, burst_ammo, float, NONE) \
+ P(class, prefix, burst_damage, float, NONE) \
+ P(class, prefix, burst_healing_aps, float, NONE) \
+ P(class, prefix, burst_healing_hps, float, NONE) \
+ P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
+ P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
+ P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
+ P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
+ P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
+ P(class, prefix, switchdelay_drop, float, NONE) \
+ P(class, prefix, switchdelay_raise, float, NONE) \
+ P(class, prefix, weaponreplace, string, NONE) \
+ P(class, prefix, weaponstartoverride, float, NONE) \
+ P(class, prefix, weaponstart, float, NONE) \
+ P(class, prefix, weaponthrowable, float, NONE) \
+ END()
+ W_PROPS(X, Arc, arc)
+#undef X
+
ENDCLASS(Arc)
-REGISTER_WEAPON(ARC, NEW(Arc));
-
-#define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
-#define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, beam_ammo) \
- w_cvar(id, sn, NONE, beam_animtime) \
- w_cvar(id, sn, NONE, beam_botaimspeed) \
- w_cvar(id, sn, NONE, beam_botaimlifetime) \
- w_cvar(id, sn, NONE, beam_damage) \
- w_cvar(id, sn, NONE, beam_degreespersegment) \
- w_cvar(id, sn, NONE, beam_distancepersegment) \
- w_cvar(id, sn, NONE, beam_falloff_halflifedist) \
- w_cvar(id, sn, NONE, beam_falloff_maxdist) \
- w_cvar(id, sn, NONE, beam_falloff_mindist) \
- w_cvar(id, sn, NONE, beam_force) \
- w_cvar(id, sn, NONE, beam_healing_amax) \
- w_cvar(id, sn, NONE, beam_healing_aps) \
- w_cvar(id, sn, NONE, beam_healing_hmax) \
- w_cvar(id, sn, NONE, beam_healing_hps) \
- w_cvar(id, sn, NONE, beam_maxangle) \
- w_cvar(id, sn, NONE, beam_nonplayerdamage) \
- w_cvar(id, sn, NONE, beam_range) \
- w_cvar(id, sn, NONE, beam_refire) \
- w_cvar(id, sn, NONE, beam_returnspeed) \
- w_cvar(id, sn, NONE, beam_tightness) \
- w_cvar(id, sn, NONE, burst_ammo) \
- 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, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
+REGISTER_WEAPON(ARC, arc, NEW(Arc));
+
#ifndef MENUQC
const float ARC_MAX_SEGMENTS = 20;
const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
#endif
#ifdef SVQC
-ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
.entity arc_beam;
.bool arc_BUTTON_ATCK_prev; // for better animation control
.float beam_prev;
.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_heat_percent = _STAT(ARC_HEAT);
.float arc_smoke_sound;
#endif
#ifdef CSQC
-void Ent_ReadArcBeam(float isnew);
.vector beam_color;
.float beam_alpha;
WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
WriteByte(MSG_ENTITY, drawlocal);
+ WriteByte(MSG_ENTITY, etof(this.owner));
}
if(sf & ARC_SF_START) // starting location
{
//dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
}
-void W_Arc_Beam_Think()
-{SELFPARAM();
+void W_Arc_Bolt_Explode(entity this)
+{
+ self.event_damage = func_null;
+ RadiusDamage(self, self.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), world, world, WEP_CVAR(arc, bolt_force), self.projectiledeathtype, other);
+
+ remove(self);
+}
+
+void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
+{
+ WITHSELF(this, W_Arc_Bolt_Explode(this));
+}
+
+void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.health <= 0)
+ return;
+
+ if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
+ return; // g_projectiles_damage says to halt
+
+ this.health = this.health - damage;
+ this.angles = vectoangles(this.velocity);
+
+ if(this.health <= 0)
+ W_PrepareExplosionByDamage(this, attacker, getthink(this));
+}
+
+void W_Arc_Bolt_Touch(entity this)
+{
+ PROJECTILE_TOUCH(this);
+ self.use(this, NULL, NULL);
+}
+
+void W_Arc_Attack_Bolt(Weapon thiswep, entity actor)
+{
+ entity this = actor;
+ entity missile;
+
+ W_DecreaseAmmo(thiswep, self, WEP_CVAR(arc, bolt_ammo));
+
+ W_SetupShot(self, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
+
+ Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+
+ missile = new(missile);
+ missile.owner = missile.realowner = self;
+ missile.bot_dodge = true;
+ missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
+
+ missile.takedamage = DAMAGE_YES;
+ missile.health = WEP_CVAR(arc, bolt_health);
+ missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
+ missile.event_damage = W_Arc_Bolt_Damage;
+ missile.damagedbycontents = true;
+
+ settouch(missile, W_Arc_Bolt_Touch);
+ missile.use = W_Arc_Bolt_Explode_use;
+ setthink(missile, adaptor_think2use_hittype_splash);
+ missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
+ PROJECTILE_MAKETRIGGER(missile);
+ missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
+ setorigin(missile, w_shotorg);
+ setsize(missile, '0 0 0', '0 0 0');
+
+ missile.movetype = MOVETYPE_FLY;
+ W_SetupProjVelocity_PRE(missile, arc, bolt_);
+
+ missile.angles = vectoangles(missile.velocity);
+ missile.flags = FL_PROJECTILE;
+ missile.missile_flags = MIF_SPLASH;
+
+ CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
+
+ MUTATOR_CALLHOOK(EditProjectile, self, missile);
+}
+
+void W_Arc_Beam_Think(entity this)
+{
if(self != self.owner.arc_beam)
{
remove(self);
float burst = 0;
- if( self.owner.BUTTON_ATCK2 || self.beam_bursting)
+ if( (PHYS_INPUT_BUTTON_ATCK2(self.owner) && !WEP_CVAR(arc, bolt)) || self.beam_bursting)
{
if(!self.beam_bursting)
self.beam_bursting = true;
burst = ARC_BT_BURSTMASK;
}
+ Weapon thiswep = WEP_ARC;
+
if(
!IS_PLAYER(self.owner)
||
- (self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ (self.owner.(thiswep.ammo_field) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
||
- self.owner.deadflag != DEAD_NO
+ IS_DEAD(self.owner)
||
- (!self.owner.BUTTON_ATCK && !burst )
+ gameover
||
- self.owner.frozen
+ (!PHYS_INPUT_BUTTON_ATCK(self.owner) && !burst )
+ ||
+ STAT(FROZEN, self.owner)
||
self.owner.vehicle
||
if ( cooldown_speed )
{
- self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
+ if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max)) )
+ self.owner.arc_overheat = time + self.beam_heat / cooldown_speed;
self.owner.arc_cooldown = cooldown_speed;
}
}
if(self == self.owner.arc_beam) { self.owner.arc_beam = world; }
- setself(self.owner);
+ entity own = self.owner;
Weapon w = WEP_ARC;
- if(!w.wr_checkammo1(w) && !w.wr_checkammo2(w))
- if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own))
+ if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
- W_SwitchToOtherWeapon(self);
+ W_SwitchToOtherWeapon(own);
}
- setself(this);
remove(self);
return;
}
if(rootammo)
{
- coefficient = min(coefficient, self.owner.WEP_AMMO(ARC) / rootammo);
- self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - (rootammo * frametime));
+ coefficient = min(coefficient, self.owner.(thiswep.ammo_field) / rootammo);
+ self.owner.(thiswep.ammo_field) = max(0, self.owner.(thiswep.ammo_field) - (rootammo * frametime));
}
}
float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
self.owner,
true,
0,
- "",
+ SND_Null,
0,
WEP_CVAR(arc, beam_damage) * coefficient,
WEP_CVAR(arc, beam_range)
self.nextthink = time;
}
-void W_Arc_Beam(float burst)
-{SELFPARAM();
+void W_Arc_Beam(float burst, entity actor)
+{entity this = actor;
// only play fire sound if 1 sec has passed since player let go the fire button
if(time - self.beam_prev > 1)
entity beam = self.arc_beam = new(W_Arc_Beam);
beam.solid = SOLID_NOT;
- beam.think = W_Arc_Beam_Think;
+ setthink(beam, W_Arc_Beam_Think);
beam.owner = self;
beam.movetype = MOVETYPE_NONE;
beam.bot_dodge = true;
beam.beam_bursting = burst;
Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
- WITH(entity, self, beam, beam.think());
+ WITHSELF(beam, getthink(beam)(beam));
}
-
-void Arc_Smoke()
-{SELFPARAM();
+void Arc_Smoke(entity actor)
+{entity this = actor;
makevectors(self.v_angle);
- W_SetupShot_Range(self,true,0,"",0,0,0);
+ W_SetupShot_Range(self,true,0,SND_Null,0,0,0);
vector smoke_origin = w_shotorg + self.velocity*frametime;
if ( self.arc_overheat > time )
{
if ( random() < self.arc_heat_percent )
Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
- if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
+ if ( PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self) )
{
Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
if ( !self.arc_smoke_sound )
}
if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
- !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
+ !( PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self) ) ) || PS(self).m_switchweapon != WEP_ARC )
{
self.arc_smoke_sound = 0;
sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
}
- METHOD(Arc, wr_aim, void(entity thiswep))
- {
- SELFPARAM();
- if(WEP_CVAR(arc, beam_botaimspeed))
- {
- self.BUTTON_ATCK = bot_aim(
- WEP_CVAR(arc, beam_botaimspeed),
- 0,
- WEP_CVAR(arc, beam_botaimlifetime),
- false
- );
- }
- else
- {
- self.BUTTON_ATCK = bot_aim(
- 1000000,
- 0,
- 0.001,
- false
- );
- }
- }
- METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
- {
- Arc_Player_SetHeat(actor);
- Arc_Smoke();
-
- if (time >= actor.arc_overheat)
- if ((fire & 1) || (fire & 2) || actor.arc_beam.beam_bursting)
- {
-
- if(actor.arc_BUTTON_ATCK_prev)
- {
- #if 0
- if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
- weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
- else
- #endif
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- }
-
- if((!actor.arc_beam) || wasfreed(actor.arc_beam))
- {
- if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(fire & 2), 0))
- {
- W_Arc_Beam(boolean(fire & 2));
-
- if(!actor.arc_BUTTON_ATCK_prev)
- {
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- actor.arc_BUTTON_ATCK_prev = true;
- }
- }
- }
-
- return;
- }
-
- if(actor.arc_BUTTON_ATCK_prev)
- {
- sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- int slot = weaponslot(weaponentity);
- ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
- }
- actor.arc_BUTTON_ATCK_prev = false;
-
- #if 0
- if(fire & 2)
- if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
- {
- W_Arc_Attack2();
- actor.arc_count = autocvar_g_balance_arc_secondary_count;
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
- actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
- }
- #endif
- }
- METHOD(Arc, wr_init, void(entity thiswep))
- {
- if(!arc_shotorigin[0])
- {
- 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);
- }
- METHOD(Arc, wr_checkammo1, bool(entity thiswep))
- {
- SELFPARAM();
- return ((!WEP_CVAR(arc, beam_ammo)) || (self.WEP_AMMO(ARC) > 0));
- }
- METHOD(Arc, wr_checkammo2, bool(entity thiswep))
- {
- SELFPARAM();
- return WEP_CVAR(arc, overheat_max) > 0 &&
- ((!WEP_CVAR(arc, burst_ammo)) || (self.WEP_AMMO(ARC) > 0));
- }
- METHOD(Arc, wr_config, void(entity thiswep))
- {
- ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
- }
- METHOD(Arc, wr_killmessage, int(entity thiswep))
- {
- return WEAPON_ARC_MURDER;
- }
- METHOD(Arc, wr_drop, void(entity thiswep))
- {
- weapon_dropevent_item.arc_overheat = self.arc_overheat;
- weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
- self.arc_overheat = 0;
- self.arc_cooldown = 0;
- }
- METHOD(Arc, wr_pickup, void(entity thiswep))
- {
- if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
- weapon_dropevent_item.arc_overheat > time )
- {
- self.arc_overheat = weapon_dropevent_item.arc_overheat;
- self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
- }
- }
+METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
+{
+ entity this = actor;
+ if(WEP_CVAR(arc, beam_botaimspeed))
+ {
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
+ self,
+ WEP_CVAR(arc, beam_botaimspeed),
+ 0,
+ WEP_CVAR(arc, beam_botaimlifetime),
+ false
+ );
+ }
+ else
+ {
+ PHYS_INPUT_BUTTON_ATCK(self) = bot_aim(
+ self,
+ 1000000,
+ 0,
+ 0.001,
+ false
+ );
+ }
+}
+METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
+{
+ Arc_Player_SetHeat(actor);
+ Arc_Smoke(actor);
+
+ bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
+
+ if (time >= actor.arc_overheat)
+ if ((fire & 1) || beam_fire2 || actor.arc_beam.beam_bursting)
+ {
+
+ if(actor.arc_BUTTON_ATCK_prev)
+ {
+ #if 0
+ if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
+ weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+ else
+ #endif
+ weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
+ }
+
+ if((!actor.arc_beam) || wasfreed(actor.arc_beam))
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
+ {
+ W_Arc_Beam(boolean(beam_fire2), actor);
+
+ if(!actor.arc_BUTTON_ATCK_prev)
+ {
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ actor.arc_BUTTON_ATCK_prev = true;
+ }
+ }
+ }
+
+ return;
+ }
+ else if(fire & 2)
+ {
+ if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
+ {
+ W_Arc_Attack_Bolt(thiswep, actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
+ }
+ }
+
+ if(actor.arc_BUTTON_ATCK_prev)
+ {
+ sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ int slot = weaponslot(weaponentity);
+ ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor();
+ }
+ actor.arc_BUTTON_ATCK_prev = false;
+
+ #if 0
+ if(fire & 2)
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
+ {
+ W_Arc_Attack2();
+ actor.arc_count = autocvar_g_balance_arc_secondary_count;
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+ actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
+ }
+ #endif
+}
+METHOD(Arc, wr_init, void(entity thiswep))
+{
+ if(!arc_shotorigin[0])
+ {
+ 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);
+ }
+}
+METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor))
+{
+ return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
+}
+METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor))
+{
+ if(WEP_CVAR(arc, bolt))
+ {
+ float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
+ ammo_amount += actor.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
+ return ammo_amount;
+ }
+ else
+ return WEP_CVAR(arc, overheat_max) > 0 &&
+ ((!WEP_CVAR(arc, burst_ammo)) || (actor.(thiswep.ammo_field) > 0));
+}
+METHOD(Arc, wr_killmessage, Notification(entity thiswep))
+{
+ if(w_deathtype & HITTYPE_SECONDARY)
+ return WEAPON_ARC_MURDER_SPRAY;
+ else
+ return WEAPON_ARC_MURDER;
+}
+METHOD(Arc, wr_drop, void(entity thiswep, entity actor))
+{
+ entity this = actor;
+ weapon_dropevent_item.arc_overheat = self.arc_overheat;
+ weapon_dropevent_item.arc_cooldown = self.arc_cooldown;
+ self.arc_overheat = 0;
+ self.arc_cooldown = 0;
+}
+METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
+{
+ entity this = actor;
+ if ( !client_hasweapon(self, thiswep, false, false) &&
+ weapon_dropevent_item.arc_overheat > time )
+ {
+ self.arc_overheat = weapon_dropevent_item.arc_overheat;
+ self.arc_cooldown = weapon_dropevent_item.arc_cooldown;
+ }
+}
#endif
#ifdef CSQC
+bool autocvar_cl_arcbeam_teamcolor = true;
+
+METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
+{
+ entity this = actor;
+ if(w_deathtype & HITTYPE_SECONDARY)
+ {
+ vector org2;
+ org2 = w_org + w_backoff * 6;
+ pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
+ if(!w_issilent) { sound(self, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
+ }
+}
+
void Draw_ArcBeam_callback(vector start, vector hit, vector end)
{
entity beam = Draw_ArcBeam_callback_entity;
void Draw_ArcBeam(entity this)
{
- float dt = time - self.move_time;
- self.move_time = time;
+ float dt = time - this.move_time;
+ this.move_time = time;
if(dt <= 0) { return; }
- if(!self.beam_usevieworigin)
+ if(!this.beam_usevieworigin)
{
- InterpolateOrigin_Do();
+ InterpolateOrigin_Do(this);
}
// origin = beam starting origin
vector start_pos;
vector wantdir; //= view_forward;
- vector beamdir; //= self.beam_dir;
+ vector beamdir; //= this.beam_dir;
float segments;
- if(self.beam_usevieworigin)
+ if(this.beam_usevieworigin)
{
// WEAPONTODO:
// Currently we have to replicate nearly the same method of figuring
vector up = v_up;
// decide upon start position
- if(self.beam_usevieworigin == 2)
+ if(this.beam_usevieworigin == 2)
{ start_pos = warpzone_save_view_origin; }
else
- { start_pos = self.origin; }
+ { start_pos = this.origin; }
// trace forward with an estimation
WarpZone_TraceLine(
start_pos,
- start_pos + forward * self.beam_range,
+ start_pos + forward * this.beam_range,
MOVE_NOMONSTERS,
- self
+ this
);
// untransform in case our trace went through a warpzone
vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
// un-adjust trueaim if shotend is too close
- if(vlen(end_pos - start_pos) < g_trueaim_minrange)
+ if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
end_pos = start_pos + (forward * g_trueaim_minrange);
// move shot origin to the actual gun muzzle origin
vector origin_offset =
- right * -self.beam_shotorigin.y
- + up * self.beam_shotorigin.z;
+ right * -this.beam_shotorigin.y
+ + up * this.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 * this.beam_shotorigin.x, MOVE_NORMAL, this);
start_pos = trace_endpos;
// calculate the aim direction now
wantdir = normalize(end_pos - start_pos);
- if(!self.beam_initialized)
+ if(!this.beam_initialized)
{
- self.beam_dir = wantdir;
- self.beam_initialized = true;
+ this.beam_dir = wantdir;
+ this.beam_initialized = true;
}
- if(self.beam_dir != wantdir)
+ if(this.beam_dir != wantdir)
{
// calculate how much we're going to move the end of the beam to the want position
// WEAPONTODO (server and client):
// blendfactor never actually becomes 0 in this situation, which is a problem
- // regarding precision... this means that self.beam_dir and w_shotdir approach
+ // regarding precision... this means that this.beam_dir and w_shotdir approach
// eachother, however they never actually become the same value with this method.
// Perhaps we should do some form of rounding/snapping?
- float angle = vlen(wantdir - self.beam_dir) * RAD2DEG;
- if(angle && (angle > self.beam_maxangle))
+ float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
+ if(angle && (angle > this.beam_maxangle))
{
// if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
float blendfactor = bound(
0,
- (1 - (self.beam_returnspeed * frametime)),
- min(self.beam_maxangle / angle, 1)
+ (1 - (this.beam_returnspeed * frametime)),
+ min(this.beam_maxangle / angle, 1)
);
- self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
}
else
{
// the radius is not too far yet, no worries :D
float blendfactor = bound(
0,
- (1 - (self.beam_returnspeed * frametime)),
+ (1 - (this.beam_returnspeed * frametime)),
1
);
- self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+ this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
}
// calculate how many segments are needed
float max_allowed_segments;
- if(self.beam_distancepersegment)
+ if(this.beam_distancepersegment)
{
max_allowed_segments = min(
ARC_MAX_SEGMENTS,
- 1 + (vlen(wantdir / self.beam_distancepersegment))
+ 1 + (vlen(wantdir / this.beam_distancepersegment))
);
}
else { max_allowed_segments = ARC_MAX_SEGMENTS; }
- if(self.beam_degreespersegment)
+ if(this.beam_degreespersegment)
{
segments = bound(
1,
(
min(
angle,
- self.beam_maxangle
+ this.beam_maxangle
)
/
- self.beam_degreespersegment
+ this.beam_degreespersegment
),
max_allowed_segments
);
else { segments = 1; }
// set the beam direction which the rest of the code will refer to
- beamdir = self.beam_dir;
+ beamdir = this.beam_dir;
- // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
- self.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
+ // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
+ this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
}
else
{
// set the values from the provided info from the networked entity
- start_pos = self.origin;
- wantdir = self.v_angle;
- beamdir = self.angles;
+ start_pos = this.origin;
+ wantdir = this.v_angle;
+ beamdir = this.angles;
if(beamdir != wantdir)
{
// calculate how many segments are needed
float max_allowed_segments;
- if(self.beam_distancepersegment)
+ if(this.beam_distancepersegment)
{
max_allowed_segments = min(
ARC_MAX_SEGMENTS,
- 1 + (vlen(wantdir / self.beam_distancepersegment))
+ 1 + (vlen(wantdir / this.beam_distancepersegment))
);
}
else { max_allowed_segments = ARC_MAX_SEGMENTS; }
- if(self.beam_degreespersegment)
+ if(this.beam_degreespersegment)
{
segments = bound(
1,
(
min(
angle,
- self.beam_maxangle
+ this.beam_maxangle
)
/
- self.beam_degreespersegment
+ this.beam_degreespersegment
),
max_allowed_segments
);
else { segments = 1; }
}
- setorigin(self, start_pos);
- self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+ setorigin(this, start_pos);
+ this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
- vector beam_endpos = (start_pos + (beamdir * self.beam_range));
- vector beam_controlpoint = start_pos + wantdir * (self.beam_range * (1 - self.beam_tightness));
+ vector beam_endpos = (start_pos + (beamdir * this.beam_range));
+ vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
- Draw_ArcBeam_callback_entity = self;
+ Draw_ArcBeam_callback_entity = this;
Draw_ArcBeam_callback_last_thickness = 0;
Draw_ArcBeam_callback_last_top = start_pos;
Draw_ArcBeam_callback_last_bottom = start_pos;
}
// visual effects for startpoint and endpoint
- if(self.beam_hiteffect)
+ if(this.beam_hiteffect)
{
// 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,
+ this.beam_hiteffect,
last_origin,
beamdir * -1,
frametime * 2
);
}
- if(self.beam_hitlight[0])
+ if(this.beam_hitlight[0])
{
adddynamiclight(
last_origin,
- self.beam_hitlight[0],
+ this.beam_hitlight[0],
vec3(
- self.beam_hitlight[1],
- self.beam_hitlight[2],
- self.beam_hitlight[3]
+ this.beam_hitlight[1],
+ this.beam_hitlight[2],
+ this.beam_hitlight[3]
)
);
}
- if(self.beam_muzzleeffect)
+ if(this.beam_muzzleeffect)
{
pointparticles(
- self.beam_muzzleeffect,
+ this.beam_muzzleeffect,
original_start_pos + wantdir * 20,
wantdir * 1000,
frametime * 0.1
);
}
- if(self.beam_muzzlelight[0])
+ if(this.beam_muzzlelight[0])
{
adddynamiclight(
original_start_pos + wantdir * 20,
- self.beam_muzzlelight[0],
+ this.beam_muzzlelight[0],
vec3(
- self.beam_muzzlelight[1],
- self.beam_muzzlelight[2],
- self.beam_muzzlelight[3]
+ this.beam_muzzlelight[1],
+ this.beam_muzzlelight[2],
+ this.beam_muzzlelight[3]
)
);
}
Draw_ArcBeam_callback_last_bottom = '0 0 0';
}
-void Remove_ArcBeam()
-{SELFPARAM();
- remove(self.beam_muzzleentity);
- sound(self, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+void Remove_ArcBeam(entity this)
+{
+ remove(this.beam_muzzleentity);
+ sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
-void Ent_ReadArcBeam(float isnew)
-{SELFPARAM();
+NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
+{
int sf = ReadByte();
entity flash;
{
int gunalign = W_GetGunAlignment(world);
- self.beam_shotorigin = arc_shotorigin[gunalign];
+ this.beam_shotorigin = arc_shotorigin[gunalign];
// set other main attributes of the beam
- self.draw = Draw_ArcBeam;
- self.entremove = Remove_ArcBeam;
- self.move_time = time;
- loopsound(self, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
+ this.draw = Draw_ArcBeam;
+ this.entremove = Remove_ArcBeam;
+ this.move_time = time;
+ loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
flash = spawn();
- flash.owner = self;
+ flash.owner = this;
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
flash.drawmask = MASK_NORMAL;
flash.solid = SOLID_NOT;
flash.avelocity_z = 5000;
- setattachment(flash, self, "");
+ setattachment(flash, this, "");
setorigin(flash, '0 0 0');
- self.beam_muzzleentity = flash;
+ this.beam_muzzleentity = flash;
}
else
{
- flash = self.beam_muzzleentity;
+ flash = this.beam_muzzleentity;
}
if(sf & ARC_SF_SETTINGS) // settings information
{
- self.beam_degreespersegment = ReadShort();
- self.beam_distancepersegment = ReadShort();
- self.beam_maxangle = ReadShort();
- self.beam_range = ReadCoord();
- self.beam_returnspeed = ReadShort();
- self.beam_tightness = (ReadByte() / 10);
+ this.beam_degreespersegment = ReadShort();
+ this.beam_distancepersegment = ReadShort();
+ this.beam_maxangle = ReadShort();
+ this.beam_range = ReadCoord();
+ this.beam_returnspeed = ReadShort();
+ this.beam_tightness = (ReadByte() / 10);
if(ReadByte())
{
if(autocvar_chase_active)
- { self.beam_usevieworigin = 1; }
+ { this.beam_usevieworigin = 1; }
else // use view origin
- { self.beam_usevieworigin = 2; }
+ { this.beam_usevieworigin = 2; }
}
else
{
- self.beam_usevieworigin = 0;
+ this.beam_usevieworigin = 0;
}
+
+ this.sv_entnum = ReadByte();
}
- if(!self.beam_usevieworigin)
+ if(!this.beam_usevieworigin)
{
- // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
- self.iflags = IFLAG_ORIGIN;
+ // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
+ this.iflags = IFLAG_ORIGIN;
- InterpolateOrigin_Undo();
+ InterpolateOrigin_Undo(this);
}
if(sf & ARC_SF_START) // starting location
{
- self.origin_x = ReadCoord();
- self.origin_y = ReadCoord();
- self.origin_z = ReadCoord();
+ this.origin_x = ReadCoord();
+ this.origin_y = ReadCoord();
+ this.origin_z = ReadCoord();
}
- else if(self.beam_usevieworigin) // infer the location from player location
+ else if(this.beam_usevieworigin) // infer the location from player location
{
- if(self.beam_usevieworigin == 2)
+ if(this.beam_usevieworigin == 2)
{
// use view origin
- self.origin = view_origin;
+ this.origin = view_origin;
}
else
{
// use player origin so that third person display still works
- self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+ this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
}
}
- setorigin(self, self.origin);
+ setorigin(this, this.origin);
if(sf & ARC_SF_WANTDIR) // want/aim direction
{
- self.v_angle_x = ReadCoord();
- self.v_angle_y = ReadCoord();
- self.v_angle_z = ReadCoord();
+ this.v_angle_x = ReadCoord();
+ this.v_angle_y = ReadCoord();
+ this.v_angle_z = ReadCoord();
}
if(sf & ARC_SF_BEAMDIR) // beam direction
{
- self.angles_x = ReadCoord();
- self.angles_y = ReadCoord();
- self.angles_z = ReadCoord();
+ this.angles_x = ReadCoord();
+ this.angles_y = ReadCoord();
+ this.angles_z = ReadCoord();
}
if(sf & ARC_SF_BEAMTYPE) // beam type
{
- self.beam_type = ReadByte();
- switch(self.beam_type)
+ this.beam_type = ReadByte();
+
+ vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(stof(getplayerkeyvalue(this.sv_entnum - 1, "colors")) & 0x0F, true) : '1 1 1');
+ switch(this.beam_type)
{
case ARC_BT_MISS:
{
- self.beam_color = '1 1 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 8;
- self.beam_traileffect = (EFFECT_ARC_BEAM);
- self.beam_hiteffect = (EFFECT_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 = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
- self.beam_muzzlelight[0] = 0;
- self.beam_muzzlelight[1] = 1;
- self.beam_muzzlelight[2] = 1;
- self.beam_muzzlelight[3] = 1;
- if(self.beam_muzzleeffect)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 8;
+ this.beam_traileffect = (EFFECT_ARC_BEAM);
+ this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzlelight[0] = 0;
+ this.beam_muzzlelight[1] = 1;
+ this.beam_muzzlelight[2] = 1;
+ this.beam_muzzlelight[3] = 1;
+ if(this.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
{
- self.beam_color = '1 1 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 8;
- self.beam_traileffect = (EFFECT_ARC_BEAM);
- self.beam_hiteffect = (EFFECT_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 = NULL; // (EFFECT_GRENADE_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";
- if(self.beam_muzzleeffect)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 8;
+ this.beam_traileffect = (EFFECT_ARC_BEAM);
+ this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
+ this.beam_muzzlelight[0] = 0;
+ this.beam_muzzlelight[1] = 1;
+ this.beam_muzzlelight[2] = 1;
+ this.beam_muzzlelight[3] = 1;
+ this.beam_image = "particles/lgbeam";
+ if(this.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_HEAL:
{
- self.beam_color = '1 1 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 8;
- self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
- self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
- self.beam_hitlight[0] = 0;
- self.beam_hitlight[1] = 1;
- self.beam_hitlight[2] = 1;
- self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_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";
- if(self.beam_muzzleeffect)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 8;
+ this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
+ this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzlelight[0] = 0;
+ this.beam_muzzlelight[1] = 1;
+ this.beam_muzzlelight[2] = 1;
+ this.beam_muzzlelight[3] = 1;
+ this.beam_image = "particles/lgbeam";
+ if(this.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_HIT:
{
- self.beam_color = '1 1 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 8;
- self.beam_traileffect = (EFFECT_ARC_BEAM);
- self.beam_hiteffect = (EFFECT_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 = NULL; //(EFFECT_VORTEX_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";
- if(self.beam_muzzleeffect)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 8;
+ this.beam_traileffect = (EFFECT_ARC_BEAM);
+ this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+ this.beam_hitlight[0] = 20;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 0;
+ this.beam_hitlight[3] = 0;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzlelight[0] = 50;
+ this.beam_muzzlelight[1] = 1;
+ this.beam_muzzlelight[2] = 0;
+ this.beam_muzzlelight[3] = 0;
+ this.beam_image = "particles/lgbeam";
+ if(this.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_BURST_MISS:
{
- self.beam_color = '1 1 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 14;
- self.beam_traileffect = (EFFECT_ARC_BEAM);
- self.beam_hiteffect = (EFFECT_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 = NULL; //(EFFECT_VORTEX_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";
- if(self.beam_muzzleeffect)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 14;
+ this.beam_traileffect = (EFFECT_ARC_BEAM);
+ this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzlelight[0] = 0;
+ this.beam_muzzlelight[1] = 1;
+ this.beam_muzzlelight[2] = 1;
+ this.beam_muzzlelight[3] = 1;
+ this.beam_image = "particles/lgbeam";
+ if(this.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_BURST_WALL:
{
- self.beam_color = '1 1 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 14;
- self.beam_traileffect = (EFFECT_ARC_BEAM);
- self.beam_hiteffect = (EFFECT_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 = NULL; //(EFFECT_VORTEX_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";
- if(self.beam_muzzleeffect)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 14;
+ this.beam_traileffect = (EFFECT_ARC_BEAM);
+ this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzlelight[0] = 0;
+ this.beam_muzzlelight[1] = 1;
+ this.beam_muzzlelight[2] = 1;
+ this.beam_muzzlelight[3] = 1;
+ this.beam_image = "particles/lgbeam";
+ if(this.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_BURST_HEAL:
{
- self.beam_color = '1 1 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 14;
- self.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
- self.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
- self.beam_hitlight[0] = 0;
- self.beam_hitlight[1] = 1;
- self.beam_hitlight[2] = 1;
- self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_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";
- if(self.beam_muzzleeffect)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 14;
+ this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
+ this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzlelight[0] = 0;
+ this.beam_muzzlelight[1] = 1;
+ this.beam_muzzlelight[2] = 1;
+ this.beam_muzzlelight[3] = 1;
+ this.beam_image = "particles/lgbeam";
+ if(this.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
case ARC_BT_BURST_HIT:
{
- self.beam_color = '1 1 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 14;
- self.beam_traileffect = (EFFECT_ARC_BEAM);
- self.beam_hiteffect = (EFFECT_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 = NULL; //(EFFECT_VORTEX_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";
- if(self.beam_muzzleeffect)
+ this.beam_color = beamcolor;
+ this.beam_alpha = 0.5;
+ this.beam_thickness = 14;
+ this.beam_traileffect = (EFFECT_ARC_BEAM);
+ this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzlelight[0] = 0;
+ this.beam_muzzlelight[1] = 1;
+ this.beam_muzzlelight[2] = 1;
+ this.beam_muzzlelight[3] = 1;
+ this.beam_image = "particles/lgbeam";
+ if(this.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
// shouldn't be possible, but lets make it colorful if it does :D
default:
{
- self.beam_color = randomvec();
- self.beam_alpha = 1;
- self.beam_thickness = 8;
- self.beam_traileffect = NULL;
- self.beam_hiteffect = NULL;
- self.beam_hitlight[0] = 0;
- self.beam_hitlight[1] = 1;
- self.beam_hitlight[2] = 1;
- self.beam_hitlight[3] = 1;
- self.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_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";
- if(self.beam_muzzleeffect)
+ this.beam_color = randomvec();
+ this.beam_alpha = 1;
+ this.beam_thickness = 8;
+ this.beam_traileffect = NULL;
+ this.beam_hiteffect = NULL;
+ this.beam_hitlight[0] = 0;
+ this.beam_hitlight[1] = 1;
+ this.beam_hitlight[2] = 1;
+ this.beam_hitlight[3] = 1;
+ this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzlelight[0] = 0;
+ this.beam_muzzlelight[1] = 1;
+ this.beam_muzzlelight[2] = 1;
+ this.beam_muzzlelight[3] = 1;
+ this.beam_image = "particles/lgbeam";
+ if(this.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
- flash.alpha = self.beam_alpha;
- flash.colormod = self.beam_color;
+ flash.alpha = this.beam_alpha;
+ flash.colormod = this.beam_color;
flash.scale = 0.5;
}
break;
}
}
- if(!self.beam_usevieworigin)
+ if(!this.beam_usevieworigin)
{
- InterpolateOrigin_Note();
+ InterpolateOrigin_Note(this);
}
+ return true;
}
#endif