//dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
}
-void W_Arc_Bolt_Explode()
-{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)
this.angles = vectoangles(this.velocity);
if(this.health <= 0)
- WITH(entity, self, this, W_PrepareExplosionByDamage(attacker, this.think));
+ W_PrepareExplosionByDamage(this, attacker, getthink(this));
}
-void W_Arc_Bolt_Touch()
-{SELFPARAM();
- PROJECTILE_TOUCH;
- self.use();
+void W_Arc_Bolt_Touch(entity this)
+{
+ PROJECTILE_TOUCH(this);
+ self.use(this, NULL, NULL);
}
-void W_Arc_Attack_Bolt(Weapon thiswep)
-{SELFPARAM();
+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));
+ 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.event_damage = W_Arc_Bolt_Damage;
missile.damagedbycontents = true;
- missile.touch = W_Arc_Bolt_Touch;
- missile.use = W_Arc_Bolt_Explode;
- missile.think = adaptor_think2use_hittype_splash;
+ 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;
MUTATOR_CALLHOOK(EditProjectile, self, missile);
}
-void W_Arc_Beam_Think()
-{SELFPARAM();
+void W_Arc_Beam_Think(entity this)
+{
if(self != self.owner.arc_beam)
{
remove(self);
float burst = 0;
- if( (self.owner.BUTTON_ATCK2 && !WEP_CVAR(arc, bolt)) || 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;
||
IS_DEAD(self.owner)
||
- (!self.owner.BUTTON_ATCK && !burst )
+ gameover
+ ||
+ (!PHYS_INPUT_BUTTON_ATCK(self.owner) && !burst )
||
STAT(FROZEN, self.owner)
||
}
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;
}
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 ) ) || PS(self).m_switchweapon != WEP_ARC )
+ !( 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();
-
- 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));
-
- 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);
- 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))
- {
- SELFPARAM();
- return ((!WEP_CVAR(arc, beam_ammo)) || (self.(thiswep.ammo_field) > 0));
- }
- METHOD(Arc, wr_checkammo2, bool(entity thiswep))
- {
- SELFPARAM();
- if(WEP_CVAR(arc, bolt))
- {
- float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
- ammo_amount += self.(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)) || (self.(thiswep.ammo_field) > 0));
- }
- METHOD(Arc, wr_killmessage, int(entity thiswep))
- {
- if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_ARC_MURDER_SPRAY;
- else
- 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, 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;
- }
- }
+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))
- {
- 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); }
- }
- }
+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)
{
{
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;
}
- self.sv_entnum = ReadByte();
+ 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(self);
+ 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 = entcs_receiver(player_localnum).origin + ('0 0 1' * 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();
+ this.beam_type = ReadByte();
- vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(stof(getplayerkeyvalue(self.sv_entnum - 1, "colors")) & 0x0F, true) : '1 1 1');
- switch(self.beam_type)
+ 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 = beamcolor;
- 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 = beamcolor;
- 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 = beamcolor;
- 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 = beamcolor;
- 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 = beamcolor;
- 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 = beamcolor;
- 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 = beamcolor;
- 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 = beamcolor;
- 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(this);
}