-#ifndef IMPLEMENTATION
-CLASS(Arc, Weapon)
-/* ammotype */ ATTRIB(Arc, ammo_field, .int, ammo_cells)
-/* impulse */ ATTRIB(Arc, impulse, int, 3)
-/* flags */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
-/* rating */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
-/* color */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
-/* modelname */ ATTRIB(Arc, mdl, string, "arc");
-#ifndef MENUQC
-/* model */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
-#endif
-/* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
-/* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
-/* 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, arc, NEW(Arc));
-
-
-#ifndef MENUQC
-const float ARC_MAX_SEGMENTS = 20;
-vector arc_shotorigin[4];
-.vector beam_start;
-.vector beam_dir;
-.vector beam_wantdir;
-.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 = BIT(0);
-const int ARC_SF_START = BIT(1);
-const int ARC_SF_WANTDIR = BIT(2);
-const int ARC_SF_BEAMDIR = BIT(3);
-const int ARC_SF_BEAMTYPE = BIT(4);
-const int ARC_SF_LOCALMASK = ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
-#endif
-#ifdef SVQC
-.entity arc_beam;
-.bool 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 = _STAT(ARC_HEAT);
-.float arc_smoke_sound;
-#endif
-#ifdef CSQC
+#include "arc.qh"
-.vector beam_color;
-.float beam_alpha;
-.float beam_thickness;
-.entity beam_traileffect;
-.entity beam_hiteffect;
-.float beam_hitlight[4]; // 0: radius, 123: rgb
-.entity beam_muzzleeffect;
-.float beam_muzzlelight[4]; // 0: radius, 123: rgb
-.string beam_image;
-
-.entity beam_muzzleentity;
-
-.float beam_degreespersegment;
-.float beam_distancepersegment;
-.float beam_usevieworigin;
-.float beam_initialized;
-.float beam_maxangle;
-.float beam_range;
-.float beam_returnspeed;
-.float beam_tightness;
-.vector beam_shotorigin;
-
-entity Draw_ArcBeam_callback_entity;
-float Draw_ArcBeam_callback_last_thickness;
-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
-#endif
-#ifdef IMPLEMENTATION
#ifdef SVQC
-spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
+#include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
+#include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
bool W_Arc_Beam_Send(entity this, entity to, int sf)
{
if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
WriteByte(MSG_ENTITY, sf);
+ WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
if(sf & ARC_SF_SETTINGS) // settings information
{
}
if(sf & ARC_SF_START) // starting location
{
- WriteCoord(MSG_ENTITY, this.beam_start.x);
- WriteCoord(MSG_ENTITY, this.beam_start.y);
- WriteCoord(MSG_ENTITY, this.beam_start.z);
+ WriteVector(MSG_ENTITY, this.beam_start);
}
if(sf & ARC_SF_WANTDIR) // want/aim direction
{
- WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
- WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
- WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
+ WriteVector(MSG_ENTITY, this.beam_wantdir);
}
if(sf & ARC_SF_BEAMDIR) // beam direction
{
- WriteCoord(MSG_ENTITY, this.beam_dir.x);
- WriteCoord(MSG_ENTITY, this.beam_dir.y);
- WriteCoord(MSG_ENTITY, this.beam_dir.z);
+ WriteAngle(MSG_ENTITY, this.beam_dir.x);
+ WriteAngle(MSG_ENTITY, this.beam_dir.y);
+ WriteAngle(MSG_ENTITY, this.beam_dir.z);
}
if(sf & ARC_SF_BEAMTYPE) // beam type
{
void Reset_ArcBeam(entity player, vector forward)
{
- if (!player.arc_beam) {
- return;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(!player.(weaponentity).arc_beam)
+ continue;
+ player.(weaponentity).arc_beam.beam_dir = forward;
+ player.(weaponentity).arc_beam.beam_teleporttime = time;
}
- player.arc_beam.beam_dir = forward;
- player.arc_beam.beam_teleporttime = time;
}
-float Arc_GetHeat_Percent(entity player)
+float Arc_GetHeat_Percent(entity player, .entity weaponentity)
{
if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
{
return 0;
}
- if ( player.arc_beam )
- return player.arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
+ if ( player.(weaponentity).arc_beam )
+ return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
if ( player.arc_overheat > time )
{
return 0;
}
-void Arc_Player_SetHeat(entity player)
+void Arc_Player_SetHeat(entity player, .entity weaponentity)
{
- player.arc_heat_percent = Arc_GetHeat_Percent(player);
+ player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
//dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
}
-void W_Arc_Bolt_Explode(entity this)
+void W_Arc_Bolt_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
- RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, other);
+ RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
- remove(this);
+ delete(this);
}
void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
{
- W_Arc_Bolt_Explode(this);
+ W_Arc_Bolt_Explode(this, trigger);
}
-void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if(this.health <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
return;
if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
return; // g_projectiles_damage says to halt
- this.health = this.health - damage;
+ TakeResource(this, RES_HEALTH, damage);
this.angles = vectoangles(this.velocity);
- if(this.health <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, getthink(this));
}
-void W_Arc_Bolt_Touch(entity this)
+void W_Arc_Bolt_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
- this.use(this, NULL, NULL);
+ PROJECTILE_TOUCH(this, toucher);
+ this.use(this, NULL, toucher);
}
-void W_Arc_Attack_Bolt(Weapon thiswep, entity actor)
+void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
{
entity missile;
- W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo));
+ W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
- W_SetupShot(actor, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
+ W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
missile = new(missile);
missile.owner = missile.realowner = actor;
missile.bot_dodge = true;
+ IL_PUSH(g_bot_dodge, missile);
missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
missile.takedamage = DAMAGE_YES;
- missile.health = WEP_CVAR(arc, bolt_health);
+ SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
missile.event_damage = W_Arc_Bolt_Damage;
missile.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, missile);
settouch(missile, W_Arc_Bolt_Touch);
missile.use = W_Arc_Bolt_Explode_use;
missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
PROJECTILE_MAKETRIGGER(missile);
missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
+ missile.weaponentity_fld = weaponentity;
setorigin(missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
- missile.movetype = MOVETYPE_FLY;
+ set_movetype(missile, MOVETYPE_FLY);
W_SetupProjVelocity_PRE(missile, arc, bolt_);
missile.angles = vectoangles(missile.velocity);
void W_Arc_Beam_Think(entity this)
{
- if(this != this.owner.arc_beam)
+ .entity weaponentity = this.weaponentity_fld;
+ entity own = this.owner;
+ if(this != own.(weaponentity).arc_beam)
{
- remove(this);
+ delete(this);
return;
}
-
float burst = 0;
- if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
+ if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
{
if(!this.beam_bursting)
this.beam_bursting = true;
Weapon thiswep = WEP_ARC;
if(
- !IS_PLAYER(this.owner)
- ||
- (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ !IS_PLAYER(own)
||
- IS_DEAD(this.owner)
+ IS_DEAD(own)
||
- gameover
+ !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
||
- (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
+ own.(weaponentity).m_switchweapon != WEP_ARC
||
- STAT(FROZEN, this.owner)
+ (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
||
- this.owner.vehicle
+ own.vehicle
||
(WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
)
if ( cooldown_speed )
{
if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
- this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
- this.owner.arc_cooldown = cooldown_speed;
+ own.arc_overheat = time + this.beam_heat / cooldown_speed;
+ own.arc_cooldown = cooldown_speed;
}
if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
}
}
- if(this == this.owner.arc_beam) { this.owner.arc_beam = NULL; }
- entity own = this.owner;
- Weapon w = WEP_ARC;
- if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own))
- if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
+ if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
{
// note: this doesn't force the switch
- W_SwitchToOtherWeapon(own);
+ W_SwitchToOtherWeapon(own, weaponentity);
}
- remove(this);
+ own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
+ delete(this);
return;
}
// decrease ammo
float coefficient = frametime;
- if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
{
float rootammo;
if(burst)
if(rootammo)
{
- coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
- this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
+ coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
+ SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
}
}
float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
- makevectors(this.owner.v_angle);
+ makevectors(own.v_angle);
W_SetupShot_Range(
- this.owner,
+ own,
+ weaponentity,
true,
0,
SND_Null,
0,
WEP_CVAR(arc, beam_damage) * coefficient,
- WEP_CVAR(arc, beam_range)
+ WEP_CVAR(arc, beam_range),
+ thiswep.m_id
);
// After teleport, "lock" the beam until the teleport is confirmed.
- if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
+ if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
w_shotdir = this.beam_dir;
}
(1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
);
- this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
+ if(vdist(this.beam_dir - w_shotdir, <, 0.01))
+ this.beam_dir = w_shotdir;
+ else
+ this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
}
else
{
(1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
1
);
- this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
+ if(vdist(this.beam_dir - w_shotdir, <, 0.01))
+ this.beam_dir = w_shotdir;
+ else
+ this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
}
// network information: beam direction
vector new_dir = normalize(new_origin - last_origin);
WarpZone_traceline_antilag(
- this.owner,
+ own,
last_origin,
new_origin,
MOVE_NORMAL,
- this.owner,
- ANTILAG_LATENCY(this.owner)
+ own,
+ ANTILAG_LATENCY(own)
);
// Do all the transforms for warpzones right now, as we already
beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
- float is_player = (
+ bool is_player = (
IS_PLAYER(trace_ent)
||
trace_ent.classname == "body"
IS_MONSTER(trace_ent)
);
- if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
+ if(trace_ent)
{
- // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
- // NO. trace_endpos should be just fine. If not,
- // that's an engine bug that needs proper debugging.
- vector hitorigin = trace_endpos;
-
- float falloff = ExponentialFalloff(
- WEP_CVAR(arc, beam_falloff_mindist),
- WEP_CVAR(arc, beam_falloff_maxdist),
- WEP_CVAR(arc, beam_falloff_halflifedist),
- vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
- );
-
- if(is_player && SAME_TEAM(this.owner, trace_ent))
+ if(SAME_TEAM(own, trace_ent))
{
- float roothealth, rootarmor;
- if(burst)
- {
- roothealth = WEP_CVAR(arc, burst_healing_hps);
- rootarmor = WEP_CVAR(arc, burst_healing_aps);
- }
- else
+ float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
+ float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
+ float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
+ Heal(trace_ent, own, (roothealth * coefficient), hplimit);
+ if(IS_PLAYER(trace_ent) && rootarmor)
{
- roothealth = WEP_CVAR(arc, beam_healing_hps);
- rootarmor = WEP_CVAR(arc, beam_healing_aps);
+ if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
+ {
+ GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
+ trace_ent.pauserotarmor_finished = max(
+ trace_ent.pauserotarmor_finished,
+ time + autocvar_g_balance_pause_armor_rot
+ );
+ }
}
-
- if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
- {
- trace_ent.health = min(
- trace_ent.health + (roothealth * coefficient),
- WEP_CVAR(arc, beam_healing_hmax)
- );
- }
- if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
- {
- trace_ent.armorvalue = min(
- trace_ent.armorvalue + (rootarmor * coefficient),
- WEP_CVAR(arc, beam_healing_amax)
- );
- }
-
- // stop rot, set visual effect
if(roothealth || rootarmor)
- {
- trace_ent.pauserothealth_finished = max(
- trace_ent.pauserothealth_finished,
- time + autocvar_g_balance_pause_health_rot
- );
- trace_ent.pauserotarmor_finished = max(
- trace_ent.pauserotarmor_finished,
- time + autocvar_g_balance_pause_armor_rot
- );
new_beam_type = ARC_BT_HEAL;
- }
}
- else
+ else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
{
+ // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
+ // NO. trace_endpos should be just fine. If not,
+ // that's an engine bug that needs proper debugging.
+ vector hitorigin = trace_endpos;
+
+ float falloff = ExponentialFalloff(
+ WEP_CVAR(arc, beam_falloff_mindist),
+ WEP_CVAR(arc, beam_falloff_maxdist),
+ WEP_CVAR(arc, beam_falloff_halflifedist),
+ vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
+ );
+
float rootdamage;
if(is_player)
{
else
{ rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
- if(accuracy_isgooddamage(this.owner, trace_ent))
+ if(accuracy_isgooddamage(own, trace_ent))
{
accuracy_add(
- this.owner,
- WEP_ARC.m_id,
+ own,
+ WEP_ARC,
0,
rootdamage * coefficient * falloff
);
Damage(
trace_ent,
- this.owner,
- this.owner,
+ own,
+ own,
rootdamage * coefficient * falloff,
WEP_ARC.m_id,
+ weaponentity,
hitorigin,
WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
);
this.beam_type = new_beam_type;
}
- this.owner.beam_prev = time;
+ own.(weaponentity).beam_prev = time;
this.nextthink = time;
}
-void W_Arc_Beam(float burst, entity actor)
+void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
{
// only play fire sound if 1 sec has passed since player let go the fire button
- if(time - actor.beam_prev > 1)
+ if(time - actor.(weaponentity).beam_prev > 1)
sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
- entity beam = actor.arc_beam = new(W_Arc_Beam);
+ entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
+ beam.weaponentity_fld = weaponentity;
beam.solid = SOLID_NOT;
setthink(beam, W_Arc_Beam_Think);
beam.owner = actor;
- beam.movetype = MOVETYPE_NONE;
+ set_movetype(beam, MOVETYPE_NONE);
beam.bot_dodge = true;
+ IL_PUSH(g_bot_dodge, beam);
beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
beam.beam_bursting = burst;
Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
getthink(beam)(beam);
}
-void Arc_Smoke(entity actor)
+void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
+{
+ if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
+ {
+ w_ready(thiswep, actor, weaponentity, fire);
+ return;
+ }
+
+ // attack handled by the beam itself, this is just a loop to keep the attack happening!
+
+ // NOTE: arc doesn't use a refire
+ //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
+ actor.(weaponentity).wframe = WFRAME_FIRE1;
+ weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
+}
+void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
{
+ // TODO: spamming this without checking any refires is asking for trouble!
makevectors(actor.v_angle);
- W_SetupShot_Range(actor,true,0,SND_Null,0,0,0);
+ W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
vector smoke_origin = w_shotorg + actor.velocity*frametime;
if ( actor.arc_overheat > time )
{
- if ( random() < actor.arc_heat_percent )
+ if ( random() < actor.(weaponentity).arc_heat_percent )
Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
- if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
+ if ( (fire & 1) || (fire & 2) )
{
Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
if ( !actor.arc_smoke_sound )
}
}
}
- else if ( actor.arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
- actor.arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
+ else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
+ actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
{
- if ( random() < (actor.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
+ if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
}
if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
- !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || PS(actor).m_switchweapon != WEP_ARC )
+ !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != thiswep )
{
actor.arc_smoke_sound = 0;
sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
}
-METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
+METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
{
if(WEP_CVAR(arc, beam_botaimspeed))
{
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
actor,
+ weaponentity,
WEP_CVAR(arc, beam_botaimspeed),
0,
WEP_CVAR(arc, beam_botaimlifetime),
{
PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
actor,
+ weaponentity,
1000000,
0,
0.001,
}
METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
- Arc_Player_SetHeat(actor);
- Arc_Smoke(actor);
+ Arc_Player_SetHeat(actor, weaponentity);
+ Arc_Smoke(thiswep, actor, weaponentity, fire);
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 ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
{
-
- if(actor.arc_BUTTON_ATCK_prev)
+ #if 0
+ if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
{
#if 0
if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
#endif
weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
}
+ #endif
- if((!actor.arc_beam) || wasfreed(actor.arc_beam))
+ if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
{
if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
{
- W_Arc_Beam(boolean(beam_fire2), actor);
+ W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
- if(!actor.arc_BUTTON_ATCK_prev)
+ if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
{
- weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
- actor.arc_BUTTON_ATCK_prev = true;
+ actor.(weaponentity).wframe = WFRAME_FIRE1;
+ weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
+ actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
}
}
}
}
else if(fire & 2)
{
- if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
+ if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR(arc, bolt_refire)))
{
- W_Arc_Attack_Bolt(thiswep, actor);
+ W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
}
}
- if(actor.arc_BUTTON_ATCK_prev)
+ if(actor.(weaponentity).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);
+ ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
}
- actor.arc_BUTTON_ATCK_prev = false;
+ actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
#if 0
if(fire & 2)
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))
+METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
{
- return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
+ return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
}
-METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
{
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);
+ float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
+ ammo_amount += actor.(weaponentity).(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));
+ ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
}
METHOD(Arc, wr_killmessage, Notification(entity thiswep))
{
else
return WEAPON_ARC_MURDER;
}
-METHOD(Arc, wr_drop, void(entity thiswep, entity actor))
+METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
{
weapon_dropevent_item.arc_overheat = actor.arc_overheat;
weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
actor.arc_overheat = 0;
actor.arc_cooldown = 0;
+ actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
}
-METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
+METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
{
- if ( !client_hasweapon(actor, thiswep, false, false) &&
+ if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
weapon_dropevent_item.arc_overheat > time )
{
actor.arc_overheat = weapon_dropevent_item.arc_overheat;
actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
}
}
+METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
+{
+ actor.arc_overheat = 0;
+ actor.arc_cooldown = 0;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
+ }
+}
+METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
+{
+ actor.arc_overheat = 0;
+ actor.arc_cooldown = 0;
+ actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
+}
#endif
#ifdef CSQC
bool autocvar_cl_arcbeam_teamcolor = true;
+bool autocvar_cl_arcbeam_simple = true;
+
+.int beam_slot;
METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
{
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);
- R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
- R_PolygonVertex(
- top,
- '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
- beam.beam_color,
- beam.beam_alpha
- );
- R_PolygonVertex(
- last_top,
- '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
- beam.beam_color,
- beam.beam_alpha
- );
- R_PolygonVertex(
- last_bottom,
- '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
- beam.beam_color,
- beam.beam_alpha
- );
- R_PolygonVertex(
- bottom,
- '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
- beam.beam_color,
- beam.beam_alpha
- );
- R_EndPolygon();
+ if(autocvar_cl_arcbeam_simple)
+ Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
+ else
+ {
+ R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
+ R_PolygonVertex(
+ top,
+ '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
+ beam.beam_color,
+ beam.beam_alpha
+ );
+ R_PolygonVertex(
+ last_top,
+ '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
+ beam.beam_color,
+ beam.beam_alpha
+ );
+ R_PolygonVertex(
+ last_bottom,
+ '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
+ beam.beam_color,
+ beam.beam_alpha
+ );
+ R_PolygonVertex(
+ bottom,
+ '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
+ beam.beam_color,
+ beam.beam_alpha
+ );
+ R_EndPolygon();
+ }
// draw trailing particles
// NOTES:
// into a weapon system for client code.
// find where we are aiming
- makevectors(warpzone_save_view_angles);
+ makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
vector forward = v_forward;
vector right = v_right;
vector up = v_up;
+ entity wepent = viewmodels[this.beam_slot];
+
+ if(autocvar_chase_active)
+ this.beam_usevieworigin = 1;
+ else
+ this.beam_usevieworigin = 2;
// decide upon start position
if(this.beam_usevieworigin == 2)
{ start_pos = warpzone_save_view_origin; }
+ else if(csqcplayer)
+ { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
else
{ start_pos = this.origin; }
+ int v_shot_idx; // used later
+ (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
+ if(v_shot_idx && this.beam_usevieworigin == 2)
+ start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
+
// trace forward with an estimation
WarpZone_TraceLine(
start_pos,
end_pos = start_pos + (forward * g_trueaim_minrange);
// move shot origin to the actual gun muzzle origin
- vector origin_offset =
- right * -this.beam_shotorigin.y
- + up * this.beam_shotorigin.z;
+ vector origin_offset = '0 0 0';
+ if(!v_shot_idx || this.beam_usevieworigin != 2)
+ {
+ this.beam_shotorigin = wepent.movedir;
+ origin_offset =
+ right * -this.beam_shotorigin.y
+ + up * this.beam_shotorigin.z;
+ }
+ else
+ this.beam_shotorigin = '0 0 0';
start_pos = start_pos + origin_offset;
)
);
}
- if(this.beam_muzzleeffect)
+ if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
{
pointparticles(
this.beam_muzzleeffect,
void Remove_ArcBeam(entity this)
{
- remove(this.beam_muzzleentity);
+ delete(this.beam_muzzleentity);
sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
}
NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
{
int sf = ReadByte();
+ int slot = ReadByte();
entity flash;
+ this.beam_slot = slot;
+
if(isnew)
{
- int gunalign = W_GetGunAlignment(NULL);
+ int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
- this.beam_shotorigin = arc_shotorigin[gunalign];
+ this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
// set other main attributes of the beam
this.draw = Draw_ArcBeam;
+ IL_PUSH(g_drawables, this);
this.entremove = Remove_ArcBeam;
this.move_time = time;
- loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
+ loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
flash = spawn();
flash.owner = this;
if(sf & ARC_SF_START) // starting location
{
- this.origin_x = ReadCoord();
- this.origin_y = ReadCoord();
- this.origin_z = ReadCoord();
+ this.origin = ReadVector();
}
else if(this.beam_usevieworigin) // infer the location from player location
{
if(sf & ARC_SF_WANTDIR) // want/aim direction
{
- this.v_angle_x = ReadCoord();
- this.v_angle_y = ReadCoord();
- this.v_angle_z = ReadCoord();
+ this.v_angle = ReadVector();
}
if(sf & ARC_SF_BEAMDIR) // beam direction
{
- this.angles_x = ReadCoord();
- this.angles_y = ReadCoord();
- this.angles_z = ReadCoord();
+ this.angles_x = ReadAngle();
+ this.angles_y = ReadAngle();
+ this.angles_z = ReadAngle();
}
if(sf & ARC_SF_BEAMTYPE) // 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');
+ vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
switch(this.beam_type)
{
case ARC_BT_MISS:
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
this.beam_muzzlelight[0] = 0;
this.beam_muzzlelight[1] = 1;
this.beam_muzzlelight[2] = 1;
this.beam_muzzlelight[3] = 1;
- if(this.beam_muzzleeffect)
+ this.beam_image = "particles/lgbeam";
+ if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_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)
+ if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
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)
+ if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 0;
this.beam_hitlight[3] = 0;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
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)
+ if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
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)
+ if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
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)
+ if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
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)
+ if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
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)
+ if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
this.beam_hitlight[1] = 1;
this.beam_hitlight[2] = 1;
this.beam_hitlight[3] = 1;
- this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
+ this.beam_muzzleeffect = EFFECT_Null;
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)
+ if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = this.beam_alpha;
flash.colormod = this.beam_color;
- flash.scale = 0.5;
+ flash.scale = 0.35;
}
break;
}
}
#endif
-#endif