/* 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, 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, 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;
.float beam_thickness;
-.float beam_traileffect;
-.float beam_hiteffect;
+.entity beam_traileffect;
+.entity beam_hiteffect;
.float beam_hitlight[4]; // 0: radius, 123: rgb
-.float beam_muzzleeffect;
+.entity beam_muzzleeffect;
.float beam_muzzlelight[4]; // 0: radius, 123: rgb
.string beam_image;
bool W_Arc_Beam_Send(entity this, entity to, int sf)
{
- WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
// Truncate information when this beam is displayed to the owner client
// - The owner client has no use for beam start position or directions,
//dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
}
-void W_Arc_Beam_Think(void)
+void W_Arc_Beam_Think()
{SELFPARAM();
if(self != self.owner.arc_beam)
{
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 )
||
if ( WEP_CVAR(arc, overheat_max) > 0 && self.beam_heat >= WEP_CVAR(arc, overheat_max) )
{
- Send_Effect_("arc_overheat",
+ Send_Effect(EFFECT_ARC_OVERHEAT,
self.beam_start, self.beam_wantdir, 1 );
sound(self, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
}
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);
if(time - self.beam_prev > 1)
sound(self, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
- entity beam = self.arc_beam = spawn();
- beam.classname = "W_Arc_Beam";
+ entity beam = self.arc_beam = new(W_Arc_Beam);
beam.solid = SOLID_NOT;
beam.think = W_Arc_Beam_Think;
beam.owner = self;
if ( self.arc_overheat > time )
{
if ( random() < self.arc_heat_percent )
- Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
+ Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
if ( self.BUTTON_ATCK || self.BUTTON_ATCK2 )
{
- Send_Effect_("arc_overheat_fire", smoke_origin, w_shotdir, 1 );
+ Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
if ( !self.arc_smoke_sound )
{
self.arc_smoke_sound = 1;
{
if ( random() < (self.arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
- Send_Effect_("arc_smoke", smoke_origin, '0 0 0', 1 );
+ Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
}
if ( self.arc_smoke_sound && ( self.arc_overheat <= time ||
- !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || self.switchweapon != WEP_ARC.m_id )
+ !( self.BUTTON_ATCK || self.BUTTON_ATCK2 ) ) || 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_think, void(entity thiswep, entity actor, int slot, int fire))
+ METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
{
Arc_Player_SetHeat(actor);
Arc_Smoke();
{
#if 0
if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
- weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
else
#endif
- weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ 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, slot, boolean(fire & 2), 0))
+ 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, slot, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
actor.arc_BUTTON_ATCK_prev = true;
}
}
if(actor.arc_BUTTON_ATCK_prev)
{
sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
- weapon_thinkf(actor, slot, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
+ 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, slot, true, autocvar_g_balance_arc_secondary_refire))
+ 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, slot, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
+ 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
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));
+ return ((!WEP_CVAR(arc, beam_ammo)) || (self.(thiswep.ammo_field) > 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);
+ ((!WEP_CVAR(arc, burst_ammo)) || (self.(thiswep.ammo_field) > 0));
}
METHOD(Arc, wr_killmessage, int(entity thiswep))
{
}
METHOD(Arc, wr_pickup, void(entity thiswep))
{
- if ( !client_hasweapon(self, WEP_ARC.m_id, false, false) &&
+ if ( !client_hasweapon(self, thiswep, false, false) &&
weapon_dropevent_item.arc_overheat > time )
{
self.arc_overheat = weapon_dropevent_item.arc_overheat;
Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
}
-void Reset_ArcBeam(void)
+void Reset_ArcBeam()
{
entity e;
for (e = world; (e = findfloat(e, beam_usevieworigin, 1)); ) {
if(!self.beam_usevieworigin)
{
- InterpolateOrigin_Do();
+ InterpolateOrigin_Do(self);
}
// origin = beam starting origin
Draw_ArcBeam_callback_last_bottom = '0 0 0';
}
-void Remove_ArcBeam(void)
+void Remove_ArcBeam()
{SELFPARAM();
remove(self.beam_muzzleentity);
sound(self, 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;
// self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
self.iflags = IFLAG_ORIGIN;
- InterpolateOrigin_Undo();
+ InterpolateOrigin_Undo(self);
}
if(sf & ARC_SF_START) // starting location
else
{
// use player origin so that third person display still works
- self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+ self.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
}
}
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+ 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 = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ 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 >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+ 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 = -1; // particleeffectnum(EFFECT_GRENADE_MUZZLEFLASH);
+ 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 >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL_IMPACT);
+ 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 = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ 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 >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 8;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+ 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 = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ 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 >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+ 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 = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ 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 >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+ 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 = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ 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 >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_BEAM_HEAL_IMPACT2);
+ 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 = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ 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 >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = '1 1 1';
self.beam_alpha = 0.5;
self.beam_thickness = 14;
- self.beam_traileffect = particleeffectnum(EFFECT_ARC_BEAM);
- self.beam_hiteffect = particleeffectnum(EFFECT_ARC_LIGHTNING);
+ 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 = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ 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 >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
self.beam_color = randomvec();
self.beam_alpha = 1;
self.beam_thickness = 8;
- self.beam_traileffect = false;
- self.beam_hiteffect = false;
+ 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 = -1; //particleeffectnum(EFFECT_VORTEX_MUZZLEFLASH);
+ 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 >= 0)
+ if(self.beam_muzzleeffect)
{
setmodel(flash, MDL_ARC_MUZZLEFLASH);
flash.alpha = self.beam_alpha;
if(!self.beam_usevieworigin)
{
- InterpolateOrigin_Note();
+ InterpolateOrigin_Note(this);
}
+ return true;
}
#endif