Use a trick to prevent handling of items that aren't registered with .itemdef (should...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
1 #include "arc.qh"
2 #ifndef IMPLEMENTATION
3 CLASS(Arc, Weapon)
4 /* ammotype  */ ATTRIB(Arc, ammo_field, .int, ammo_cells);
5 /* impulse   */ ATTRIB(Arc, impulse, int, 3);
6 /* flags     */ ATTRIB(Arc, spawnflags, int, WEP_FLAG_NORMAL);
7 /* rating    */ ATTRIB(Arc, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
8 /* color     */ ATTRIB(Arc, wpcolor, vector, '1 1 1');
9 /* modelname */ ATTRIB(Arc, mdl, string, "arc");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(Arc, m_model, Model, MDL_ARC_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(Arc, w_crosshair, string, "gfx/crosshairhlac");
14 /* crosshair */ ATTRIB(Arc, w_crosshair_size, float, 0.7);
15 /* wepimg    */ ATTRIB(Arc, model2, string, "weaponarc");
16 /* refname   */ ATTRIB(Arc, netname, string, "arc");
17 /* wepname   */ ATTRIB(Arc, m_name, string, _("Arc"));
18
19 #define X(BEGIN, P, END, class, prefix) \
20         BEGIN(class) \
21                 P(class, prefix, bolt, float, NONE) \
22                 P(class, prefix, bolt_ammo, float, NONE) \
23         P(class, prefix, bolt_damageforcescale, float, NONE) \
24         P(class, prefix, bolt_damage, float, NONE) \
25         P(class, prefix, bolt_edgedamage, float, NONE) \
26         P(class, prefix, bolt_force, float, NONE) \
27         P(class, prefix, bolt_health, float, NONE) \
28         P(class, prefix, bolt_lifetime, float, NONE) \
29         P(class, prefix, bolt_radius, float, NONE) \
30         P(class, prefix, bolt_refire, float, NONE) \
31         P(class, prefix, bolt_speed, float, NONE) \
32         P(class, prefix, bolt_spread, float, NONE) \
33                 P(class, prefix, beam_ammo, float, NONE) \
34         P(class, prefix, beam_animtime, float, NONE) \
35         P(class, prefix, beam_botaimlifetime, float, NONE) \
36         P(class, prefix, beam_botaimspeed, float, NONE) \
37         P(class, prefix, beam_damage, float, NONE) \
38         P(class, prefix, beam_degreespersegment, float, NONE) \
39         P(class, prefix, beam_distancepersegment, float, NONE) \
40         P(class, prefix, beam_falloff_halflifedist, float, NONE) \
41         P(class, prefix, beam_falloff_maxdist, float, NONE) \
42         P(class, prefix, beam_falloff_mindist, float, NONE) \
43         P(class, prefix, beam_force, float, NONE) \
44         P(class, prefix, beam_healing_amax, float, NONE) \
45         P(class, prefix, beam_healing_aps, float, NONE) \
46         P(class, prefix, beam_healing_hmax, float, NONE) \
47         P(class, prefix, beam_healing_hps, float, NONE) \
48         P(class, prefix, beam_heat, float, NONE) /* heat increase per second (primary) */ \
49         P(class, prefix, beam_maxangle, float, NONE) \
50         P(class, prefix, beam_nonplayerdamage, float, NONE) \
51         P(class, prefix, beam_range, float, NONE) \
52         P(class, prefix, beam_refire, float, NONE) \
53         P(class, prefix, beam_returnspeed, float, NONE) \
54         P(class, prefix, beam_tightness, float, NONE) \
55         P(class, prefix, burst_ammo, float, NONE) \
56         P(class, prefix, burst_damage, float, NONE) \
57         P(class, prefix, burst_healing_aps, float, NONE) \
58         P(class, prefix, burst_healing_hps, float, NONE) \
59         P(class, prefix, burst_heat, float, NONE) /* heat increase per second (secondary) */ \
60         P(class, prefix, cooldown, float, NONE) /* heat decrease per second when resting */ \
61         P(class, prefix, cooldown_release, float, NONE) /* delay weapon re-use when releasing button */ \
62         P(class, prefix, overheat_max, float, NONE) /* maximum heat before jamming */ \
63         P(class, prefix, overheat_min, float, NONE) /* minimum heat to wait for cooldown */ \
64         P(class, prefix, switchdelay_drop, float, NONE) \
65         P(class, prefix, switchdelay_raise, float, NONE) \
66         P(class, prefix, weaponreplace, string, NONE) \
67         P(class, prefix, weaponstartoverride, float, NONE) \
68         P(class, prefix, weaponstart, float, NONE) \
69         P(class, prefix, weaponthrowable, float, NONE) \
70     END()
71     W_PROPS(X, Arc, arc)
72 #undef X
73
74 ENDCLASS(Arc)
75 REGISTER_WEAPON(ARC, arc, NEW(Arc));
76
77
78 #ifdef GAMEQC
79 const float ARC_MAX_SEGMENTS = 20;
80 vector arc_shotorigin[4];
81 .vector beam_start;
82 .vector beam_dir;
83 .vector beam_wantdir;
84 .int beam_type;
85
86 const int ARC_BT_MISS =        0x00;
87 const int ARC_BT_WALL =        0x01;
88 const int ARC_BT_HEAL =        0x02;
89 const int ARC_BT_HIT =         0x03;
90 const int ARC_BT_BURST_MISS =  0x10;
91 const int ARC_BT_BURST_WALL =  0x11;
92 const int ARC_BT_BURST_HEAL =  0x12;
93 const int ARC_BT_BURST_HIT =   0x13;
94 const int ARC_BT_BURSTMASK =   0x10;
95
96 const int ARC_SF_SETTINGS =    BIT(0);
97 const int ARC_SF_START =       BIT(1);
98 const int ARC_SF_WANTDIR =     BIT(2);
99 const int ARC_SF_BEAMDIR =     BIT(3);
100 const int ARC_SF_BEAMTYPE =    BIT(4);
101 const int ARC_SF_LOCALMASK =   ARC_SF_START | ARC_SF_WANTDIR | ARC_SF_BEAMDIR;
102 #endif
103 #ifdef SVQC
104 .entity arc_beam;
105 .bool arc_BUTTON_ATCK_prev[MAX_WEAPONSLOTS]; // for better animation control
106 .float beam_prev;
107 .float beam_initialized;
108 .float beam_bursting;
109 .float beam_teleporttime;
110 .float beam_heat; // (beam) amount of heat produced
111 .float arc_overheat; // (dropped arc/player) time during which it's too hot
112 .float arc_cooldown; // (dropped arc/player) cooling speed
113 .float arc_heat_percent = _STAT(ARC_HEAT);
114 .float arc_smoke_sound;
115 #endif
116 #ifdef CSQC
117
118 .vector beam_color;
119 .float beam_alpha;
120 .float beam_thickness;
121 .entity beam_traileffect;
122 .entity beam_hiteffect;
123 .float beam_hitlight[4]; // 0: radius, 123: rgb
124 .entity beam_muzzleeffect;
125 .float beam_muzzlelight[4]; // 0: radius, 123: rgb
126 .string beam_image;
127
128 .entity beam_muzzleentity;
129
130 .float beam_degreespersegment;
131 .float beam_distancepersegment;
132 .float beam_usevieworigin;
133 .float beam_initialized;
134 .float beam_maxangle;
135 .float beam_range;
136 .float beam_returnspeed;
137 .float beam_tightness;
138 .vector beam_shotorigin;
139
140 entity Draw_ArcBeam_callback_entity;
141 float Draw_ArcBeam_callback_last_thickness;
142 vector Draw_ArcBeam_callback_last_top; // NOTE: in same coordinate system as player.
143 vector Draw_ArcBeam_callback_last_bottom; // NOTE: in same coordinate system as player.
144 #endif
145 #endif
146 #ifdef IMPLEMENTATION
147 #ifdef SVQC
148 spawnfunc(weapon_arc) { weapon_defaultspawnfunc(this, WEP_ARC); }
149
150 bool W_Arc_Beam_Send(entity this, entity to, int sf)
151 {
152         WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
153
154         // Truncate information when this beam is displayed to the owner client
155         // - The owner client has no use for beam start position or directions,
156         //    it always figures this information out for itself with csqc code.
157         // - Spectating the owner also truncates this information.
158         float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
159         if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
160
161         WriteByte(MSG_ENTITY, sf);
162
163         if(sf & ARC_SF_SETTINGS) // settings information
164         {
165                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
166                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
167                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
168                 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
169                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
170                 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
171
172                 WriteByte(MSG_ENTITY, drawlocal);
173                 WriteByte(MSG_ENTITY, etof(this.owner));
174         }
175         if(sf & ARC_SF_START) // starting location
176         {
177                 WriteCoord(MSG_ENTITY, this.beam_start.x);
178                 WriteCoord(MSG_ENTITY, this.beam_start.y);
179                 WriteCoord(MSG_ENTITY, this.beam_start.z);
180         }
181         if(sf & ARC_SF_WANTDIR) // want/aim direction
182         {
183                 WriteCoord(MSG_ENTITY, this.beam_wantdir.x);
184                 WriteCoord(MSG_ENTITY, this.beam_wantdir.y);
185                 WriteCoord(MSG_ENTITY, this.beam_wantdir.z);
186         }
187         if(sf & ARC_SF_BEAMDIR) // beam direction
188         {
189                 WriteCoord(MSG_ENTITY, this.beam_dir.x);
190                 WriteCoord(MSG_ENTITY, this.beam_dir.y);
191                 WriteCoord(MSG_ENTITY, this.beam_dir.z);
192         }
193         if(sf & ARC_SF_BEAMTYPE) // beam type
194         {
195                 WriteByte(MSG_ENTITY, this.beam_type);
196         }
197
198         return true;
199 }
200
201 void Reset_ArcBeam(entity player, vector forward)
202 {
203         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
204         {
205                 .entity weaponentity = weaponentities[slot];
206                 if(!player.(weaponentity).arc_beam)
207                         continue;
208                 player.(weaponentity).arc_beam.beam_dir = forward;
209                 player.(weaponentity).arc_beam.beam_teleporttime = time;
210         }
211 }
212
213 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
214 {
215         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
216         {
217                 player.arc_overheat = 0;
218                 return 0;
219         }
220
221         if ( player.(weaponentity).arc_beam )
222                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
223
224         if ( player.arc_overheat > time )
225         {
226                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
227                         * player.arc_cooldown;
228         }
229
230         return 0;
231 }
232 void Arc_Player_SetHeat(entity player, .entity weaponentity)
233 {
234         player.arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
235         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
236 }
237
238 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
239 {
240         this.event_damage = func_null;
241         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, directhitentity);
242
243         delete(this);
244 }
245
246 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
247 {
248         W_Arc_Bolt_Explode(this, trigger);
249 }
250
251 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
252 {
253         if(this.health <= 0)
254                 return;
255
256         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
257                 return; // g_projectiles_damage says to halt
258
259         this.health = this.health - damage;
260         this.angles = vectoangles(this.velocity);
261
262         if(this.health <= 0)
263                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
264 }
265
266 void W_Arc_Bolt_Touch(entity this, entity toucher)
267 {
268         PROJECTILE_TOUCH(this, toucher);
269         this.use(this, NULL, toucher);
270 }
271
272 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
273 {
274         entity missile;
275
276         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo));
277
278         W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage));
279
280         Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
281
282         missile = new(missile);
283         missile.owner = missile.realowner = actor;
284         missile.bot_dodge = true;
285         IL_PUSH(g_bot_dodge, missile);
286         missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
287
288         missile.takedamage = DAMAGE_YES;
289         missile.health = WEP_CVAR(arc, bolt_health);
290         missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
291         missile.event_damage = W_Arc_Bolt_Damage;
292         missile.damagedbycontents = true;
293         IL_PUSH(g_damagedbycontents, missile);
294
295         settouch(missile, W_Arc_Bolt_Touch);
296         missile.use = W_Arc_Bolt_Explode_use;
297         setthink(missile, adaptor_think2use_hittype_splash);
298         missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
299         PROJECTILE_MAKETRIGGER(missile);
300         missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
301         setorigin(missile, w_shotorg);
302         setsize(missile, '0 0 0', '0 0 0');
303
304         set_movetype(missile, MOVETYPE_FLY);
305         W_SetupProjVelocity_PRE(missile, arc, bolt_);
306
307         missile.angles = vectoangles(missile.velocity);
308         missile.flags = FL_PROJECTILE;
309         missile.missile_flags = MIF_SPLASH;
310
311         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
312
313         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
314 }
315
316 void W_Arc_Beam_Think(entity this)
317 {
318         .entity weaponentity = this.weaponentity_fld;
319         if(this != this.owner.(weaponentity).arc_beam)
320         {
321                 delete(this);
322                 return;
323         }
324
325         float burst = 0;
326         if( (PHYS_INPUT_BUTTON_ATCK2(this.owner) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
327         {
328                 if(!this.beam_bursting)
329                         this.beam_bursting = true;
330                 burst = ARC_BT_BURSTMASK;
331         }
332
333         Weapon thiswep = WEP_ARC;
334
335         if(
336                 !IS_PLAYER(this.owner)
337                 ||
338                 (this.owner.(thiswep.ammo_field) <= 0 && !(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
339                 ||
340                 IS_DEAD(this.owner)
341                 ||
342                 forbidWeaponUse(this.owner)
343                 ||
344                 PS(this.owner).m_switchweapon != WEP_ARC
345                 ||
346                 (!PHYS_INPUT_BUTTON_ATCK(this.owner) && !burst )
347                 ||
348                 this.owner.vehicle
349                 ||
350                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
351         )
352         {
353                 if ( WEP_CVAR(arc, cooldown) > 0 )
354                 {
355                         float cooldown_speed = 0;
356                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
357                         {
358                                 cooldown_speed = WEP_CVAR(arc, cooldown);
359                         }
360                         else if ( !burst )
361                         {
362                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
363                         }
364
365                         if ( cooldown_speed )
366                         {
367                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
368                                         this.owner.arc_overheat = time + this.beam_heat / cooldown_speed;
369                                 this.owner.arc_cooldown = cooldown_speed;
370                         }
371
372                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
373                         {
374                                 Send_Effect(EFFECT_ARC_OVERHEAT,
375                                         this.beam_start, this.beam_wantdir, 1 );
376                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
377                         }
378                 }
379
380                 if(this == this.owner.(weaponentity).arc_beam) { this.owner.(weaponentity).arc_beam = NULL; }
381                 entity own = this.owner;
382                 Weapon w = WEP_ARC;
383                 if(!w.wr_checkammo1(w, own) && !w.wr_checkammo2(w, own))
384                 if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
385                 {
386                         // note: this doesn't force the switch
387                         W_SwitchToOtherWeapon(own);
388                 }
389                 delete(this);
390                 return;
391         }
392
393         // decrease ammo
394         float coefficient = frametime;
395         if(!(this.owner.items & IT_UNLIMITED_WEAPON_AMMO))
396         {
397                 float rootammo;
398                 if(burst)
399                         { rootammo = WEP_CVAR(arc, burst_ammo); }
400                 else
401                         { rootammo = WEP_CVAR(arc, beam_ammo); }
402
403                 if(rootammo)
404                 {
405                         coefficient = min(coefficient, this.owner.(thiswep.ammo_field) / rootammo);
406                         this.owner.(thiswep.ammo_field) = max(0, this.owner.(thiswep.ammo_field) - (rootammo * frametime));
407                 }
408         }
409         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
410         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
411
412         makevectors(this.owner.v_angle);
413
414         W_SetupShot_Range(
415                 this.owner,
416                 weaponentity, // TODO
417                 true,
418                 0,
419                 SND_Null,
420                 0,
421                 WEP_CVAR(arc, beam_damage) * coefficient,
422                 WEP_CVAR(arc, beam_range)
423         );
424
425         // After teleport, "lock" the beam until the teleport is confirmed.
426         if (time < this.beam_teleporttime + ANTILAG_LATENCY(this.owner)) {
427                 w_shotdir = this.beam_dir;
428         }
429
430         // network information: shot origin and want/aim direction
431         if(this.beam_start != w_shotorg)
432         {
433                 this.SendFlags |= ARC_SF_START;
434                 this.beam_start = w_shotorg;
435         }
436         if(this.beam_wantdir != w_shotdir)
437         {
438                 this.SendFlags |= ARC_SF_WANTDIR;
439                 this.beam_wantdir = w_shotdir;
440         }
441
442         if(!this.beam_initialized)
443         {
444                 this.beam_dir = w_shotdir;
445                 this.beam_initialized = true;
446         }
447
448         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
449         // idea: blend together this.beam_dir with the inverted direction the player is moving in
450         // might have to make some special accomodation so that it only uses view_right and view_up
451
452         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
453
454         float segments;
455         if(this.beam_dir != w_shotdir)
456         {
457                 // calculate how much we're going to move the end of the beam to the want position
458                 // WEAPONTODO (server and client):
459                 // blendfactor never actually becomes 0 in this situation, which is a problem
460                 // regarding precision... this means that this.beam_dir and w_shotdir approach
461                 // eachother, however they never actually become the same value with this method.
462                 // Perhaps we should do some form of rounding/snapping?
463                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
464                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
465                 {
466                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
467                         float blendfactor = bound(
468                                 0,
469                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
470                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
471                         );
472                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
473                 }
474                 else
475                 {
476                         // the radius is not too far yet, no worries :D
477                         float blendfactor = bound(
478                                 0,
479                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
480                                 1
481                         );
482                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
483                 }
484
485                 // network information: beam direction
486                 this.SendFlags |= ARC_SF_BEAMDIR;
487
488                 // calculate how many segments are needed
489                 float max_allowed_segments;
490
491                 if(WEP_CVAR(arc, beam_distancepersegment))
492                 {
493                         max_allowed_segments = min(
494                                 ARC_MAX_SEGMENTS,
495                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
496                         );
497                 }
498                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
499
500                 if(WEP_CVAR(arc, beam_degreespersegment))
501                 {
502                         segments = bound(
503                                 1,
504                                 (
505                                         min(
506                                                 angle,
507                                                 WEP_CVAR(arc, beam_maxangle)
508                                         )
509                                         /
510                                         WEP_CVAR(arc, beam_degreespersegment)
511                                 ),
512                                 max_allowed_segments
513                         );
514                 }
515                 else { segments = 1; }
516         }
517         else { segments = 1; }
518
519         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
520         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
521
522         float i;
523         float new_beam_type = 0;
524         vector last_origin = w_shotorg;
525         for(i = 1; i <= segments; ++i)
526         {
527                 // WEAPONTODO (client):
528                 // In order to do nice fading and pointing on the starting segment, we must always
529                 // have that drawn as a separate triangle... However, that is difficult to do when
530                 // keeping in mind the above problems and also optimizing the amount of segments
531                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
532
533                 vector new_origin = bezier_quadratic_getpoint(
534                         w_shotorg,
535                         beam_controlpoint,
536                         beam_endpos,
537                         i / segments);
538                 vector new_dir = normalize(new_origin - last_origin);
539
540                 WarpZone_traceline_antilag(
541                         this.owner,
542                         last_origin,
543                         new_origin,
544                         MOVE_NORMAL,
545                         this.owner,
546                         ANTILAG_LATENCY(this.owner)
547                 );
548
549                 // Do all the transforms for warpzones right now, as we already
550                 // "are" in the post-trace system (if we hit a player, that's
551                 // always BEHIND the last passed wz).
552                 last_origin = trace_endpos;
553                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
554                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
555                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
556                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
557
558                 float is_player = (
559                         IS_PLAYER(trace_ent)
560                         ||
561                         trace_ent.classname == "body"
562                         ||
563                         IS_MONSTER(trace_ent)
564                 );
565
566                 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
567                 {
568                         // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
569                         // NO. trace_endpos should be just fine. If not,
570                         // that's an engine bug that needs proper debugging.
571                         vector hitorigin = trace_endpos;
572
573                         float falloff = ExponentialFalloff(
574                                 WEP_CVAR(arc, beam_falloff_mindist),
575                                 WEP_CVAR(arc, beam_falloff_maxdist),
576                                 WEP_CVAR(arc, beam_falloff_halflifedist),
577                                 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
578                         );
579
580                         if(is_player && SAME_TEAM(this.owner, trace_ent))
581                         {
582                                 float roothealth, rootarmor;
583                                 if(burst)
584                                 {
585                                         roothealth = WEP_CVAR(arc, burst_healing_hps);
586                                         rootarmor = WEP_CVAR(arc, burst_healing_aps);
587                                 }
588                                 else
589                                 {
590                                         roothealth = WEP_CVAR(arc, beam_healing_hps);
591                                         rootarmor = WEP_CVAR(arc, beam_healing_aps);
592                                 }
593
594                                 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
595                                 {
596                                         trace_ent.health = min(
597                                                 trace_ent.health + (roothealth * coefficient),
598                                                 WEP_CVAR(arc, beam_healing_hmax)
599                                         );
600                                 }
601                                 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
602                                 {
603                                         trace_ent.armorvalue = min(
604                                                 trace_ent.armorvalue + (rootarmor * coefficient),
605                                                 WEP_CVAR(arc, beam_healing_amax)
606                                         );
607                                 }
608
609                                 // stop rot, set visual effect
610                                 if(roothealth || rootarmor)
611                                 {
612                                         trace_ent.pauserothealth_finished = max(
613                                                 trace_ent.pauserothealth_finished,
614                                                 time + autocvar_g_balance_pause_health_rot
615                                         );
616                                         trace_ent.pauserotarmor_finished = max(
617                                                 trace_ent.pauserotarmor_finished,
618                                                 time + autocvar_g_balance_pause_armor_rot
619                                         );
620                                         new_beam_type = ARC_BT_HEAL;
621                                 }
622                         }
623                         else
624                         {
625                                 float rootdamage;
626                                 if(is_player)
627                                 {
628                                         if(burst)
629                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
630                                         else
631                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
632                                 }
633                                 else
634                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
635
636                                 if(accuracy_isgooddamage(this.owner, trace_ent))
637                                 {
638                                         accuracy_add(
639                                                 this.owner,
640                                                 WEP_ARC.m_id,
641                                                 0,
642                                                 rootdamage * coefficient * falloff
643                                         );
644                                 }
645
646                                 Damage(
647                                         trace_ent,
648                                         this.owner,
649                                         this.owner,
650                                         rootdamage * coefficient * falloff,
651                                         WEP_ARC.m_id,
652                                         hitorigin,
653                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
654                                 );
655
656                                 new_beam_type = ARC_BT_HIT;
657                         }
658                         break;
659                 }
660                 else if(trace_fraction != 1)
661                 {
662                         // we collided with geometry
663                         new_beam_type = ARC_BT_WALL;
664                         break;
665                 }
666         }
667
668         // te_explosion(trace_endpos);
669
670         // if we're bursting, use burst visual effects
671         new_beam_type |= burst;
672
673         // network information: beam type
674         if(new_beam_type != this.beam_type)
675         {
676                 this.SendFlags |= ARC_SF_BEAMTYPE;
677                 this.beam_type = new_beam_type;
678         }
679
680         this.owner.beam_prev = time;
681         this.nextthink = time;
682 }
683
684 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
685 {
686
687         // only play fire sound if 1 sec has passed since player let go the fire button
688         if(time - actor.beam_prev > 1)
689                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
690
691         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
692         beam.weaponentity_fld = weaponentity;
693         beam.solid = SOLID_NOT;
694         setthink(beam, W_Arc_Beam_Think);
695         beam.owner = actor;
696         set_movetype(beam, MOVETYPE_NONE);
697         beam.bot_dodge = true;
698         IL_PUSH(g_bot_dodge, beam);
699         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
700         beam.beam_bursting = burst;
701         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
702
703         getthink(beam)(beam);
704 }
705 void Arc_Smoke(entity actor, .entity weaponentity)
706 {
707         makevectors(actor.v_angle);
708         W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0);
709
710         vector smoke_origin = w_shotorg + actor.velocity*frametime;
711         if ( actor.arc_overheat > time )
712         {
713                 if ( random() < actor.arc_heat_percent )
714                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
715                 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
716                 {
717                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
718                         if ( !actor.arc_smoke_sound )
719                         {
720                                 actor.arc_smoke_sound = 1;
721                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
722                         }
723                 }
724         }
725         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
726                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
727         {
728                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
729                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
730                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
731         }
732
733         if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
734                 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || PS(actor).m_switchweapon != WEP_ARC )
735         {
736                 actor.arc_smoke_sound = 0;
737                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
738         }
739 }
740
741 METHOD(Arc, wr_aim, void(entity thiswep, entity actor))
742 {
743     if(WEP_CVAR(arc, beam_botaimspeed))
744     {
745         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
746                 actor,
747             WEP_CVAR(arc, beam_botaimspeed),
748             0,
749             WEP_CVAR(arc, beam_botaimlifetime),
750             false
751         );
752     }
753     else
754     {
755         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
756                 actor,
757             1000000,
758             0,
759             0.001,
760             false
761         );
762     }
763 }
764 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
765 {
766     Arc_Player_SetHeat(actor, weaponentity);
767     Arc_Smoke(actor, weaponentity);
768
769     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
770     int slot = weaponslot(weaponentity);
771
772     if (time >= actor.arc_overheat)
773     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
774     {
775
776         if(actor.arc_BUTTON_ATCK_prev[slot])
777         {
778             #if 0
779             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
780                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
781             else
782             #endif
783                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
784         }
785
786         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
787         {
788             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
789             {
790                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
791
792                 if(!actor.arc_BUTTON_ATCK_prev[slot])
793                 {
794                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
795                     actor.arc_BUTTON_ATCK_prev[slot] = true;
796                 }
797             }
798         }
799
800         return;
801     }
802     else if(fire & 2)
803     {
804         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
805         {
806             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
807             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
808         }
809     }
810
811     if(actor.arc_BUTTON_ATCK_prev[slot])
812     {
813         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
814         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
815         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
816     }
817     actor.arc_BUTTON_ATCK_prev[slot] = false;
818
819     #if 0
820     if(fire & 2)
821     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
822     {
823         W_Arc_Attack2();
824         actor.arc_count = autocvar_g_balance_arc_secondary_count;
825         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
826         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
827     }
828     #endif
829 }
830 METHOD(Arc, wr_init, void(entity thiswep))
831 {
832     if(!arc_shotorigin[0])
833     {
834         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
835         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
836         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
837         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
838     }
839 }
840 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor))
841 {
842     return ((!WEP_CVAR(arc, beam_ammo)) || (actor.(thiswep.ammo_field) > 0));
843 }
844 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor))
845 {
846     if(WEP_CVAR(arc, bolt))
847     {
848         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR(arc, bolt_ammo);
849         ammo_amount += actor.(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
850         return ammo_amount;
851     }
852     else
853         return WEP_CVAR(arc, overheat_max) > 0 &&
854             ((!WEP_CVAR(arc, burst_ammo)) || (actor.(thiswep.ammo_field) > 0));
855 }
856 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
857 {
858     if(w_deathtype & HITTYPE_SECONDARY)
859         return WEAPON_ARC_MURDER_SPRAY;
860     else
861         return WEAPON_ARC_MURDER;
862 }
863 METHOD(Arc, wr_drop, void(entity thiswep, entity actor))
864 {
865     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
866     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
867     actor.arc_overheat = 0;
868     actor.arc_cooldown = 0;
869     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
870         actor.arc_BUTTON_ATCK_prev[slot] = false;
871 }
872 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor))
873 {
874     if ( !client_hasweapon(actor, thiswep, false, false) &&
875         weapon_dropevent_item.arc_overheat > time )
876     {
877         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
878         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
879     }
880 }
881 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
882 {
883     actor.arc_overheat = 0;
884     actor.arc_cooldown = 0;
885     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
886         actor.arc_BUTTON_ATCK_prev[slot] = false;
887 }
888 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
889 {
890     actor.arc_overheat = 0;
891     actor.arc_cooldown = 0;
892     int slot = weaponslot(weaponentity);
893     actor.arc_BUTTON_ATCK_prev[slot] = false;
894 }
895 #endif
896 #ifdef CSQC
897 bool autocvar_cl_arcbeam_teamcolor = true;
898
899 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
900 {
901     if(w_deathtype & HITTYPE_SECONDARY)
902     {
903         vector org2;
904         org2 = w_org + w_backoff * 6;
905         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
906         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
907     }
908 }
909
910 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
911 {
912         entity beam = Draw_ArcBeam_callback_entity;
913         vector transformed_view_org;
914         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
915
916         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
917         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
918         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
919
920         vector hitorigin;
921
922         // draw segment
923         #if 0
924         if(trace_fraction != 1)
925         {
926                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
927                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
928                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
929         }
930         else
931         {
932                 hitorigin = hit;
933         }
934         #else
935         hitorigin = hit;
936         #endif
937
938         // decide upon thickness
939         float thickness = beam.beam_thickness;
940
941         // draw primary beam render
942         vector top    = hitorigin + (thickdir * thickness);
943         vector bottom = hitorigin - (thickdir * thickness);
944
945         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
946         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
947
948         R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
949         R_PolygonVertex(
950                 top,
951                 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
952                 beam.beam_color,
953                 beam.beam_alpha
954         );
955         R_PolygonVertex(
956                 last_top,
957                 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
958                 beam.beam_color,
959                 beam.beam_alpha
960         );
961         R_PolygonVertex(
962                 last_bottom,
963                 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
964                 beam.beam_color,
965                 beam.beam_alpha
966         );
967         R_PolygonVertex(
968                 bottom,
969                 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
970                 beam.beam_color,
971                 beam.beam_alpha
972         );
973         R_EndPolygon();
974
975         // draw trailing particles
976         // NOTES:
977         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
978         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
979         if(beam.beam_traileffect)
980         {
981                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
982         }
983
984         // set up for the next
985         Draw_ArcBeam_callback_last_thickness = thickness;
986         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
987         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
988 }
989
990 void Reset_ArcBeam()
991 {
992         entity e;
993         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
994                 e.beam_initialized = false;
995         }
996         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
997                 e.beam_initialized = false;
998         }
999 }
1000
1001 void Draw_ArcBeam(entity this)
1002 {
1003         float dt = time - this.move_time;
1004         this.move_time = time;
1005         if(dt <= 0) { return; }
1006
1007         if(!this.beam_usevieworigin)
1008         {
1009                 InterpolateOrigin_Do(this);
1010         }
1011
1012         // origin = beam starting origin
1013         // v_angle = wanted/aim direction
1014         // angles = current direction of beam
1015
1016         vector start_pos;
1017         vector wantdir; //= view_forward;
1018         vector beamdir; //= this.beam_dir;
1019
1020         float segments;
1021         if(this.beam_usevieworigin)
1022         {
1023                 // WEAPONTODO:
1024                 // Currently we have to replicate nearly the same method of figuring
1025                 // out the shotdir that the server does... Ideally in the future we
1026                 // should be able to acquire this from a generalized function built
1027                 // into a weapon system for client code.
1028
1029                 // find where we are aiming
1030                 makevectors(warpzone_save_view_angles);
1031                 vector forward = v_forward;
1032                 vector right = v_right;
1033                 vector up = v_up;
1034
1035                 // decide upon start position
1036                 if(this.beam_usevieworigin == 2)
1037                         { start_pos = warpzone_save_view_origin; }
1038                 else
1039                         { start_pos = this.origin; }
1040
1041                 // trace forward with an estimation
1042                 WarpZone_TraceLine(
1043                         start_pos,
1044                         start_pos + forward * this.beam_range,
1045                         MOVE_NOMONSTERS,
1046                         this
1047                 );
1048
1049                 // untransform in case our trace went through a warpzone
1050                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
1051
1052                 // un-adjust trueaim if shotend is too close
1053                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
1054                         end_pos = start_pos + (forward * g_trueaim_minrange);
1055
1056                 // move shot origin to the actual gun muzzle origin
1057                 vector origin_offset =
1058                           right * -this.beam_shotorigin.y
1059                         + up * this.beam_shotorigin.z;
1060
1061                 start_pos = start_pos + origin_offset;
1062
1063                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
1064                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
1065                 start_pos = trace_endpos;
1066
1067                 // calculate the aim direction now
1068                 wantdir = normalize(end_pos - start_pos);
1069
1070                 if(!this.beam_initialized)
1071                 {
1072                         this.beam_dir = wantdir;
1073                         this.beam_initialized = true;
1074                 }
1075
1076                 if(this.beam_dir != wantdir)
1077                 {
1078                         // calculate how much we're going to move the end of the beam to the want position
1079                         // WEAPONTODO (server and client):
1080                         // blendfactor never actually becomes 0 in this situation, which is a problem
1081                         // regarding precision... this means that this.beam_dir and w_shotdir approach
1082                         // eachother, however they never actually become the same value with this method.
1083                         // Perhaps we should do some form of rounding/snapping?
1084                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1085                         if(angle && (angle > this.beam_maxangle))
1086                         {
1087                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1088                                 float blendfactor = bound(
1089                                         0,
1090                                         (1 - (this.beam_returnspeed * frametime)),
1091                                         min(this.beam_maxangle / angle, 1)
1092                                 );
1093                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1094                         }
1095                         else
1096                         {
1097                                 // the radius is not too far yet, no worries :D
1098                                 float blendfactor = bound(
1099                                         0,
1100                                         (1 - (this.beam_returnspeed * frametime)),
1101                                         1
1102                                 );
1103                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1104                         }
1105
1106                         // calculate how many segments are needed
1107                         float max_allowed_segments;
1108
1109                         if(this.beam_distancepersegment)
1110                         {
1111                                 max_allowed_segments = min(
1112                                         ARC_MAX_SEGMENTS,
1113                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1114                                 );
1115                         }
1116                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1117
1118                         if(this.beam_degreespersegment)
1119                         {
1120                                 segments = bound(
1121                                         1,
1122                                         (
1123                                                 min(
1124                                                         angle,
1125                                                         this.beam_maxangle
1126                                                 )
1127                                                 /
1128                                                 this.beam_degreespersegment
1129                                         ),
1130                                         max_allowed_segments
1131                                 );
1132                         }
1133                         else { segments = 1; }
1134                 }
1135                 else { segments = 1; }
1136
1137                 // set the beam direction which the rest of the code will refer to
1138                 beamdir = this.beam_dir;
1139
1140                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1141                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1142         }
1143         else
1144         {
1145                 // set the values from the provided info from the networked entity
1146                 start_pos = this.origin;
1147                 wantdir = this.v_angle;
1148                 beamdir = this.angles;
1149
1150                 if(beamdir != wantdir)
1151                 {
1152                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1153
1154                         // calculate how many segments are needed
1155                         float max_allowed_segments;
1156
1157                         if(this.beam_distancepersegment)
1158                         {
1159                                 max_allowed_segments = min(
1160                                         ARC_MAX_SEGMENTS,
1161                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1162                                 );
1163                         }
1164                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1165
1166                         if(this.beam_degreespersegment)
1167                         {
1168                                 segments = bound(
1169                                         1,
1170                                         (
1171                                                 min(
1172                                                         angle,
1173                                                         this.beam_maxangle
1174                                                 )
1175                                                 /
1176                                                 this.beam_degreespersegment
1177                                         ),
1178                                         max_allowed_segments
1179                                 );
1180                         }
1181                         else { segments = 1; }
1182                 }
1183                 else { segments = 1; }
1184         }
1185
1186         setorigin(this, start_pos);
1187         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1188
1189         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1190         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1191
1192         Draw_ArcBeam_callback_entity = this;
1193         Draw_ArcBeam_callback_last_thickness = 0;
1194         Draw_ArcBeam_callback_last_top = start_pos;
1195         Draw_ArcBeam_callback_last_bottom = start_pos;
1196
1197         vector last_origin = start_pos;
1198         vector original_start_pos = start_pos;
1199
1200         float i;
1201         for(i = 1; i <= segments; ++i)
1202         {
1203                 // WEAPONTODO (client):
1204                 // In order to do nice fading and pointing on the starting segment, we must always
1205                 // have that drawn as a separate triangle... However, that is difficult to do when
1206                 // keeping in mind the above problems and also optimizing the amount of segments
1207                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1208
1209                 vector new_origin = bezier_quadratic_getpoint(
1210                         start_pos,
1211                         beam_controlpoint,
1212                         beam_endpos,
1213                         i / segments);
1214
1215                 WarpZone_TraceBox_ThroughZone(
1216                         last_origin,
1217                         '0 0 0',
1218                         '0 0 0',
1219                         new_origin,
1220                         MOVE_NORMAL,
1221                         NULL,
1222                         NULL,
1223                         Draw_ArcBeam_callback
1224                 );
1225
1226                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1227                 // system (if we hit a player, that's always BEHIND the last passed wz).
1228                 last_origin = trace_endpos;
1229                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1230                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1231                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1232                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1233                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1234                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1235
1236                 if(trace_fraction < 1) { break; }
1237         }
1238
1239         // visual effects for startpoint and endpoint
1240         if(this.beam_hiteffect)
1241         {
1242                 // FIXME we really should do this on the server so it actually
1243                 // matches gameplay. What this client side stuff is doing is no
1244                 // more than guesswork.
1245                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1246                 pointparticles(
1247                         this.beam_hiteffect,
1248                         last_origin,
1249                         beamdir * -1,
1250                         frametime * 2
1251                 );
1252         }
1253         if(this.beam_hitlight[0])
1254         {
1255                 adddynamiclight(
1256                         last_origin,
1257                         this.beam_hitlight[0],
1258                         vec3(
1259                                 this.beam_hitlight[1],
1260                                 this.beam_hitlight[2],
1261                                 this.beam_hitlight[3]
1262                         )
1263                 );
1264         }
1265         if(this.beam_muzzleeffect)
1266         {
1267                 pointparticles(
1268                         this.beam_muzzleeffect,
1269                         original_start_pos + wantdir * 20,
1270                         wantdir * 1000,
1271                         frametime * 0.1
1272                 );
1273         }
1274         if(this.beam_muzzlelight[0])
1275         {
1276                 adddynamiclight(
1277                         original_start_pos + wantdir * 20,
1278                         this.beam_muzzlelight[0],
1279                         vec3(
1280                                 this.beam_muzzlelight[1],
1281                                 this.beam_muzzlelight[2],
1282                                 this.beam_muzzlelight[3]
1283                         )
1284                 );
1285         }
1286
1287         // cleanup
1288         Draw_ArcBeam_callback_entity = NULL;
1289         Draw_ArcBeam_callback_last_thickness = 0;
1290         Draw_ArcBeam_callback_last_top = '0 0 0';
1291         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1292 }
1293
1294 void Remove_ArcBeam(entity this)
1295 {
1296         delete(this.beam_muzzleentity);
1297         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1298 }
1299
1300 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1301 {
1302         int sf = ReadByte();
1303         entity flash;
1304
1305         if(isnew)
1306         {
1307                 int gunalign = W_GetGunAlignment(NULL);
1308
1309                 this.beam_shotorigin = arc_shotorigin[gunalign];
1310
1311                 // set other main attributes of the beam
1312                 this.draw = Draw_ArcBeam;
1313                 IL_PUSH(g_drawables, this);
1314                 this.entremove = Remove_ArcBeam;
1315                 this.move_time = time;
1316                 loopsound(this, CH_SHOTS_SINGLE, SND(ARC_LOOP), VOL_BASE, ATTEN_NORM);
1317
1318                 flash = spawn();
1319                 flash.owner = this;
1320                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1321                 flash.drawmask = MASK_NORMAL;
1322                 flash.solid = SOLID_NOT;
1323                 flash.avelocity_z = 5000;
1324                 setattachment(flash, this, "");
1325                 setorigin(flash, '0 0 0');
1326
1327                 this.beam_muzzleentity = flash;
1328         }
1329         else
1330         {
1331                 flash = this.beam_muzzleentity;
1332         }
1333
1334         if(sf & ARC_SF_SETTINGS) // settings information
1335         {
1336                 this.beam_degreespersegment = ReadShort();
1337                 this.beam_distancepersegment = ReadShort();
1338                 this.beam_maxangle = ReadShort();
1339                 this.beam_range = ReadCoord();
1340                 this.beam_returnspeed = ReadShort();
1341                 this.beam_tightness = (ReadByte() / 10);
1342
1343                 if(ReadByte())
1344                 {
1345                         if(autocvar_chase_active)
1346                                 { this.beam_usevieworigin = 1; }
1347                         else // use view origin
1348                                 { this.beam_usevieworigin = 2; }
1349                 }
1350                 else
1351                 {
1352                         this.beam_usevieworigin = 0;
1353                 }
1354
1355                 this.sv_entnum = ReadByte();
1356         }
1357
1358         if(!this.beam_usevieworigin)
1359         {
1360                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1361                 this.iflags = IFLAG_ORIGIN;
1362
1363                 InterpolateOrigin_Undo(this);
1364         }
1365
1366         if(sf & ARC_SF_START) // starting location
1367         {
1368                 this.origin_x = ReadCoord();
1369                 this.origin_y = ReadCoord();
1370                 this.origin_z = ReadCoord();
1371         }
1372         else if(this.beam_usevieworigin) // infer the location from player location
1373         {
1374                 if(this.beam_usevieworigin == 2)
1375                 {
1376                         // use view origin
1377                         this.origin = view_origin;
1378                 }
1379                 else
1380                 {
1381                         // use player origin so that third person display still works
1382                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1383                 }
1384         }
1385
1386         setorigin(this, this.origin);
1387
1388         if(sf & ARC_SF_WANTDIR) // want/aim direction
1389         {
1390                 this.v_angle_x = ReadCoord();
1391                 this.v_angle_y = ReadCoord();
1392                 this.v_angle_z = ReadCoord();
1393         }
1394
1395         if(sf & ARC_SF_BEAMDIR) // beam direction
1396         {
1397                 this.angles_x = ReadCoord();
1398                 this.angles_y = ReadCoord();
1399                 this.angles_z = ReadCoord();
1400         }
1401
1402         if(sf & ARC_SF_BEAMTYPE) // beam type
1403         {
1404                 this.beam_type = ReadByte();
1405
1406                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1407                 switch(this.beam_type)
1408                 {
1409                         case ARC_BT_MISS:
1410                         {
1411                                 this.beam_color = beamcolor;
1412                                 this.beam_alpha = 0.5;
1413                                 this.beam_thickness = 8;
1414                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1415                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1416                                 this.beam_hitlight[0] = 0;
1417                                 this.beam_hitlight[1] = 1;
1418                                 this.beam_hitlight[2] = 1;
1419                                 this.beam_hitlight[3] = 1;
1420                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1421                                 this.beam_muzzlelight[0] = 0;
1422                                 this.beam_muzzlelight[1] = 1;
1423                                 this.beam_muzzlelight[2] = 1;
1424                                 this.beam_muzzlelight[3] = 1;
1425                                 if(this.beam_muzzleeffect)
1426                                 {
1427                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1428                                         flash.alpha = this.beam_alpha;
1429                                         flash.colormod = this.beam_color;
1430                                         flash.scale = 0.5;
1431                                 }
1432                                 break;
1433                         }
1434                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1435                         {
1436                                 this.beam_color = beamcolor;
1437                                 this.beam_alpha = 0.5;
1438                                 this.beam_thickness = 8;
1439                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1440                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1441                                 this.beam_hitlight[0] = 0;
1442                                 this.beam_hitlight[1] = 1;
1443                                 this.beam_hitlight[2] = 1;
1444                                 this.beam_hitlight[3] = 1;
1445                                 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1446                                 this.beam_muzzlelight[0] = 0;
1447                                 this.beam_muzzlelight[1] = 1;
1448                                 this.beam_muzzlelight[2] = 1;
1449                                 this.beam_muzzlelight[3] = 1;
1450                                 this.beam_image = "particles/lgbeam";
1451                                 if(this.beam_muzzleeffect)
1452                                 {
1453                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1454                                         flash.alpha = this.beam_alpha;
1455                                         flash.colormod = this.beam_color;
1456                                         flash.scale = 0.5;
1457                                 }
1458                                 break;
1459                         }
1460                         case ARC_BT_HEAL:
1461                         {
1462                                 this.beam_color = beamcolor;
1463                                 this.beam_alpha = 0.5;
1464                                 this.beam_thickness = 8;
1465                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1466                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1467                                 this.beam_hitlight[0] = 0;
1468                                 this.beam_hitlight[1] = 1;
1469                                 this.beam_hitlight[2] = 1;
1470                                 this.beam_hitlight[3] = 1;
1471                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1472                                 this.beam_muzzlelight[0] = 0;
1473                                 this.beam_muzzlelight[1] = 1;
1474                                 this.beam_muzzlelight[2] = 1;
1475                                 this.beam_muzzlelight[3] = 1;
1476                                 this.beam_image = "particles/lgbeam";
1477                                 if(this.beam_muzzleeffect)
1478                                 {
1479                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1480                                         flash.alpha = this.beam_alpha;
1481                                         flash.colormod = this.beam_color;
1482                                         flash.scale = 0.5;
1483                                 }
1484                                 break;
1485                         }
1486                         case ARC_BT_HIT:
1487                         {
1488                                 this.beam_color = beamcolor;
1489                                 this.beam_alpha = 0.5;
1490                                 this.beam_thickness = 8;
1491                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1492                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1493                                 this.beam_hitlight[0] = 20;
1494                                 this.beam_hitlight[1] = 1;
1495                                 this.beam_hitlight[2] = 0;
1496                                 this.beam_hitlight[3] = 0;
1497                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1498                                 this.beam_muzzlelight[0] = 50;
1499                                 this.beam_muzzlelight[1] = 1;
1500                                 this.beam_muzzlelight[2] = 0;
1501                                 this.beam_muzzlelight[3] = 0;
1502                                 this.beam_image = "particles/lgbeam";
1503                                 if(this.beam_muzzleeffect)
1504                                 {
1505                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1506                                         flash.alpha = this.beam_alpha;
1507                                         flash.colormod = this.beam_color;
1508                                         flash.scale = 0.5;
1509                                 }
1510                                 break;
1511                         }
1512                         case ARC_BT_BURST_MISS:
1513                         {
1514                                 this.beam_color = beamcolor;
1515                                 this.beam_alpha = 0.5;
1516                                 this.beam_thickness = 14;
1517                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1518                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1519                                 this.beam_hitlight[0] = 0;
1520                                 this.beam_hitlight[1] = 1;
1521                                 this.beam_hitlight[2] = 1;
1522                                 this.beam_hitlight[3] = 1;
1523                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1524                                 this.beam_muzzlelight[0] = 0;
1525                                 this.beam_muzzlelight[1] = 1;
1526                                 this.beam_muzzlelight[2] = 1;
1527                                 this.beam_muzzlelight[3] = 1;
1528                                 this.beam_image = "particles/lgbeam";
1529                                 if(this.beam_muzzleeffect)
1530                                 {
1531                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1532                                         flash.alpha = this.beam_alpha;
1533                                         flash.colormod = this.beam_color;
1534                                         flash.scale = 0.5;
1535                                 }
1536                                 break;
1537                         }
1538                         case ARC_BT_BURST_WALL:
1539                         {
1540                                 this.beam_color = beamcolor;
1541                                 this.beam_alpha = 0.5;
1542                                 this.beam_thickness = 14;
1543                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1544                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1545                                 this.beam_hitlight[0] = 0;
1546                                 this.beam_hitlight[1] = 1;
1547                                 this.beam_hitlight[2] = 1;
1548                                 this.beam_hitlight[3] = 1;
1549                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1550                                 this.beam_muzzlelight[0] = 0;
1551                                 this.beam_muzzlelight[1] = 1;
1552                                 this.beam_muzzlelight[2] = 1;
1553                                 this.beam_muzzlelight[3] = 1;
1554                                 this.beam_image = "particles/lgbeam";
1555                                 if(this.beam_muzzleeffect)
1556                                 {
1557                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1558                                         flash.alpha = this.beam_alpha;
1559                                         flash.colormod = this.beam_color;
1560                                         flash.scale = 0.5;
1561                                 }
1562                                 break;
1563                         }
1564                         case ARC_BT_BURST_HEAL:
1565                         {
1566                                 this.beam_color = beamcolor;
1567                                 this.beam_alpha = 0.5;
1568                                 this.beam_thickness = 14;
1569                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1570                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1571                                 this.beam_hitlight[0] = 0;
1572                                 this.beam_hitlight[1] = 1;
1573                                 this.beam_hitlight[2] = 1;
1574                                 this.beam_hitlight[3] = 1;
1575                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1576                                 this.beam_muzzlelight[0] = 0;
1577                                 this.beam_muzzlelight[1] = 1;
1578                                 this.beam_muzzlelight[2] = 1;
1579                                 this.beam_muzzlelight[3] = 1;
1580                                 this.beam_image = "particles/lgbeam";
1581                                 if(this.beam_muzzleeffect)
1582                                 {
1583                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1584                                         flash.alpha = this.beam_alpha;
1585                                         flash.colormod = this.beam_color;
1586                                         flash.scale = 0.5;
1587                                 }
1588                                 break;
1589                         }
1590                         case ARC_BT_BURST_HIT:
1591                         {
1592                                 this.beam_color = beamcolor;
1593                                 this.beam_alpha = 0.5;
1594                                 this.beam_thickness = 14;
1595                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1596                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1597                                 this.beam_hitlight[0] = 0;
1598                                 this.beam_hitlight[1] = 1;
1599                                 this.beam_hitlight[2] = 1;
1600                                 this.beam_hitlight[3] = 1;
1601                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1602                                 this.beam_muzzlelight[0] = 0;
1603                                 this.beam_muzzlelight[1] = 1;
1604                                 this.beam_muzzlelight[2] = 1;
1605                                 this.beam_muzzlelight[3] = 1;
1606                                 this.beam_image = "particles/lgbeam";
1607                                 if(this.beam_muzzleeffect)
1608                                 {
1609                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1610                                         flash.alpha = this.beam_alpha;
1611                                         flash.colormod = this.beam_color;
1612                                         flash.scale = 0.5;
1613                                 }
1614                                 break;
1615                         }
1616
1617                         // shouldn't be possible, but lets make it colorful if it does :D
1618                         default:
1619                         {
1620                                 this.beam_color = randomvec();
1621                                 this.beam_alpha = 1;
1622                                 this.beam_thickness = 8;
1623                                 this.beam_traileffect = NULL;
1624                                 this.beam_hiteffect = NULL;
1625                                 this.beam_hitlight[0] = 0;
1626                                 this.beam_hitlight[1] = 1;
1627                                 this.beam_hitlight[2] = 1;
1628                                 this.beam_hitlight[3] = 1;
1629                                 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1630                                 this.beam_muzzlelight[0] = 0;
1631                                 this.beam_muzzlelight[1] = 1;
1632                                 this.beam_muzzlelight[2] = 1;
1633                                 this.beam_muzzlelight[3] = 1;
1634                                 this.beam_image = "particles/lgbeam";
1635                                 if(this.beam_muzzleeffect)
1636                                 {
1637                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1638                                         flash.alpha = this.beam_alpha;
1639                                         flash.colormod = this.beam_color;
1640                                         flash.scale = 0.5;
1641                                 }
1642                                 break;
1643                         }
1644                 }
1645         }
1646
1647         if(!this.beam_usevieworigin)
1648         {
1649                 InterpolateOrigin_Note(this);
1650         }
1651         return true;
1652 }
1653
1654 #endif
1655 #endif