]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/arc.qc
54e7d99bd54cb1d31e09cf038ce0fa02493f6637
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
1 #include "arc.qh"
2
3 #ifdef SVQC
4 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
6
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
8 {
9         WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
10
11         // Truncate information when this beam is displayed to the owner client
12         // - The owner client has no use for beam start position or directions,
13         //    it always figures this information out for itself with csqc code.
14         // - Spectating the owner also truncates this information.
15         float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
16         if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
17
18         WriteByte(MSG_ENTITY, sf);
19         WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
20
21         if(sf & ARC_SF_SETTINGS) // settings information
22         {
23                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
24                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
25                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
26                 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
27                 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
28                 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
29
30                 WriteByte(MSG_ENTITY, drawlocal);
31                 WriteByte(MSG_ENTITY, etof(this.owner));
32         }
33         if(sf & ARC_SF_START) // starting location
34         {
35                 WriteVector(MSG_ENTITY, this.beam_start);
36         }
37         if(sf & ARC_SF_WANTDIR) // want/aim direction
38         {
39                 WriteVector(MSG_ENTITY, this.beam_wantdir);
40         }
41         if(sf & ARC_SF_BEAMDIR) // beam direction
42         {
43                 WriteAngleVector(MSG_ENTITY, this.beam_dir);
44         }
45         if(sf & ARC_SF_BEAMTYPE) // beam type
46         {
47                 WriteByte(MSG_ENTITY, this.beam_type);
48         }
49
50         return true;
51 }
52
53 void Reset_ArcBeam(entity player, vector forward)
54 {
55         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
56         {
57                 .entity weaponentity = weaponentities[slot];
58                 if(!player.(weaponentity).arc_beam)
59                         continue;
60                 player.(weaponentity).arc_beam.beam_dir = forward;
61                 player.(weaponentity).arc_beam.beam_teleporttime = time;
62         }
63 }
64
65 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
66 {
67         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
68         {
69                 player.arc_overheat = 0;
70                 return 0;
71         }
72
73         if ( player.(weaponentity).arc_beam )
74                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
75
76         if ( player.arc_overheat > time )
77         {
78                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
79                         * player.arc_cooldown;
80         }
81
82         return 0;
83 }
84 void Arc_Player_SetHeat(entity player, .entity weaponentity)
85 {
86         player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
87         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
88 }
89
90 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
91 {
92         this.event_damage = func_null;
93         RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
94
95         delete(this);
96 }
97
98 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
99 {
100         W_Arc_Bolt_Explode(this, trigger);
101 }
102
103 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
104 {
105         if(GetResource(this, RES_HEALTH) <= 0)
106                 return;
107
108         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109                 return; // g_projectiles_damage says to halt
110
111         TakeResource(this, RES_HEALTH, damage);
112         this.angles = vectoangles(this.velocity);
113
114         if(GetResource(this, RES_HEALTH) <= 0)
115                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
116 }
117
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
119 {
120         PROJECTILE_TOUCH(this, toucher);
121         if(this.cnt >= WEP_CVAR(arc, bolt_bounce_count) || !WEP_CVAR(arc, bolt_bounce_count) || toucher.takedamage == DAMAGE_AIM) {
122                 this.use(this, NULL, toucher);
123         } else {
124                 this.cnt++;
125                 Send_Effect(EFFECT_BALL_SPARKS, this.origin, this.velocity, 1);
126                 this.angles = vectoangles(this.velocity);
127                 this.owner = NULL;
128                 this.projectiledeathtype |= HITTYPE_BOUNCE;
129                 if(WEP_CVAR(arc, bolt_bounce_explode))
130                         RadiusDamage(this, this.realowner, WEP_CVAR(arc, bolt_damage), WEP_CVAR(arc, bolt_edgedamage), WEP_CVAR(arc, bolt_radius), NULL, NULL, WEP_CVAR(arc, bolt_force), this.projectiledeathtype, this.weaponentity_fld, toucher);
131                 if(this.cnt == 1 && WEP_CVAR(arc, bolt_bounce_lifetime))
132                         this.nextthink = time + WEP_CVAR(arc, bolt_bounce_lifetime);
133         }
134 }
135
136 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity, int fire)
137 {
138         W_SetupShot(actor, weaponentity, false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), thiswep.m_id | HITTYPE_SECONDARY);
139
140         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
141
142         entity missile = new(missile);
143         missile.owner = missile.realowner = actor;
144         missile.bot_dodge = true;
145         IL_PUSH(g_bot_dodge, missile);
146         missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
147
148         missile.takedamage = DAMAGE_YES;
149         SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR(arc, bolt_health));
150         missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
151         missile.event_damage = W_Arc_Bolt_Damage;
152         missile.damagedbycontents = true;
153         IL_PUSH(g_damagedbycontents, missile);
154
155         settouch(missile, W_Arc_Bolt_Touch);
156         missile.cnt = 0;
157         missile.use = W_Arc_Bolt_Explode_use;
158         setthink(missile, adaptor_think2use_hittype_splash);
159         missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
160         PROJECTILE_MAKETRIGGER(missile);
161         missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
162         missile.weaponentity_fld = weaponentity;
163         setorigin(missile, w_shotorg);
164         setsize(missile, '0 0 0', '0 0 0');
165
166         set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
167         W_SetupProjVelocity_PRE(missile, arc, bolt_);
168
169         missile.angles = vectoangles(missile.velocity);
170         missile.flags = FL_PROJECTILE;
171         IL_PUSH(g_projectiles, missile);
172         missile.missile_flags = MIF_SPLASH;
173
174         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
175
176         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
177
178         actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
179         if(actor.(weaponentity).misc_bulletcounter == 0)
180         {
181                 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, bolt_refire2) * W_WeaponRateFactor(actor);
182                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
183         }
184         else
185         {
186                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), W_Arc_Attack_Bolt);
187         }
188 }
189
190 void W_Arc_Beam_Think(entity this)
191 {
192         .entity weaponentity = this.weaponentity_fld;
193         entity own = this.owner;
194         if(this != own.(weaponentity).arc_beam)
195         {
196                 delete(this);
197                 return;
198         }
199
200         float burst = 0;
201         if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
202         {
203                 if(!this.beam_bursting)
204                         this.beam_bursting = true;
205                 burst = ARC_BT_BURSTMASK;
206         }
207
208         Weapon thiswep = WEP_ARC;
209
210         // TODO: use standard weapon use checks here!
211         if(!IS_PLAYER(own) || IS_DEAD(own) || STAT(FROZEN, own) || game_stopped || own.vehicle
212                 || !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
213                 || own.(weaponentity).m_switchweapon != WEP_ARC
214                 || (!PHYS_INPUT_BUTTON_ATCK(own) && !burst)
215                 || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
216         {
217                 if ( WEP_CVAR(arc, cooldown) > 0 )
218                 {
219                         float cooldown_speed = 0;
220                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
221                         {
222                                 cooldown_speed = WEP_CVAR(arc, cooldown);
223                         }
224                         else if ( !burst )
225                         {
226                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
227                         }
228
229                         bool overheat = (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max));
230                         if (overheat)
231                         {
232                                 Send_Effect(EFFECT_ARC_OVERHEAT, this.beam_start, this.beam_wantdir, 1);
233                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
234                         }
235
236                         if ( cooldown_speed )
237                         {
238                                 if (WEP_CVAR(arc, cooldown_release) || overheat)
239                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
240                                 own.arc_cooldown = cooldown_speed;
241                         }
242
243                 }
244
245                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
246                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
247                 {
248                         // note: this doesn't force the switch
249                         W_SwitchToOtherWeapon(own, weaponentity);
250                 }
251                 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
252                 delete(this);
253                 return;
254         }
255
256         // decrease ammo
257         float coefficient = frametime;
258         if(!(own.items & IT_UNLIMITED_AMMO))
259         {
260                 float rootammo;
261                 if(burst)
262                         { rootammo = WEP_CVAR(arc, burst_ammo); }
263                 else
264                         { rootammo = WEP_CVAR(arc, beam_ammo); }
265
266                 if(rootammo)
267                 {
268                         coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
269                         SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
270                 }
271         }
272         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
273         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
274
275         makevectors(own.v_angle);
276
277         W_SetupShot_Range(
278                 own,
279                 weaponentity,
280                 true,
281                 0,
282                 SND_Null,
283                 0,
284                 WEP_CVAR(arc, beam_damage) * coefficient,
285                 WEP_CVAR(arc, beam_range),
286                 thiswep.m_id
287         );
288
289         // After teleport, "lock" the beam until the teleport is confirmed.
290         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
291                 w_shotdir = this.beam_dir;
292         }
293
294         // network information: shot origin and want/aim direction
295         if(this.beam_start != w_shotorg)
296         {
297                 this.SendFlags |= ARC_SF_START;
298                 this.beam_start = w_shotorg;
299         }
300         if(this.beam_wantdir != w_shotdir)
301         {
302                 this.SendFlags |= ARC_SF_WANTDIR;
303                 this.beam_wantdir = w_shotdir;
304         }
305
306         if(!this.beam_initialized)
307         {
308                 this.beam_dir = w_shotdir;
309                 this.beam_initialized = true;
310         }
311
312         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
313         // idea: blend together this.beam_dir with the inverted direction the player is moving in
314         // might have to make some special accomodation so that it only uses view_right and view_up
315
316         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
317
318         float segments;
319         if(this.beam_dir != w_shotdir)
320         {
321                 // calculate how much we're going to move the end of the beam to the want position
322                 // WEAPONTODO (server and client):
323                 // blendfactor never actually becomes 0 in this situation, which is a problem
324                 // regarding precision... this means that this.beam_dir and w_shotdir approach
325                 // eachother, however they never actually become the same value with this method.
326                 // Perhaps we should do some form of rounding/snapping?
327                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
328                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
329                 {
330                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
331                         float blendfactor = bound(
332                                 0,
333                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
334                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
335                         );
336                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
337                                 this.beam_dir = w_shotdir;
338                         else
339                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
340                 }
341                 else
342                 {
343                         // the radius is not too far yet, no worries :D
344                         float blendfactor = bound(
345                                 0,
346                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
347                                 1
348                         );
349                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
350                                 this.beam_dir = w_shotdir;
351                         else
352                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
353                 }
354
355                 // network information: beam direction
356                 this.SendFlags |= ARC_SF_BEAMDIR;
357
358                 // calculate how many segments are needed
359                 float max_allowed_segments;
360
361                 if(WEP_CVAR(arc, beam_distancepersegment))
362                 {
363                         max_allowed_segments = min(
364                                 ARC_MAX_SEGMENTS,
365                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
366                         );
367                 }
368                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
369
370                 if(WEP_CVAR(arc, beam_degreespersegment))
371                 {
372                         segments = bound(
373                                 1,
374                                 (
375                                         min(
376                                                 angle,
377                                                 WEP_CVAR(arc, beam_maxangle)
378                                         )
379                                         /
380                                         WEP_CVAR(arc, beam_degreespersegment)
381                                 ),
382                                 max_allowed_segments
383                         );
384                 }
385                 else { segments = 1; }
386         }
387         else { segments = 1; }
388
389         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
390         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
391
392         float i;
393         float new_beam_type = 0;
394         vector last_origin = w_shotorg;
395         for(i = 1; i <= segments; ++i)
396         {
397                 // WEAPONTODO (client):
398                 // In order to do nice fading and pointing on the starting segment, we must always
399                 // have that drawn as a separate triangle... However, that is difficult to do when
400                 // keeping in mind the above problems and also optimizing the amount of segments
401                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
402
403                 vector new_origin = bezier_quadratic_getpoint(
404                         w_shotorg,
405                         beam_controlpoint,
406                         beam_endpos,
407                         i / segments);
408                 vector new_dir = normalize(new_origin - last_origin);
409
410                 WarpZone_traceline_antilag(
411                         own,
412                         last_origin,
413                         new_origin,
414                         MOVE_NORMAL,
415                         own,
416                         ANTILAG_LATENCY(own)
417                 );
418
419                 // Do all the transforms for warpzones right now, as we already
420                 // "are" in the post-trace system (if we hit a player, that's
421                 // always BEHIND the last passed wz).
422                 last_origin = trace_endpos;
423                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
424                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
425                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
426                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
427
428                 if(trace_ent)
429                 {
430                         bool is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
431                         if(SAME_TEAM(own, trace_ent))
432                         {
433                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
434                                 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
435                                 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
436                                 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
437                                 if(IS_PLAYER(trace_ent) && rootarmor)
438                                 {
439                                         if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
440                                         {
441                                                 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
442                                                 trace_ent.pauserotarmor_finished = max(
443                                                         trace_ent.pauserotarmor_finished,
444                                                         time + autocvar_g_balance_pause_armor_rot
445                                                 );
446                                         }
447                                 }
448                                 if(roothealth || rootarmor)
449                                         new_beam_type = ARC_BT_HEAL;
450                         }
451                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
452                         {
453                                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
454                                 // NO. trace_endpos should be just fine. If not,
455                                 // that's an engine bug that needs proper debugging.
456                                 vector hitorigin = trace_endpos;
457
458                                 float falloff = ExponentialFalloff(
459                                         WEP_CVAR(arc, beam_falloff_mindist),
460                                         WEP_CVAR(arc, beam_falloff_maxdist),
461                                         WEP_CVAR(arc, beam_falloff_halflifedist),
462                                         vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
463                                 );
464
465                                 float rootdamage;
466                                 if(is_player)
467                                 {
468                                         if(burst)
469                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
470                                         else
471                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
472                                 }
473                                 else
474                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
475
476                                 if(accuracy_isgooddamage(own, trace_ent))
477                                 {
478                                         accuracy_add(
479                                                 own,
480                                                 WEP_ARC,
481                                                 0,
482                                                 rootdamage * coefficient * falloff
483                                         );
484                                 }
485
486                                 Damage(
487                                         trace_ent,
488                                         own,
489                                         own,
490                                         rootdamage * coefficient * falloff,
491                                         WEP_ARC.m_id,
492                                         weaponentity,
493                                         hitorigin,
494                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
495                                 );
496
497                                 new_beam_type = ARC_BT_HIT;
498                         }
499                         break;
500                 }
501                 else if(trace_fraction != 1)
502                 {
503                         // we collided with geometry
504                         new_beam_type = ARC_BT_WALL;
505                         break;
506                 }
507         }
508
509         // te_explosion(trace_endpos);
510
511         // if we're bursting, use burst visual effects
512         new_beam_type |= burst;
513
514         // network information: beam type
515         if(new_beam_type != this.beam_type)
516         {
517                 this.SendFlags |= ARC_SF_BEAMTYPE;
518                 this.beam_type = new_beam_type;
519         }
520
521         own.(weaponentity).beam_prev = time;
522         this.nextthink = time;
523 }
524
525 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
526 {
527
528         // only play fire sound if 1 sec has passed since player let go the fire button
529         if(time - actor.(weaponentity).beam_prev > 1)
530                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
531
532         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
533         beam.weaponentity_fld = weaponentity;
534         beam.solid = SOLID_NOT;
535         setthink(beam, W_Arc_Beam_Think);
536         beam.owner = actor;
537         set_movetype(beam, MOVETYPE_NONE);
538         beam.bot_dodge = true;
539         IL_PUSH(g_bot_dodge, beam);
540         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
541         beam.beam_bursting = burst;
542         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
543
544         getthink(beam)(beam);
545 }
546 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
547 {
548         if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
549         {
550                 w_ready(thiswep, actor, weaponentity, fire);
551                 return;
552         }
553
554         // attack handled by the beam itself, this is just a loop to keep the attack happening!
555
556         // NOTE: arc doesn't use a refire
557         //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
558         actor.(weaponentity).wframe = WFRAME_FIRE1;
559         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
560 }
561 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
562 {
563         // calculate a rough shot origin to show the effect from TODO: move this to the client side!
564         makevectors(actor.v_angle);
565         w_shotdir = v_forward;
566         vector md = actor.(weaponentity).movedir;
567         vector vecs = ((md.x > 0) ? md : '0 0 0');
568         vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
569         w_shotorg = actor.origin + actor.view_ofs + dv;
570         //W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id);
571
572         vector smoke_origin = w_shotorg + actor.velocity*frametime;
573         if ( actor.arc_overheat > time )
574         {
575                 if ( random() < actor.(weaponentity).arc_heat_percent )
576                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
577                 if ( (fire & 1) || (fire & 2) )
578                 {
579                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
580                         if ( !actor.arc_smoke_sound )
581                         {
582                                 actor.arc_smoke_sound = 1;
583                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
584                         }
585                 }
586         }
587         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
588                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
589         {
590                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
591                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
592                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
593         }
594
595         bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
596         bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
597         if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
598         {
599                 actor.arc_smoke_sound = 0;
600                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
601         }
602 }
603
604 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
605 {
606     if(WEP_CVAR(arc, beam_botaimspeed))
607     {
608         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
609                 actor,
610                 weaponentity,
611             WEP_CVAR(arc, beam_botaimspeed),
612             0,
613             WEP_CVAR(arc, beam_botaimlifetime),
614             false
615         );
616     }
617     else
618     {
619         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
620                 actor,
621                 weaponentity,
622             1000000,
623             0,
624             0.001,
625             false
626         );
627     }
628 }
629 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
630 {
631     Arc_Player_SetHeat(actor, weaponentity);
632     Arc_Smoke(thiswep, actor, weaponentity, fire);
633
634     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
635
636     if (time >= actor.arc_overheat)
637     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
638     {
639         #if 0
640         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
641         {
642             #if 0
643             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
644                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
645             else
646             #endif
647                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
648         }
649         #endif
650
651         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
652         {
653             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
654             {
655                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
656
657                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
658                 {
659                         actor.(weaponentity).wframe = WFRAME_FIRE1;
660                     weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
661                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
662                 }
663             }
664         }
665
666         return;
667     }
668     else if(fire & 2)
669     {
670         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
671         {
672             if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
673             if(!(actor.items & IT_UNLIMITED_AMMO))
674             {
675                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
676                 w_ready(thiswep, actor, weaponentity, fire);
677                 return;
678             }
679             float ammo_available = GetResource(actor, thiswep.ammo_type);
680             // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
681             // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
682             float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
683             int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
684
685             // We also don't want to use 3 rounds if there's only 2 left.
686             int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
687             W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
688
689             // Bursting counts up to 0 from a negative.
690             actor.(weaponentity).misc_bulletcounter = -to_shoot;
691             W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
692         }
693     }
694
695     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
696     {
697         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
698         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
699         ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
700     }
701     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
702
703     #if 0
704     if(fire & 2)
705     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
706     {
707         W_Arc_Attack2();
708         actor.arc_count = autocvar_g_balance_arc_secondary_count;
709         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
710         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
711     }
712     #endif
713 }
714 METHOD(Arc, wr_init, void(entity thiswep))
715 {
716     if(!arc_shotorigin[0])
717     {
718         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
719         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
720         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
721         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
722     }
723 }
724 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
725 {
726     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
727 }
728 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
729 {
730     if(WEP_CVAR(arc, bolt))
731     {
732         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
733         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
734         return ammo_amount;
735     }
736     else
737         return WEP_CVAR(arc, overheat_max) > 0 &&
738             ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
739 }
740 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
741 {
742     if(w_deathtype & HITTYPE_SECONDARY)
743         return WEAPON_ARC_MURDER_SPRAY;
744     else
745         return WEAPON_ARC_MURDER;
746 }
747 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
748 {
749     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
750     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
751     actor.arc_overheat = 0;
752     actor.arc_cooldown = 0;
753     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
754 }
755 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
756 {
757     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
758         weapon_dropevent_item.arc_overheat > time )
759     {
760         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
761         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
762     }
763 }
764 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
765 {
766     actor.arc_overheat = 0;
767     actor.arc_cooldown = 0;
768     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
769     {
770         .entity weaponentity = weaponentities[slot];
771         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
772     }
773 }
774 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
775 {
776     actor.arc_overheat = 0;
777     actor.arc_cooldown = 0;
778     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
779 }
780 #endif
781 #ifdef CSQC
782 bool autocvar_cl_arcbeam_teamcolor = true;
783 bool autocvar_cl_arcbeam_simple = true;
784
785 .int beam_slot;
786
787 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
788 {
789     if(w_deathtype & HITTYPE_SECONDARY)
790     {
791         vector org2;
792         org2 = w_org + w_backoff * 6;
793         pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
794         if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
795     }
796 }
797
798 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
799 {
800         entity beam = Draw_ArcBeam_callback_entity;
801         vector transformed_view_org;
802         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
803
804         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
805         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
806         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
807
808         vector hitorigin;
809
810         // draw segment
811         #if 0
812         if(trace_fraction != 1)
813         {
814                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
815                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
816                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
817         }
818         else
819         {
820                 hitorigin = hit;
821         }
822         #else
823         hitorigin = hit;
824         #endif
825
826         // decide upon thickness
827         float thickness = beam.beam_thickness;
828
829         // draw primary beam render
830         vector top    = hitorigin + (thickdir * thickness);
831         vector bottom = hitorigin - (thickdir * thickness);
832
833         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
834         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
835
836         if(autocvar_cl_arcbeam_simple)
837                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
838         else
839         {
840                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
841                 R_PolygonVertex(
842                         top,
843                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
844                         beam.beam_color,
845                         beam.beam_alpha
846                 );
847                 R_PolygonVertex(
848                         last_top,
849                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
850                         beam.beam_color,
851                         beam.beam_alpha
852                 );
853                 R_PolygonVertex(
854                         last_bottom,
855                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
856                         beam.beam_color,
857                         beam.beam_alpha
858                 );
859                 R_PolygonVertex(
860                         bottom,
861                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
862                         beam.beam_color,
863                         beam.beam_alpha
864                 );
865                 R_EndPolygon();
866         }
867
868         // draw trailing particles
869         // NOTES:
870         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
871         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
872         if(beam.beam_traileffect)
873         {
874                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
875         }
876
877         // set up for the next
878         Draw_ArcBeam_callback_last_thickness = thickness;
879         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
880         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
881 }
882
883 void Reset_ArcBeam()
884 {
885         entity e;
886         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
887                 e.beam_initialized = false;
888         }
889         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
890                 e.beam_initialized = false;
891         }
892 }
893
894 void Draw_ArcBeam(entity this)
895 {
896         float dt = time - this.move_time;
897         this.move_time = time;
898         if(dt <= 0) { return; }
899
900         if(!this.beam_usevieworigin)
901         {
902                 InterpolateOrigin_Do(this);
903         }
904
905         // origin = beam starting origin
906         // v_angle = wanted/aim direction
907         // angles = current direction of beam
908
909         vector start_pos;
910         vector wantdir; //= view_forward;
911         vector beamdir; //= this.beam_dir;
912
913         float segments;
914         if(this.beam_usevieworigin)
915         {
916                 // WEAPONTODO:
917                 // Currently we have to replicate nearly the same method of figuring
918                 // out the shotdir that the server does... Ideally in the future we
919                 // should be able to acquire this from a generalized function built
920                 // into a weapon system for client code.
921
922                 // find where we are aiming
923                 vector myviewangle = view_angles;
924                 if (autocvar_chase_active)
925                 {
926                         if (autocvar_cl_lockview)
927                                 myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
928                         else
929                                 myviewangle = warpzone_save_view_angles;
930                 }
931                 vector forward, right, up;
932                 MAKE_VECTORS(myviewangle, forward, right, up);
933                 entity wepent = viewmodels[this.beam_slot];
934
935                 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
936
937                 // decide upon start position
938                 if(this.beam_usevieworigin == 2)
939                         { start_pos = warpzone_save_view_origin; }
940                 else if(csqcplayer)
941                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
942                 else
943                         { start_pos = this.origin; }
944
945                 // trace forward with an estimation
946                 WarpZone_TraceLine(
947                         start_pos,
948                         start_pos + forward * this.beam_range,
949                         MOVE_NOMONSTERS,
950                         this
951                 );
952
953                 int v_shot_idx;  // used later
954                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
955                 if(v_shot_idx && this.beam_usevieworigin == 2)
956                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
957
958                 // untransform in case our trace went through a warpzone
959                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
960
961                 // un-adjust trueaim if shotend is too close
962                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
963                         end_pos = start_pos + (forward * g_trueaim_minrange);
964
965                 // move shot origin to the actual gun muzzle origin
966                 vector origin_offset = '0 0 0';
967                 if(!v_shot_idx || this.beam_usevieworigin != 2)
968                 {
969                         this.beam_shotorigin = wepent.movedir;
970                         origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
971                 }
972                 else
973                         this.beam_shotorigin = '0 0 0';
974
975                 start_pos = start_pos + origin_offset;
976
977                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
978                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
979                 start_pos = trace_endpos;
980
981                 // calculate the aim direction now
982                 wantdir = normalize(end_pos - start_pos);
983
984                 if(!this.beam_initialized)
985                 {
986                         this.beam_dir = wantdir;
987                         this.beam_initialized = true;
988
989                         this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
990                 }
991
992                 if(this.beam_dir != wantdir)
993                 {
994                         // calculate how much we're going to move the end of the beam to the want position
995                         // WEAPONTODO (server and client):
996                         // blendfactor never actually becomes 0 in this situation, which is a problem
997                         // regarding precision... this means that this.beam_dir and w_shotdir approach
998                         // eachother, however they never actually become the same value with this method.
999                         // Perhaps we should do some form of rounding/snapping?
1000                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1001                         if(angle && (angle > this.beam_maxangle))
1002                         {
1003                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1004                                 float blendfactor = bound(
1005                                         0,
1006                                         (1 - (this.beam_returnspeed * dt)),
1007                                         min(this.beam_maxangle / angle, 1)
1008                                 );
1009                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1010                         }
1011                         else
1012                         {
1013                                 // the radius is not too far yet, no worries :D
1014                                 float blendfactor = bound(
1015                                         0,
1016                                         (1 - (this.beam_returnspeed * dt)),
1017                                         1
1018                                 );
1019                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1020                         }
1021
1022                         // calculate how many segments are needed
1023                         float max_allowed_segments;
1024
1025                         if(this.beam_distancepersegment)
1026                         {
1027                                 max_allowed_segments = min(
1028                                         ARC_MAX_SEGMENTS,
1029                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1030                                 );
1031                         }
1032                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1033
1034                         if(this.beam_degreespersegment)
1035                         {
1036                                 segments = bound(
1037                                         1,
1038                                         (
1039                                                 min(
1040                                                         angle,
1041                                                         this.beam_maxangle
1042                                                 )
1043                                                 /
1044                                                 this.beam_degreespersegment
1045                                         ),
1046                                         max_allowed_segments
1047                                 );
1048                         }
1049                         else { segments = 1; }
1050                 }
1051                 else { segments = 1; }
1052
1053                 // set the beam direction which the rest of the code will refer to
1054                 beamdir = this.beam_dir;
1055
1056                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1057                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1058         }
1059         else
1060         {
1061                 // set the values from the provided info from the networked entity
1062                 start_pos = this.origin;
1063                 wantdir = this.v_angle;
1064                 beamdir = this.angles;
1065
1066                 if(beamdir != wantdir)
1067                 {
1068                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1069
1070                         // calculate how many segments are needed
1071                         float max_allowed_segments;
1072
1073                         if(this.beam_distancepersegment)
1074                         {
1075                                 max_allowed_segments = min(
1076                                         ARC_MAX_SEGMENTS,
1077                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1078                                 );
1079                         }
1080                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1081
1082                         if(this.beam_degreespersegment)
1083                         {
1084                                 segments = bound(
1085                                         1,
1086                                         (
1087                                                 min(
1088                                                         angle,
1089                                                         this.beam_maxangle
1090                                                 )
1091                                                 /
1092                                                 this.beam_degreespersegment
1093                                         ),
1094                                         max_allowed_segments
1095                                 );
1096                         }
1097                         else { segments = 1; }
1098                 }
1099                 else { segments = 1; }
1100         }
1101
1102         setorigin(this, start_pos);
1103         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1104
1105         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1106         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1107
1108         Draw_ArcBeam_callback_entity = this;
1109         Draw_ArcBeam_callback_last_thickness = 0;
1110         Draw_ArcBeam_callback_last_top = start_pos;
1111         Draw_ArcBeam_callback_last_bottom = start_pos;
1112
1113         vector last_origin = start_pos;
1114         vector original_start_pos = start_pos;
1115
1116         float i;
1117         for(i = 1; i <= segments; ++i)
1118         {
1119                 // WEAPONTODO (client):
1120                 // In order to do nice fading and pointing on the starting segment, we must always
1121                 // have that drawn as a separate triangle... However, that is difficult to do when
1122                 // keeping in mind the above problems and also optimizing the amount of segments
1123                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1124
1125                 vector new_origin = bezier_quadratic_getpoint(
1126                         start_pos,
1127                         beam_controlpoint,
1128                         beam_endpos,
1129                         i / segments);
1130
1131                 WarpZone_TraceBox_ThroughZone(
1132                         last_origin,
1133                         '0 0 0',
1134                         '0 0 0',
1135                         new_origin,
1136                         MOVE_NORMAL,
1137                         NULL,
1138                         NULL,
1139                         Draw_ArcBeam_callback
1140                 );
1141
1142                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1143                 // system (if we hit a player, that's always BEHIND the last passed wz).
1144                 last_origin = trace_endpos;
1145                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1146                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1147                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1148                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1149                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1150                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1151
1152                 if(trace_fraction < 1) { break; }
1153         }
1154
1155         // visual effects for startpoint and endpoint
1156         if(this.beam_hiteffect)
1157         {
1158                 // FIXME we really should do this on the server so it actually
1159                 // matches gameplay. What this client side stuff is doing is no
1160                 // more than guesswork.
1161                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1162                 pointparticles(
1163                         this.beam_hiteffect,
1164                         last_origin,
1165                         beamdir * -1,
1166                         dt * 2
1167                 );
1168         }
1169         if(this.beam_hitlight[0])
1170         {
1171                 adddynamiclight(
1172                         last_origin,
1173                         this.beam_hitlight[0],
1174                         vec3(
1175                                 this.beam_hitlight[1],
1176                                 this.beam_hitlight[2],
1177                                 this.beam_hitlight[3]
1178                         )
1179                 );
1180         }
1181         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1182         {
1183                 pointparticles(
1184                         this.beam_muzzleeffect,
1185                         original_start_pos + wantdir * 20,
1186                         wantdir * 1000,
1187                         dt * 0.1
1188                 );
1189         }
1190         if(this.beam_muzzlelight[0])
1191         {
1192                 adddynamiclight(
1193                         original_start_pos + wantdir * 20,
1194                         this.beam_muzzlelight[0],
1195                         vec3(
1196                                 this.beam_muzzlelight[1],
1197                                 this.beam_muzzlelight[2],
1198                                 this.beam_muzzlelight[3]
1199                         )
1200                 );
1201         }
1202
1203         // cleanup
1204         Draw_ArcBeam_callback_entity = NULL;
1205         Draw_ArcBeam_callback_last_thickness = 0;
1206         Draw_ArcBeam_callback_last_top = '0 0 0';
1207         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1208 }
1209
1210 void Remove_ArcBeam(entity this)
1211 {
1212         delete(this.beam_muzzleentity);
1213         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1214 }
1215
1216 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1217 {
1218         int sf = ReadByte();
1219         int slot = ReadByte();
1220         entity flash;
1221
1222         this.beam_slot = slot;
1223
1224         if(isnew)
1225         {
1226                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1227
1228                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1229
1230                 // set other main attributes of the beam
1231                 this.draw = Draw_ArcBeam;
1232                 IL_PUSH(g_drawables, this);
1233                 this.entremove = Remove_ArcBeam;
1234                 this.move_time = time;
1235                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1236
1237                 flash = new(arc_flash);
1238                 flash.owner = this;
1239                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1240                 //flash.drawmask = MASK_NORMAL;
1241                 flash.solid = SOLID_NOT;
1242                 flash.avelocity_z = 5000;
1243                 setattachment(flash, this, "");
1244                 setorigin(flash, '0 0 0');
1245
1246                 this.beam_muzzleentity = flash;
1247         }
1248         else
1249         {
1250                 flash = this.beam_muzzleentity;
1251         }
1252
1253         if(sf & ARC_SF_SETTINGS) // settings information
1254         {
1255                 this.beam_degreespersegment = ReadShort();
1256                 this.beam_distancepersegment = ReadShort();
1257                 this.beam_maxangle = ReadShort();
1258                 this.beam_range = ReadCoord();
1259                 this.beam_returnspeed = ReadShort();
1260                 this.beam_tightness = (ReadByte() / 10);
1261
1262                 if(ReadByte())
1263                 {
1264                         this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1265                 }
1266                 else
1267                 {
1268                         this.beam_usevieworigin = 0;
1269                 }
1270
1271                 this.sv_entnum = ReadByte();
1272         }
1273
1274         if(!this.beam_usevieworigin)
1275         {
1276                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1277                 this.iflags = IFLAG_ORIGIN;
1278
1279                 InterpolateOrigin_Undo(this);
1280         }
1281
1282         if(sf & ARC_SF_START) // starting location
1283         {
1284                 this.origin = ReadVector();
1285         }
1286         else if(this.beam_usevieworigin) // infer the location from player location
1287         {
1288                 if(this.beam_usevieworigin == 2)
1289                 {
1290                         // use view origin
1291                         this.origin = view_origin;
1292                 }
1293                 else
1294                 {
1295                         // use player origin so that third person display still works
1296                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1297                 }
1298         }
1299
1300         setorigin(this, this.origin);
1301
1302         if(sf & ARC_SF_WANTDIR) // want/aim direction
1303         {
1304                 this.v_angle = ReadVector();
1305         }
1306
1307         if(sf & ARC_SF_BEAMDIR) // beam direction
1308         {
1309                 this.angles = ReadAngleVector();
1310         }
1311
1312         if(sf & ARC_SF_BEAMTYPE) // beam type
1313         {
1314                 this.beam_type = ReadByte();
1315
1316                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1317                 switch(this.beam_type)
1318                 {
1319                         case ARC_BT_MISS:
1320                         {
1321                                 this.beam_color = beamcolor;
1322                                 this.beam_alpha = 0.5;
1323                                 this.beam_thickness = 8;
1324                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1325                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1326                                 this.beam_hitlight[0] = 0;
1327                                 this.beam_hitlight[1] = 1;
1328                                 this.beam_hitlight[2] = 1;
1329                                 this.beam_hitlight[3] = 1;
1330                                 this.beam_muzzleeffect = EFFECT_Null;
1331                                 this.beam_muzzlelight[0] = 0;
1332                                 this.beam_muzzlelight[1] = 1;
1333                                 this.beam_muzzlelight[2] = 1;
1334                                 this.beam_muzzlelight[3] = 1;
1335                                 this.beam_image = "particles/lgbeam";
1336                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1337                                 {
1338                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1339                                         flash.alpha = this.beam_alpha;
1340                                         flash.colormod = this.beam_color;
1341                                         flash.scale = 0.35;
1342                                 }
1343                                 break;
1344                         }
1345                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1346                         {
1347                                 this.beam_color = beamcolor;
1348                                 this.beam_alpha = 0.5;
1349                                 this.beam_thickness = 8;
1350                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1351                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1352                                 this.beam_hitlight[0] = 0;
1353                                 this.beam_hitlight[1] = 1;
1354                                 this.beam_hitlight[2] = 1;
1355                                 this.beam_hitlight[3] = 1;
1356                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1357                                 this.beam_muzzlelight[0] = 0;
1358                                 this.beam_muzzlelight[1] = 1;
1359                                 this.beam_muzzlelight[2] = 1;
1360                                 this.beam_muzzlelight[3] = 1;
1361                                 this.beam_image = "particles/lgbeam";
1362                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1363                                 {
1364                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1365                                         flash.alpha = this.beam_alpha;
1366                                         flash.colormod = this.beam_color;
1367                                         flash.scale = 0.35;
1368                                 }
1369                                 break;
1370                         }
1371                         case ARC_BT_HEAL:
1372                         {
1373                                 this.beam_color = beamcolor;
1374                                 this.beam_alpha = 0.5;
1375                                 this.beam_thickness = 8;
1376                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1377                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1378                                 this.beam_hitlight[0] = 0;
1379                                 this.beam_hitlight[1] = 1;
1380                                 this.beam_hitlight[2] = 1;
1381                                 this.beam_hitlight[3] = 1;
1382                                 this.beam_muzzleeffect = EFFECT_Null;
1383                                 this.beam_muzzlelight[0] = 0;
1384                                 this.beam_muzzlelight[1] = 1;
1385                                 this.beam_muzzlelight[2] = 1;
1386                                 this.beam_muzzlelight[3] = 1;
1387                                 this.beam_image = "particles/lgbeam";
1388                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1389                                 {
1390                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1391                                         flash.alpha = this.beam_alpha;
1392                                         flash.colormod = this.beam_color;
1393                                         flash.scale = 0.35;
1394                                 }
1395                                 break;
1396                         }
1397                         case ARC_BT_HIT:
1398                         {
1399                                 this.beam_color = beamcolor;
1400                                 this.beam_alpha = 0.5;
1401                                 this.beam_thickness = 8;
1402                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1403                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1404                                 this.beam_hitlight[0] = 20;
1405                                 this.beam_hitlight[1] = 1;
1406                                 this.beam_hitlight[2] = 0;
1407                                 this.beam_hitlight[3] = 0;
1408                                 this.beam_muzzleeffect = EFFECT_Null;
1409                                 this.beam_muzzlelight[0] = 50;
1410                                 this.beam_muzzlelight[1] = 1;
1411                                 this.beam_muzzlelight[2] = 0;
1412                                 this.beam_muzzlelight[3] = 0;
1413                                 this.beam_image = "particles/lgbeam";
1414                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1415                                 {
1416                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1417                                         flash.alpha = this.beam_alpha;
1418                                         flash.colormod = this.beam_color;
1419                                         flash.scale = 0.35;
1420                                 }
1421                                 break;
1422                         }
1423                         case ARC_BT_BURST_MISS:
1424                         {
1425                                 this.beam_color = beamcolor;
1426                                 this.beam_alpha = 0.5;
1427                                 this.beam_thickness = 14;
1428                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1429                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1430                                 this.beam_hitlight[0] = 0;
1431                                 this.beam_hitlight[1] = 1;
1432                                 this.beam_hitlight[2] = 1;
1433                                 this.beam_hitlight[3] = 1;
1434                                 this.beam_muzzleeffect = EFFECT_Null;
1435                                 this.beam_muzzlelight[0] = 0;
1436                                 this.beam_muzzlelight[1] = 1;
1437                                 this.beam_muzzlelight[2] = 1;
1438                                 this.beam_muzzlelight[3] = 1;
1439                                 this.beam_image = "particles/lgbeam";
1440                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1441                                 {
1442                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1443                                         flash.alpha = this.beam_alpha;
1444                                         flash.colormod = this.beam_color;
1445                                         flash.scale = 0.35;
1446                                 }
1447                                 break;
1448                         }
1449                         case ARC_BT_BURST_WALL:
1450                         {
1451                                 this.beam_color = beamcolor;
1452                                 this.beam_alpha = 0.5;
1453                                 this.beam_thickness = 14;
1454                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1455                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1456                                 this.beam_hitlight[0] = 0;
1457                                 this.beam_hitlight[1] = 1;
1458                                 this.beam_hitlight[2] = 1;
1459                                 this.beam_hitlight[3] = 1;
1460                                 this.beam_muzzleeffect = EFFECT_Null;
1461                                 this.beam_muzzlelight[0] = 0;
1462                                 this.beam_muzzlelight[1] = 1;
1463                                 this.beam_muzzlelight[2] = 1;
1464                                 this.beam_muzzlelight[3] = 1;
1465                                 this.beam_image = "particles/lgbeam";
1466                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1467                                 {
1468                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1469                                         flash.alpha = this.beam_alpha;
1470                                         flash.colormod = this.beam_color;
1471                                         flash.scale = 0.35;
1472                                 }
1473                                 break;
1474                         }
1475                         case ARC_BT_BURST_HEAL:
1476                         {
1477                                 this.beam_color = beamcolor;
1478                                 this.beam_alpha = 0.5;
1479                                 this.beam_thickness = 14;
1480                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1481                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1482                                 this.beam_hitlight[0] = 0;
1483                                 this.beam_hitlight[1] = 1;
1484                                 this.beam_hitlight[2] = 1;
1485                                 this.beam_hitlight[3] = 1;
1486                                 this.beam_muzzleeffect = EFFECT_Null;
1487                                 this.beam_muzzlelight[0] = 0;
1488                                 this.beam_muzzlelight[1] = 1;
1489                                 this.beam_muzzlelight[2] = 1;
1490                                 this.beam_muzzlelight[3] = 1;
1491                                 this.beam_image = "particles/lgbeam";
1492                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1493                                 {
1494                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1495                                         flash.alpha = this.beam_alpha;
1496                                         flash.colormod = this.beam_color;
1497                                         flash.scale = 0.35;
1498                                 }
1499                                 break;
1500                         }
1501                         case ARC_BT_BURST_HIT:
1502                         {
1503                                 this.beam_color = beamcolor;
1504                                 this.beam_alpha = 0.5;
1505                                 this.beam_thickness = 14;
1506                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1507                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1508                                 this.beam_hitlight[0] = 0;
1509                                 this.beam_hitlight[1] = 1;
1510                                 this.beam_hitlight[2] = 1;
1511                                 this.beam_hitlight[3] = 1;
1512                                 this.beam_muzzleeffect = EFFECT_Null;
1513                                 this.beam_muzzlelight[0] = 0;
1514                                 this.beam_muzzlelight[1] = 1;
1515                                 this.beam_muzzlelight[2] = 1;
1516                                 this.beam_muzzlelight[3] = 1;
1517                                 this.beam_image = "particles/lgbeam";
1518                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1519                                 {
1520                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1521                                         flash.alpha = this.beam_alpha;
1522                                         flash.colormod = this.beam_color;
1523                                         flash.scale = 0.35;
1524                                 }
1525                                 break;
1526                         }
1527
1528                         // shouldn't be possible, but lets make it colorful if it does :D
1529                         default:
1530                         {
1531                                 this.beam_color = randomvec();
1532                                 this.beam_alpha = 1;
1533                                 this.beam_thickness = 8;
1534                                 this.beam_traileffect = NULL;
1535                                 this.beam_hiteffect = NULL;
1536                                 this.beam_hitlight[0] = 0;
1537                                 this.beam_hitlight[1] = 1;
1538                                 this.beam_hitlight[2] = 1;
1539                                 this.beam_hitlight[3] = 1;
1540                                 this.beam_muzzleeffect = EFFECT_Null;
1541                                 this.beam_muzzlelight[0] = 0;
1542                                 this.beam_muzzlelight[1] = 1;
1543                                 this.beam_muzzlelight[2] = 1;
1544                                 this.beam_muzzlelight[3] = 1;
1545                                 this.beam_image = "particles/lgbeam";
1546                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1547                                 {
1548                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1549                                         flash.alpha = this.beam_alpha;
1550                                         flash.colormod = this.beam_color;
1551                                         flash.scale = 0.35;
1552                                 }
1553                                 break;
1554                         }
1555                 }
1556         }
1557
1558         if(!this.beam_usevieworigin)
1559         {
1560                 InterpolateOrigin_Note(this);
1561         }
1562         return true;
1563 }
1564
1565 #endif