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