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Merge branch 'bones_was_here/lms_specwarn' into 'master'
[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(
212                 !IS_PLAYER(own)
213                 ||
214                 IS_DEAD(own)
215                 ||
216                 game_stopped
217                 ||
218                 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
219                 ||
220                 own.(weaponentity).m_switchweapon != WEP_ARC
221                 ||
222                 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
223                 ||
224                 own.vehicle
225                 ||
226                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
227         )
228         {
229                 if ( WEP_CVAR(arc, cooldown) > 0 )
230                 {
231                         float cooldown_speed = 0;
232                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
233                         {
234                                 cooldown_speed = WEP_CVAR(arc, cooldown);
235                         }
236                         else if ( !burst )
237                         {
238                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
239                         }
240
241                         if ( cooldown_speed )
242                         {
243                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
244                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
245                                 own.arc_cooldown = cooldown_speed;
246                         }
247
248                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
249                         {
250                                 Send_Effect(EFFECT_ARC_OVERHEAT,
251                                         this.beam_start, this.beam_wantdir, 1 );
252                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
253                         }
254                 }
255
256                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
257                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
258                 {
259                         // note: this doesn't force the switch
260                         W_SwitchToOtherWeapon(own, weaponentity);
261                 }
262                 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
263                 delete(this);
264                 return;
265         }
266
267         // decrease ammo
268         float coefficient = frametime;
269         if(!(own.items & IT_UNLIMITED_AMMO))
270         {
271                 float rootammo;
272                 if(burst)
273                         { rootammo = WEP_CVAR(arc, burst_ammo); }
274                 else
275                         { rootammo = WEP_CVAR(arc, beam_ammo); }
276
277                 if(rootammo)
278                 {
279                         coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
280                         SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
281                 }
282         }
283         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
284         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
285
286         makevectors(own.v_angle);
287
288         W_SetupShot_Range(
289                 own,
290                 weaponentity,
291                 true,
292                 0,
293                 SND_Null,
294                 0,
295                 WEP_CVAR(arc, beam_damage) * coefficient,
296                 WEP_CVAR(arc, beam_range),
297                 thiswep.m_id
298         );
299
300         // After teleport, "lock" the beam until the teleport is confirmed.
301         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
302                 w_shotdir = this.beam_dir;
303         }
304
305         // network information: shot origin and want/aim direction
306         if(this.beam_start != w_shotorg)
307         {
308                 this.SendFlags |= ARC_SF_START;
309                 this.beam_start = w_shotorg;
310         }
311         if(this.beam_wantdir != w_shotdir)
312         {
313                 this.SendFlags |= ARC_SF_WANTDIR;
314                 this.beam_wantdir = w_shotdir;
315         }
316
317         if(!this.beam_initialized)
318         {
319                 this.beam_dir = w_shotdir;
320                 this.beam_initialized = true;
321         }
322
323         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
324         // idea: blend together this.beam_dir with the inverted direction the player is moving in
325         // might have to make some special accomodation so that it only uses view_right and view_up
326
327         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
328
329         float segments;
330         if(this.beam_dir != w_shotdir)
331         {
332                 // calculate how much we're going to move the end of the beam to the want position
333                 // WEAPONTODO (server and client):
334                 // blendfactor never actually becomes 0 in this situation, which is a problem
335                 // regarding precision... this means that this.beam_dir and w_shotdir approach
336                 // eachother, however they never actually become the same value with this method.
337                 // Perhaps we should do some form of rounding/snapping?
338                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
339                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
340                 {
341                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
342                         float blendfactor = bound(
343                                 0,
344                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
345                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
346                         );
347                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
348                                 this.beam_dir = w_shotdir;
349                         else
350                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
351                 }
352                 else
353                 {
354                         // the radius is not too far yet, no worries :D
355                         float blendfactor = bound(
356                                 0,
357                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
358                                 1
359                         );
360                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
361                                 this.beam_dir = w_shotdir;
362                         else
363                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
364                 }
365
366                 // network information: beam direction
367                 this.SendFlags |= ARC_SF_BEAMDIR;
368
369                 // calculate how many segments are needed
370                 float max_allowed_segments;
371
372                 if(WEP_CVAR(arc, beam_distancepersegment))
373                 {
374                         max_allowed_segments = min(
375                                 ARC_MAX_SEGMENTS,
376                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
377                         );
378                 }
379                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
380
381                 if(WEP_CVAR(arc, beam_degreespersegment))
382                 {
383                         segments = bound(
384                                 1,
385                                 (
386                                         min(
387                                                 angle,
388                                                 WEP_CVAR(arc, beam_maxangle)
389                                         )
390                                         /
391                                         WEP_CVAR(arc, beam_degreespersegment)
392                                 ),
393                                 max_allowed_segments
394                         );
395                 }
396                 else { segments = 1; }
397         }
398         else { segments = 1; }
399
400         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
401         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
402
403         float i;
404         float new_beam_type = 0;
405         vector last_origin = w_shotorg;
406         for(i = 1; i <= segments; ++i)
407         {
408                 // WEAPONTODO (client):
409                 // In order to do nice fading and pointing on the starting segment, we must always
410                 // have that drawn as a separate triangle... However, that is difficult to do when
411                 // keeping in mind the above problems and also optimizing the amount of segments
412                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
413
414                 vector new_origin = bezier_quadratic_getpoint(
415                         w_shotorg,
416                         beam_controlpoint,
417                         beam_endpos,
418                         i / segments);
419                 vector new_dir = normalize(new_origin - last_origin);
420
421                 WarpZone_traceline_antilag(
422                         own,
423                         last_origin,
424                         new_origin,
425                         MOVE_NORMAL,
426                         own,
427                         ANTILAG_LATENCY(own)
428                 );
429
430                 // Do all the transforms for warpzones right now, as we already
431                 // "are" in the post-trace system (if we hit a player, that's
432                 // always BEHIND the last passed wz).
433                 last_origin = trace_endpos;
434                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
435                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
436                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
437                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
438
439                 bool is_player = (
440                         IS_PLAYER(trace_ent)
441                         ||
442                         trace_ent.classname == "body"
443                         ||
444                         IS_MONSTER(trace_ent)
445                 );
446
447                 if(trace_ent)
448                 {
449                         if(SAME_TEAM(own, trace_ent))
450                         {
451                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
452                                 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
453                                 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
454                                 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
455                                 if(IS_PLAYER(trace_ent) && rootarmor)
456                                 {
457                                         if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
458                                         {
459                                                 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
460                                                 trace_ent.pauserotarmor_finished = max(
461                                                         trace_ent.pauserotarmor_finished,
462                                                         time + autocvar_g_balance_pause_armor_rot
463                                                 );
464                                         }
465                                 }
466                                 if(roothealth || rootarmor)
467                                         new_beam_type = ARC_BT_HEAL;
468                         }
469                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
470                         {
471                                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
472                                 // NO. trace_endpos should be just fine. If not,
473                                 // that's an engine bug that needs proper debugging.
474                                 vector hitorigin = trace_endpos;
475
476                                 float falloff = ExponentialFalloff(
477                                         WEP_CVAR(arc, beam_falloff_mindist),
478                                         WEP_CVAR(arc, beam_falloff_maxdist),
479                                         WEP_CVAR(arc, beam_falloff_halflifedist),
480                                         vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
481                                 );
482
483                                 float rootdamage;
484                                 if(is_player)
485                                 {
486                                         if(burst)
487                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
488                                         else
489                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
490                                 }
491                                 else
492                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
493
494                                 if(accuracy_isgooddamage(own, trace_ent))
495                                 {
496                                         accuracy_add(
497                                                 own,
498                                                 WEP_ARC,
499                                                 0,
500                                                 rootdamage * coefficient * falloff
501                                         );
502                                 }
503
504                                 Damage(
505                                         trace_ent,
506                                         own,
507                                         own,
508                                         rootdamage * coefficient * falloff,
509                                         WEP_ARC.m_id,
510                                         weaponentity,
511                                         hitorigin,
512                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
513                                 );
514
515                                 new_beam_type = ARC_BT_HIT;
516                         }
517                         break;
518                 }
519                 else if(trace_fraction != 1)
520                 {
521                         // we collided with geometry
522                         new_beam_type = ARC_BT_WALL;
523                         break;
524                 }
525         }
526
527         // te_explosion(trace_endpos);
528
529         // if we're bursting, use burst visual effects
530         new_beam_type |= burst;
531
532         // network information: beam type
533         if(new_beam_type != this.beam_type)
534         {
535                 this.SendFlags |= ARC_SF_BEAMTYPE;
536                 this.beam_type = new_beam_type;
537         }
538
539         own.(weaponentity).beam_prev = time;
540         this.nextthink = time;
541 }
542
543 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
544 {
545
546         // only play fire sound if 1 sec has passed since player let go the fire button
547         if(time - actor.(weaponentity).beam_prev > 1)
548                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
549
550         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
551         beam.weaponentity_fld = weaponentity;
552         beam.solid = SOLID_NOT;
553         setthink(beam, W_Arc_Beam_Think);
554         beam.owner = actor;
555         set_movetype(beam, MOVETYPE_NONE);
556         beam.bot_dodge = true;
557         IL_PUSH(g_bot_dodge, beam);
558         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
559         beam.beam_bursting = burst;
560         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
561
562         getthink(beam)(beam);
563 }
564 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
565 {
566         if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
567         {
568                 w_ready(thiswep, actor, weaponentity, fire);
569                 return;
570         }
571
572         // attack handled by the beam itself, this is just a loop to keep the attack happening!
573
574         // NOTE: arc doesn't use a refire
575         //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
576         actor.(weaponentity).wframe = WFRAME_FIRE1;
577         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
578 }
579 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
580 {
581         // calculate a rough shot origin to show the effect from TODO: move this to the client side!
582         makevectors(actor.v_angle);
583         w_shotdir = v_forward;
584         vector md = actor.(weaponentity).movedir;
585         vector vecs = ((md.x > 0) ? md : '0 0 0');
586         vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
587         w_shotorg = actor.origin + actor.view_ofs + dv;
588         //W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id);
589
590         vector smoke_origin = w_shotorg + actor.velocity*frametime;
591         if ( actor.arc_overheat > time )
592         {
593                 if ( random() < actor.(weaponentity).arc_heat_percent )
594                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
595                 if ( (fire & 1) || (fire & 2) )
596                 {
597                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
598                         if ( !actor.arc_smoke_sound )
599                         {
600                                 actor.arc_smoke_sound = 1;
601                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
602                         }
603                 }
604         }
605         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
606                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
607         {
608                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
609                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
610                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
611         }
612
613         bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
614         bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
615         if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
616         {
617                 actor.arc_smoke_sound = 0;
618                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
619         }
620 }
621
622 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
623 {
624     if(WEP_CVAR(arc, beam_botaimspeed))
625     {
626         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
627                 actor,
628                 weaponentity,
629             WEP_CVAR(arc, beam_botaimspeed),
630             0,
631             WEP_CVAR(arc, beam_botaimlifetime),
632             false
633         );
634     }
635     else
636     {
637         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
638                 actor,
639                 weaponentity,
640             1000000,
641             0,
642             0.001,
643             false
644         );
645     }
646 }
647 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
648 {
649     Arc_Player_SetHeat(actor, weaponentity);
650     Arc_Smoke(thiswep, actor, weaponentity, fire);
651
652     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
653
654     if (time >= actor.arc_overheat)
655     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
656     {
657         #if 0
658         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
659         {
660             #if 0
661             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
662                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
663             else
664             #endif
665                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
666         }
667         #endif
668
669         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
670         {
671             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
672             {
673                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
674
675                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
676                 {
677                         actor.(weaponentity).wframe = WFRAME_FIRE1;
678                     weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
679                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
680                 }
681             }
682         }
683
684         return;
685     }
686     else if(fire & 2)
687     {
688         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
689         {
690             if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
691             if(!(actor.items & IT_UNLIMITED_AMMO))
692             {
693                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
694                 w_ready(thiswep, actor, weaponentity, fire);
695                 return;
696             }
697             float ammo_available = GetResource(actor, thiswep.ammo_type);
698             // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
699             // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
700             float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
701             int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
702
703             // We also don't want to use 3 rounds if there's only 2 left.
704             int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
705             W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
706
707             // Bursting counts up to 0 from a negative.
708             actor.(weaponentity).misc_bulletcounter = -to_shoot;
709             W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
710         }
711     }
712
713     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
714     {
715         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
716         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
717         ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
718     }
719     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
720
721     #if 0
722     if(fire & 2)
723     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
724     {
725         W_Arc_Attack2();
726         actor.arc_count = autocvar_g_balance_arc_secondary_count;
727         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
728         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
729     }
730     #endif
731 }
732 METHOD(Arc, wr_init, void(entity thiswep))
733 {
734     if(!arc_shotorigin[0])
735     {
736         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
737         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
738         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
739         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
740     }
741 }
742 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
743 {
744     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
745 }
746 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
747 {
748     if(WEP_CVAR(arc, bolt))
749     {
750         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
751         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
752         return ammo_amount;
753     }
754     else
755         return WEP_CVAR(arc, overheat_max) > 0 &&
756             ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
757 }
758 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
759 {
760     if(w_deathtype & HITTYPE_SECONDARY)
761         return WEAPON_ARC_MURDER_SPRAY;
762     else
763         return WEAPON_ARC_MURDER;
764 }
765 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
766 {
767     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
768     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
769     actor.arc_overheat = 0;
770     actor.arc_cooldown = 0;
771     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
772 }
773 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
774 {
775     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
776         weapon_dropevent_item.arc_overheat > time )
777     {
778         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
779         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
780     }
781 }
782 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
783 {
784     actor.arc_overheat = 0;
785     actor.arc_cooldown = 0;
786     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
787     {
788         .entity weaponentity = weaponentities[slot];
789         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
790     }
791 }
792 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
793 {
794     actor.arc_overheat = 0;
795     actor.arc_cooldown = 0;
796     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
797 }
798 #endif
799 #ifdef CSQC
800 bool autocvar_cl_arcbeam_teamcolor = true;
801 bool autocvar_cl_arcbeam_simple = true;
802
803 .int beam_slot;
804
805 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
806 {
807     if(w_deathtype & HITTYPE_SECONDARY)
808     {
809         vector org2;
810         org2 = w_org + w_backoff * 6;
811         pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
812         if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
813     }
814 }
815
816 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
817 {
818         entity beam = Draw_ArcBeam_callback_entity;
819         vector transformed_view_org;
820         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
821
822         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
823         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
824         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
825
826         vector hitorigin;
827
828         // draw segment
829         #if 0
830         if(trace_fraction != 1)
831         {
832                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
833                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
834                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
835         }
836         else
837         {
838                 hitorigin = hit;
839         }
840         #else
841         hitorigin = hit;
842         #endif
843
844         // decide upon thickness
845         float thickness = beam.beam_thickness;
846
847         // draw primary beam render
848         vector top    = hitorigin + (thickdir * thickness);
849         vector bottom = hitorigin - (thickdir * thickness);
850
851         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
852         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
853
854         if(autocvar_cl_arcbeam_simple)
855                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
856         else
857         {
858                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
859                 R_PolygonVertex(
860                         top,
861                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
862                         beam.beam_color,
863                         beam.beam_alpha
864                 );
865                 R_PolygonVertex(
866                         last_top,
867                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
868                         beam.beam_color,
869                         beam.beam_alpha
870                 );
871                 R_PolygonVertex(
872                         last_bottom,
873                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
874                         beam.beam_color,
875                         beam.beam_alpha
876                 );
877                 R_PolygonVertex(
878                         bottom,
879                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
880                         beam.beam_color,
881                         beam.beam_alpha
882                 );
883                 R_EndPolygon();
884         }
885
886         // draw trailing particles
887         // NOTES:
888         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
889         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
890         if(beam.beam_traileffect)
891         {
892                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
893         }
894
895         // set up for the next
896         Draw_ArcBeam_callback_last_thickness = thickness;
897         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
898         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
899 }
900
901 void Reset_ArcBeam()
902 {
903         entity e;
904         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
905                 e.beam_initialized = false;
906         }
907         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
908                 e.beam_initialized = false;
909         }
910 }
911
912 void Draw_ArcBeam(entity this)
913 {
914         float dt = time - this.move_time;
915         this.move_time = time;
916         if(dt <= 0) { return; }
917
918         if(!this.beam_usevieworigin)
919         {
920                 InterpolateOrigin_Do(this);
921         }
922
923         // origin = beam starting origin
924         // v_angle = wanted/aim direction
925         // angles = current direction of beam
926
927         vector start_pos;
928         vector wantdir; //= view_forward;
929         vector beamdir; //= this.beam_dir;
930
931         float segments;
932         if(this.beam_usevieworigin)
933         {
934                 // WEAPONTODO:
935                 // Currently we have to replicate nearly the same method of figuring
936                 // out the shotdir that the server does... Ideally in the future we
937                 // should be able to acquire this from a generalized function built
938                 // into a weapon system for client code.
939
940                 // find where we are aiming
941                 vector myviewangle = view_angles;
942                 if (autocvar_chase_active)
943                 {
944                         if (autocvar_cl_lockview)
945                                 myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
946                         else
947                                 myviewangle = warpzone_save_view_angles;
948                 }
949                 vector forward, right, up;
950                 MAKE_VECTORS(myviewangle, forward, right, up);
951                 entity wepent = viewmodels[this.beam_slot];
952
953                 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
954
955                 // decide upon start position
956                 if(this.beam_usevieworigin == 2)
957                         { start_pos = warpzone_save_view_origin; }
958                 else if(csqcplayer)
959                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
960                 else
961                         { start_pos = this.origin; }
962
963                 // trace forward with an estimation
964                 WarpZone_TraceLine(
965                         start_pos,
966                         start_pos + forward * this.beam_range,
967                         MOVE_NOMONSTERS,
968                         this
969                 );
970
971                 int v_shot_idx;  // used later
972                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
973                 if(v_shot_idx && this.beam_usevieworigin == 2)
974                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
975
976                 // untransform in case our trace went through a warpzone
977                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
978
979                 // un-adjust trueaim if shotend is too close
980                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
981                         end_pos = start_pos + (forward * g_trueaim_minrange);
982
983                 // move shot origin to the actual gun muzzle origin
984                 vector origin_offset = '0 0 0';
985                 if(!v_shot_idx || this.beam_usevieworigin != 2)
986                 {
987                         this.beam_shotorigin = wepent.movedir;
988                         origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
989                 }
990                 else
991                         this.beam_shotorigin = '0 0 0';
992
993                 start_pos = start_pos + origin_offset;
994
995                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
996                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
997                 start_pos = trace_endpos;
998
999                 // calculate the aim direction now
1000                 wantdir = normalize(end_pos - start_pos);
1001
1002                 if(!this.beam_initialized)
1003                 {
1004                         this.beam_dir = wantdir;
1005                         this.beam_initialized = true;
1006
1007                         this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
1008                 }
1009
1010                 if(this.beam_dir != wantdir)
1011                 {
1012                         // calculate how much we're going to move the end of the beam to the want position
1013                         // WEAPONTODO (server and client):
1014                         // blendfactor never actually becomes 0 in this situation, which is a problem
1015                         // regarding precision... this means that this.beam_dir and w_shotdir approach
1016                         // eachother, however they never actually become the same value with this method.
1017                         // Perhaps we should do some form of rounding/snapping?
1018                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1019                         if(angle && (angle > this.beam_maxangle))
1020                         {
1021                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1022                                 float blendfactor = bound(
1023                                         0,
1024                                         (1 - (this.beam_returnspeed * dt)),
1025                                         min(this.beam_maxangle / angle, 1)
1026                                 );
1027                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1028                         }
1029                         else
1030                         {
1031                                 // the radius is not too far yet, no worries :D
1032                                 float blendfactor = bound(
1033                                         0,
1034                                         (1 - (this.beam_returnspeed * dt)),
1035                                         1
1036                                 );
1037                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1038                         }
1039
1040                         // calculate how many segments are needed
1041                         float max_allowed_segments;
1042
1043                         if(this.beam_distancepersegment)
1044                         {
1045                                 max_allowed_segments = min(
1046                                         ARC_MAX_SEGMENTS,
1047                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1048                                 );
1049                         }
1050                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1051
1052                         if(this.beam_degreespersegment)
1053                         {
1054                                 segments = bound(
1055                                         1,
1056                                         (
1057                                                 min(
1058                                                         angle,
1059                                                         this.beam_maxangle
1060                                                 )
1061                                                 /
1062                                                 this.beam_degreespersegment
1063                                         ),
1064                                         max_allowed_segments
1065                                 );
1066                         }
1067                         else { segments = 1; }
1068                 }
1069                 else { segments = 1; }
1070
1071                 // set the beam direction which the rest of the code will refer to
1072                 beamdir = this.beam_dir;
1073
1074                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1075                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1076         }
1077         else
1078         {
1079                 // set the values from the provided info from the networked entity
1080                 start_pos = this.origin;
1081                 wantdir = this.v_angle;
1082                 beamdir = this.angles;
1083
1084                 if(beamdir != wantdir)
1085                 {
1086                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1087
1088                         // calculate how many segments are needed
1089                         float max_allowed_segments;
1090
1091                         if(this.beam_distancepersegment)
1092                         {
1093                                 max_allowed_segments = min(
1094                                         ARC_MAX_SEGMENTS,
1095                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1096                                 );
1097                         }
1098                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1099
1100                         if(this.beam_degreespersegment)
1101                         {
1102                                 segments = bound(
1103                                         1,
1104                                         (
1105                                                 min(
1106                                                         angle,
1107                                                         this.beam_maxangle
1108                                                 )
1109                                                 /
1110                                                 this.beam_degreespersegment
1111                                         ),
1112                                         max_allowed_segments
1113                                 );
1114                         }
1115                         else { segments = 1; }
1116                 }
1117                 else { segments = 1; }
1118         }
1119
1120         setorigin(this, start_pos);
1121         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1122
1123         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1124         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1125
1126         Draw_ArcBeam_callback_entity = this;
1127         Draw_ArcBeam_callback_last_thickness = 0;
1128         Draw_ArcBeam_callback_last_top = start_pos;
1129         Draw_ArcBeam_callback_last_bottom = start_pos;
1130
1131         vector last_origin = start_pos;
1132         vector original_start_pos = start_pos;
1133
1134         float i;
1135         for(i = 1; i <= segments; ++i)
1136         {
1137                 // WEAPONTODO (client):
1138                 // In order to do nice fading and pointing on the starting segment, we must always
1139                 // have that drawn as a separate triangle... However, that is difficult to do when
1140                 // keeping in mind the above problems and also optimizing the amount of segments
1141                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1142
1143                 vector new_origin = bezier_quadratic_getpoint(
1144                         start_pos,
1145                         beam_controlpoint,
1146                         beam_endpos,
1147                         i / segments);
1148
1149                 WarpZone_TraceBox_ThroughZone(
1150                         last_origin,
1151                         '0 0 0',
1152                         '0 0 0',
1153                         new_origin,
1154                         MOVE_NORMAL,
1155                         NULL,
1156                         NULL,
1157                         Draw_ArcBeam_callback
1158                 );
1159
1160                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1161                 // system (if we hit a player, that's always BEHIND the last passed wz).
1162                 last_origin = trace_endpos;
1163                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1164                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1165                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1166                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1167                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1168                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1169
1170                 if(trace_fraction < 1) { break; }
1171         }
1172
1173         // visual effects for startpoint and endpoint
1174         if(this.beam_hiteffect)
1175         {
1176                 // FIXME we really should do this on the server so it actually
1177                 // matches gameplay. What this client side stuff is doing is no
1178                 // more than guesswork.
1179                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1180                 pointparticles(
1181                         this.beam_hiteffect,
1182                         last_origin,
1183                         beamdir * -1,
1184                         dt * 2
1185                 );
1186         }
1187         if(this.beam_hitlight[0])
1188         {
1189                 adddynamiclight(
1190                         last_origin,
1191                         this.beam_hitlight[0],
1192                         vec3(
1193                                 this.beam_hitlight[1],
1194                                 this.beam_hitlight[2],
1195                                 this.beam_hitlight[3]
1196                         )
1197                 );
1198         }
1199         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1200         {
1201                 pointparticles(
1202                         this.beam_muzzleeffect,
1203                         original_start_pos + wantdir * 20,
1204                         wantdir * 1000,
1205                         dt * 0.1
1206                 );
1207         }
1208         if(this.beam_muzzlelight[0])
1209         {
1210                 adddynamiclight(
1211                         original_start_pos + wantdir * 20,
1212                         this.beam_muzzlelight[0],
1213                         vec3(
1214                                 this.beam_muzzlelight[1],
1215                                 this.beam_muzzlelight[2],
1216                                 this.beam_muzzlelight[3]
1217                         )
1218                 );
1219         }
1220
1221         // cleanup
1222         Draw_ArcBeam_callback_entity = NULL;
1223         Draw_ArcBeam_callback_last_thickness = 0;
1224         Draw_ArcBeam_callback_last_top = '0 0 0';
1225         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1226 }
1227
1228 void Remove_ArcBeam(entity this)
1229 {
1230         delete(this.beam_muzzleentity);
1231         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1232 }
1233
1234 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1235 {
1236         int sf = ReadByte();
1237         int slot = ReadByte();
1238         entity flash;
1239
1240         this.beam_slot = slot;
1241
1242         if(isnew)
1243         {
1244                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1245
1246                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1247
1248                 // set other main attributes of the beam
1249                 this.draw = Draw_ArcBeam;
1250                 IL_PUSH(g_drawables, this);
1251                 this.entremove = Remove_ArcBeam;
1252                 this.move_time = time;
1253                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1254
1255                 flash = new(arc_flash);
1256                 flash.owner = this;
1257                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1258                 //flash.drawmask = MASK_NORMAL;
1259                 flash.solid = SOLID_NOT;
1260                 flash.avelocity_z = 5000;
1261                 setattachment(flash, this, "");
1262                 setorigin(flash, '0 0 0');
1263
1264                 this.beam_muzzleentity = flash;
1265         }
1266         else
1267         {
1268                 flash = this.beam_muzzleentity;
1269         }
1270
1271         if(sf & ARC_SF_SETTINGS) // settings information
1272         {
1273                 this.beam_degreespersegment = ReadShort();
1274                 this.beam_distancepersegment = ReadShort();
1275                 this.beam_maxangle = ReadShort();
1276                 this.beam_range = ReadCoord();
1277                 this.beam_returnspeed = ReadShort();
1278                 this.beam_tightness = (ReadByte() / 10);
1279
1280                 if(ReadByte())
1281                 {
1282                         this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1283                 }
1284                 else
1285                 {
1286                         this.beam_usevieworigin = 0;
1287                 }
1288
1289                 this.sv_entnum = ReadByte();
1290         }
1291
1292         if(!this.beam_usevieworigin)
1293         {
1294                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1295                 this.iflags = IFLAG_ORIGIN;
1296
1297                 InterpolateOrigin_Undo(this);
1298         }
1299
1300         if(sf & ARC_SF_START) // starting location
1301         {
1302                 this.origin = ReadVector();
1303         }
1304         else if(this.beam_usevieworigin) // infer the location from player location
1305         {
1306                 if(this.beam_usevieworigin == 2)
1307                 {
1308                         // use view origin
1309                         this.origin = view_origin;
1310                 }
1311                 else
1312                 {
1313                         // use player origin so that third person display still works
1314                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1315                 }
1316         }
1317
1318         setorigin(this, this.origin);
1319
1320         if(sf & ARC_SF_WANTDIR) // want/aim direction
1321         {
1322                 this.v_angle = ReadVector();
1323         }
1324
1325         if(sf & ARC_SF_BEAMDIR) // beam direction
1326         {
1327                 this.angles = ReadAngleVector();
1328         }
1329
1330         if(sf & ARC_SF_BEAMTYPE) // beam type
1331         {
1332                 this.beam_type = ReadByte();
1333
1334                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1335                 switch(this.beam_type)
1336                 {
1337                         case ARC_BT_MISS:
1338                         {
1339                                 this.beam_color = beamcolor;
1340                                 this.beam_alpha = 0.5;
1341                                 this.beam_thickness = 8;
1342                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1343                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1344                                 this.beam_hitlight[0] = 0;
1345                                 this.beam_hitlight[1] = 1;
1346                                 this.beam_hitlight[2] = 1;
1347                                 this.beam_hitlight[3] = 1;
1348                                 this.beam_muzzleeffect = EFFECT_Null;
1349                                 this.beam_muzzlelight[0] = 0;
1350                                 this.beam_muzzlelight[1] = 1;
1351                                 this.beam_muzzlelight[2] = 1;
1352                                 this.beam_muzzlelight[3] = 1;
1353                                 this.beam_image = "particles/lgbeam";
1354                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1355                                 {
1356                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1357                                         flash.alpha = this.beam_alpha;
1358                                         flash.colormod = this.beam_color;
1359                                         flash.scale = 0.35;
1360                                 }
1361                                 break;
1362                         }
1363                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1364                         {
1365                                 this.beam_color = beamcolor;
1366                                 this.beam_alpha = 0.5;
1367                                 this.beam_thickness = 8;
1368                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1369                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1370                                 this.beam_hitlight[0] = 0;
1371                                 this.beam_hitlight[1] = 1;
1372                                 this.beam_hitlight[2] = 1;
1373                                 this.beam_hitlight[3] = 1;
1374                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1375                                 this.beam_muzzlelight[0] = 0;
1376                                 this.beam_muzzlelight[1] = 1;
1377                                 this.beam_muzzlelight[2] = 1;
1378                                 this.beam_muzzlelight[3] = 1;
1379                                 this.beam_image = "particles/lgbeam";
1380                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1381                                 {
1382                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1383                                         flash.alpha = this.beam_alpha;
1384                                         flash.colormod = this.beam_color;
1385                                         flash.scale = 0.35;
1386                                 }
1387                                 break;
1388                         }
1389                         case ARC_BT_HEAL:
1390                         {
1391                                 this.beam_color = beamcolor;
1392                                 this.beam_alpha = 0.5;
1393                                 this.beam_thickness = 8;
1394                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1395                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1396                                 this.beam_hitlight[0] = 0;
1397                                 this.beam_hitlight[1] = 1;
1398                                 this.beam_hitlight[2] = 1;
1399                                 this.beam_hitlight[3] = 1;
1400                                 this.beam_muzzleeffect = EFFECT_Null;
1401                                 this.beam_muzzlelight[0] = 0;
1402                                 this.beam_muzzlelight[1] = 1;
1403                                 this.beam_muzzlelight[2] = 1;
1404                                 this.beam_muzzlelight[3] = 1;
1405                                 this.beam_image = "particles/lgbeam";
1406                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1407                                 {
1408                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1409                                         flash.alpha = this.beam_alpha;
1410                                         flash.colormod = this.beam_color;
1411                                         flash.scale = 0.35;
1412                                 }
1413                                 break;
1414                         }
1415                         case ARC_BT_HIT:
1416                         {
1417                                 this.beam_color = beamcolor;
1418                                 this.beam_alpha = 0.5;
1419                                 this.beam_thickness = 8;
1420                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1421                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1422                                 this.beam_hitlight[0] = 20;
1423                                 this.beam_hitlight[1] = 1;
1424                                 this.beam_hitlight[2] = 0;
1425                                 this.beam_hitlight[3] = 0;
1426                                 this.beam_muzzleeffect = EFFECT_Null;
1427                                 this.beam_muzzlelight[0] = 50;
1428                                 this.beam_muzzlelight[1] = 1;
1429                                 this.beam_muzzlelight[2] = 0;
1430                                 this.beam_muzzlelight[3] = 0;
1431                                 this.beam_image = "particles/lgbeam";
1432                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1433                                 {
1434                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1435                                         flash.alpha = this.beam_alpha;
1436                                         flash.colormod = this.beam_color;
1437                                         flash.scale = 0.35;
1438                                 }
1439                                 break;
1440                         }
1441                         case ARC_BT_BURST_MISS:
1442                         {
1443                                 this.beam_color = beamcolor;
1444                                 this.beam_alpha = 0.5;
1445                                 this.beam_thickness = 14;
1446                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1447                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1448                                 this.beam_hitlight[0] = 0;
1449                                 this.beam_hitlight[1] = 1;
1450                                 this.beam_hitlight[2] = 1;
1451                                 this.beam_hitlight[3] = 1;
1452                                 this.beam_muzzleeffect = EFFECT_Null;
1453                                 this.beam_muzzlelight[0] = 0;
1454                                 this.beam_muzzlelight[1] = 1;
1455                                 this.beam_muzzlelight[2] = 1;
1456                                 this.beam_muzzlelight[3] = 1;
1457                                 this.beam_image = "particles/lgbeam";
1458                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1459                                 {
1460                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1461                                         flash.alpha = this.beam_alpha;
1462                                         flash.colormod = this.beam_color;
1463                                         flash.scale = 0.35;
1464                                 }
1465                                 break;
1466                         }
1467                         case ARC_BT_BURST_WALL:
1468                         {
1469                                 this.beam_color = beamcolor;
1470                                 this.beam_alpha = 0.5;
1471                                 this.beam_thickness = 14;
1472                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1473                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1474                                 this.beam_hitlight[0] = 0;
1475                                 this.beam_hitlight[1] = 1;
1476                                 this.beam_hitlight[2] = 1;
1477                                 this.beam_hitlight[3] = 1;
1478                                 this.beam_muzzleeffect = EFFECT_Null;
1479                                 this.beam_muzzlelight[0] = 0;
1480                                 this.beam_muzzlelight[1] = 1;
1481                                 this.beam_muzzlelight[2] = 1;
1482                                 this.beam_muzzlelight[3] = 1;
1483                                 this.beam_image = "particles/lgbeam";
1484                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1485                                 {
1486                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1487                                         flash.alpha = this.beam_alpha;
1488                                         flash.colormod = this.beam_color;
1489                                         flash.scale = 0.35;
1490                                 }
1491                                 break;
1492                         }
1493                         case ARC_BT_BURST_HEAL:
1494                         {
1495                                 this.beam_color = beamcolor;
1496                                 this.beam_alpha = 0.5;
1497                                 this.beam_thickness = 14;
1498                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1499                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1500                                 this.beam_hitlight[0] = 0;
1501                                 this.beam_hitlight[1] = 1;
1502                                 this.beam_hitlight[2] = 1;
1503                                 this.beam_hitlight[3] = 1;
1504                                 this.beam_muzzleeffect = EFFECT_Null;
1505                                 this.beam_muzzlelight[0] = 0;
1506                                 this.beam_muzzlelight[1] = 1;
1507                                 this.beam_muzzlelight[2] = 1;
1508                                 this.beam_muzzlelight[3] = 1;
1509                                 this.beam_image = "particles/lgbeam";
1510                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1511                                 {
1512                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1513                                         flash.alpha = this.beam_alpha;
1514                                         flash.colormod = this.beam_color;
1515                                         flash.scale = 0.35;
1516                                 }
1517                                 break;
1518                         }
1519                         case ARC_BT_BURST_HIT:
1520                         {
1521                                 this.beam_color = beamcolor;
1522                                 this.beam_alpha = 0.5;
1523                                 this.beam_thickness = 14;
1524                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1525                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1526                                 this.beam_hitlight[0] = 0;
1527                                 this.beam_hitlight[1] = 1;
1528                                 this.beam_hitlight[2] = 1;
1529                                 this.beam_hitlight[3] = 1;
1530                                 this.beam_muzzleeffect = EFFECT_Null;
1531                                 this.beam_muzzlelight[0] = 0;
1532                                 this.beam_muzzlelight[1] = 1;
1533                                 this.beam_muzzlelight[2] = 1;
1534                                 this.beam_muzzlelight[3] = 1;
1535                                 this.beam_image = "particles/lgbeam";
1536                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1537                                 {
1538                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1539                                         flash.alpha = this.beam_alpha;
1540                                         flash.colormod = this.beam_color;
1541                                         flash.scale = 0.35;
1542                                 }
1543                                 break;
1544                         }
1545
1546                         // shouldn't be possible, but lets make it colorful if it does :D
1547                         default:
1548                         {
1549                                 this.beam_color = randomvec();
1550                                 this.beam_alpha = 1;
1551                                 this.beam_thickness = 8;
1552                                 this.beam_traileffect = NULL;
1553                                 this.beam_hiteffect = NULL;
1554                                 this.beam_hitlight[0] = 0;
1555                                 this.beam_hitlight[1] = 1;
1556                                 this.beam_hitlight[2] = 1;
1557                                 this.beam_hitlight[3] = 1;
1558                                 this.beam_muzzleeffect = EFFECT_Null;
1559                                 this.beam_muzzlelight[0] = 0;
1560                                 this.beam_muzzlelight[1] = 1;
1561                                 this.beam_muzzlelight[2] = 1;
1562                                 this.beam_muzzlelight[3] = 1;
1563                                 this.beam_image = "particles/lgbeam";
1564                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1565                                 {
1566                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1567                                         flash.alpha = this.beam_alpha;
1568                                         flash.colormod = this.beam_color;
1569                                         flash.scale = 0.35;
1570                                 }
1571                                 break;
1572                         }
1573                 }
1574         }
1575
1576         if(!this.beam_usevieworigin)
1577         {
1578                 InterpolateOrigin_Note(this);
1579         }
1580         return true;
1581 }
1582
1583 #endif