]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/arc.qc
Merge branch 'Mario/weapon_alias_fix' 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(!IS_PLAYER(own) || IS_DEAD(own) || STAT(FROZEN, own) || game_stopped || own.vehicle
212                 || !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
213                 || own.(weaponentity).m_switchweapon != WEP_ARC
214                 || (!PHYS_INPUT_BUTTON_ATCK(own) && !burst)
215                 || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
216         {
217                 if ( WEP_CVAR(arc, cooldown) > 0 )
218                 {
219                         float cooldown_speed = 0;
220                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
221                         {
222                                 cooldown_speed = WEP_CVAR(arc, cooldown);
223                         }
224                         else if ( !burst )
225                         {
226                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
227                         }
228
229                         bool overheat = (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max));
230                         if (overheat)
231                         {
232                                 Send_Effect(EFFECT_ARC_OVERHEAT, this.beam_start, this.beam_wantdir, 1);
233                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
234                         }
235
236                         if ( cooldown_speed )
237                         {
238                                 if (WEP_CVAR(arc, cooldown_release) || overheat)
239                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
240                                 own.arc_cooldown = cooldown_speed;
241                         }
242
243                 }
244
245                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
246                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
247                 {
248                         // note: this doesn't force the switch
249                         W_SwitchToOtherWeapon(own, weaponentity);
250                 }
251                 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
252                 delete(this);
253                 return;
254         }
255
256         // decrease ammo
257         float coefficient = frametime;
258         if(!(own.items & IT_UNLIMITED_AMMO))
259         {
260                 float rootammo;
261                 if(burst)
262                         { rootammo = WEP_CVAR(arc, burst_ammo); }
263                 else
264                         { rootammo = WEP_CVAR(arc, beam_ammo); }
265
266                 if(rootammo)
267                 {
268                         coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
269                         SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
270                 }
271         }
272         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
273         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
274
275         makevectors(own.v_angle);
276
277         W_SetupShot_Range(
278                 own,
279                 weaponentity,
280                 true,
281                 0,
282                 SND_Null,
283                 0,
284                 WEP_CVAR(arc, beam_damage) * coefficient,
285                 WEP_CVAR(arc, beam_range),
286                 thiswep.m_id
287         );
288
289         // After teleport, "lock" the beam until the teleport is confirmed.
290         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
291                 w_shotdir = this.beam_dir;
292         }
293
294         // network information: shot origin and want/aim direction
295         if(this.beam_start != w_shotorg)
296         {
297                 this.SendFlags |= ARC_SF_START;
298                 this.beam_start = w_shotorg;
299         }
300         if(this.beam_wantdir != w_shotdir)
301         {
302                 this.SendFlags |= ARC_SF_WANTDIR;
303                 this.beam_wantdir = w_shotdir;
304         }
305
306         if(!this.beam_initialized)
307         {
308                 this.beam_dir = w_shotdir;
309                 this.beam_initialized = true;
310         }
311
312         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
313         // idea: blend together this.beam_dir with the inverted direction the player is moving in
314         // might have to make some special accomodation so that it only uses view_right and view_up
315
316         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
317
318         float segments;
319         if(this.beam_dir != w_shotdir)
320         {
321                 // calculate how much we're going to move the end of the beam to the want position
322                 // WEAPONTODO (server and client):
323                 // blendfactor never actually becomes 0 in this situation, which is a problem
324                 // regarding precision... this means that this.beam_dir and w_shotdir approach
325                 // eachother, however they never actually become the same value with this method.
326                 // Perhaps we should do some form of rounding/snapping?
327                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
328                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
329                 {
330                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
331                         float blendfactor = bound(
332                                 0,
333                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
334                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
335                         );
336                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
337                                 this.beam_dir = w_shotdir;
338                         else
339                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
340                 }
341                 else
342                 {
343                         // the radius is not too far yet, no worries :D
344                         float blendfactor = bound(
345                                 0,
346                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
347                                 1
348                         );
349                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
350                                 this.beam_dir = w_shotdir;
351                         else
352                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
353                 }
354
355                 // network information: beam direction
356                 this.SendFlags |= ARC_SF_BEAMDIR;
357
358                 // calculate how many segments are needed
359                 float max_allowed_segments;
360
361                 if(WEP_CVAR(arc, beam_distancepersegment))
362                 {
363                         max_allowed_segments = min(
364                                 ARC_MAX_SEGMENTS,
365                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
366                         );
367                 }
368                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
369
370                 if(WEP_CVAR(arc, beam_degreespersegment))
371                 {
372                         segments = bound(
373                                 1,
374                                 (
375                                         min(
376                                                 angle,
377                                                 WEP_CVAR(arc, beam_maxangle)
378                                         )
379                                         /
380                                         WEP_CVAR(arc, beam_degreespersegment)
381                                 ),
382                                 max_allowed_segments
383                         );
384                 }
385                 else { segments = 1; }
386         }
387         else { segments = 1; }
388
389         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
390         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
391
392         float i;
393         float new_beam_type = 0;
394         vector last_origin = w_shotorg;
395         for(i = 1; i <= segments; ++i)
396         {
397                 // WEAPONTODO (client):
398                 // In order to do nice fading and pointing on the starting segment, we must always
399                 // have that drawn as a separate triangle... However, that is difficult to do when
400                 // keeping in mind the above problems and also optimizing the amount of segments
401                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
402
403                 vector new_origin = bezier_quadratic_getpoint(
404                         w_shotorg,
405                         beam_controlpoint,
406                         beam_endpos,
407                         i / segments);
408                 vector new_dir = normalize(new_origin - last_origin);
409
410                 WarpZone_traceline_antilag(
411                         own,
412                         last_origin,
413                         new_origin,
414                         MOVE_NORMAL,
415                         own,
416                         ANTILAG_LATENCY(own)
417                 );
418
419                 // Do all the transforms for warpzones right now, as we already
420                 // "are" in the post-trace system (if we hit a player, that's
421                 // always BEHIND the last passed wz).
422                 last_origin = trace_endpos;
423                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
424                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
425                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
426                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
427
428                 if(trace_ent)
429                 {
430                         bool is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
431                         if(SAME_TEAM(own, trace_ent))
432                         {
433                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
434                                 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
435                                 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
436                                 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
437                                 if(IS_PLAYER(trace_ent) && rootarmor)
438                                 {
439                                         if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
440                                         {
441                                                 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
442                                                 trace_ent.pauserotarmor_finished = max(
443                                                         trace_ent.pauserotarmor_finished,
444                                                         time + autocvar_g_balance_pause_armor_rot
445                                                 );
446                                         }
447                                 }
448                                 if(roothealth || rootarmor)
449                                         new_beam_type = ARC_BT_HEAL;
450                         }
451                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
452                         {
453                                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
454                                 // NO. trace_endpos should be just fine. If not,
455                                 // that's an engine bug that needs proper debugging.
456                                 vector hitorigin = trace_endpos;
457
458                                 float falloff = ExponentialFalloff(
459                                         WEP_CVAR(arc, beam_falloff_mindist),
460                                         WEP_CVAR(arc, beam_falloff_maxdist),
461                                         WEP_CVAR(arc, beam_falloff_halflifedist),
462                                         vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
463                                 );
464
465                                 float rootdamage;
466                                 if(is_player)
467                                 {
468                                         if(burst)
469                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
470                                         else
471                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
472                                 }
473                                 else
474                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
475
476                                 if(accuracy_isgooddamage(own, trace_ent))
477                                 {
478                                         accuracy_add(
479                                                 own,
480                                                 WEP_ARC,
481                                                 0,
482                                                 rootdamage * coefficient * falloff
483                                         );
484                                 }
485
486                                 Damage(
487                                         trace_ent,
488                                         own,
489                                         own,
490                                         rootdamage * coefficient * falloff,
491                                         WEP_ARC.m_id,
492                                         weaponentity,
493                                         hitorigin,
494                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
495                                 );
496
497                                 new_beam_type = ARC_BT_HIT;
498                         }
499                         break;
500                 }
501                 else if(trace_fraction != 1)
502                 {
503                         // we collided with geometry
504                         new_beam_type = ARC_BT_WALL;
505                         break;
506                 }
507         }
508
509         // te_explosion(trace_endpos);
510
511         // if we're bursting, use burst visual effects
512         new_beam_type |= burst;
513
514         // network information: beam type
515         if(new_beam_type != this.beam_type)
516         {
517                 this.SendFlags |= ARC_SF_BEAMTYPE;
518                 this.beam_type = new_beam_type;
519         }
520
521         own.(weaponentity).beam_prev = time;
522         this.nextthink = time;
523 }
524
525 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
526 {
527
528         // only play fire sound if 1 sec has passed since player let go the fire button
529         if(time - actor.(weaponentity).beam_prev > 1)
530                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
531
532         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
533         beam.weaponentity_fld = weaponentity;
534         beam.solid = SOLID_NOT;
535         setthink(beam, W_Arc_Beam_Think);
536         beam.owner = actor;
537         set_movetype(beam, MOVETYPE_NONE);
538         beam.bot_dodge = true;
539         IL_PUSH(g_bot_dodge, beam);
540         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
541         beam.beam_bursting = burst;
542         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
543
544         getthink(beam)(beam);
545 }
546 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
547 {
548         if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
549         {
550                 w_ready(thiswep, actor, weaponentity, fire);
551                 return;
552         }
553
554         // attack handled by the beam itself, this is just a loop to keep the attack happening!
555
556         // NOTE: arc doesn't use a refire
557         //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
558         actor.(weaponentity).wframe = WFRAME_FIRE1;
559         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
560 }
561 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
562 {
563         // calculate a rough shot origin to show the effect from TODO: move this to the client side!
564         makevectors(actor.v_angle);
565         w_shotdir = v_forward;
566         vector md = actor.(weaponentity).movedir;
567         vector vecs = ((md.x > 0) ? md : '0 0 0');
568         vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
569         w_shotorg = actor.origin + actor.view_ofs + dv;
570         //W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id);
571
572         vector smoke_origin = w_shotorg + actor.velocity*frametime;
573         if ( actor.arc_overheat > time )
574         {
575                 if ( random() < actor.(weaponentity).arc_heat_percent )
576                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
577                 if ( (fire & 1) || (fire & 2) )
578                 {
579                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
580                         if ( !actor.arc_smoke_sound )
581                         {
582                                 actor.arc_smoke_sound = 1;
583                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
584                         }
585                 }
586         }
587         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
588                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
589         {
590                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
591                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
592                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
593         }
594
595         bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
596         bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
597         if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
598         {
599                 actor.arc_smoke_sound = 0;
600                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
601         }
602 }
603
604 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
605 {
606     if(WEP_CVAR(arc, beam_botaimspeed))
607     {
608         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
609                 actor,
610                 weaponentity,
611             WEP_CVAR(arc, beam_botaimspeed),
612             0,
613             WEP_CVAR(arc, beam_botaimlifetime),
614             false
615         );
616     }
617     else
618     {
619         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
620                 actor,
621                 weaponentity,
622             1000000,
623             0,
624             0.001,
625             false
626         );
627     }
628 }
629 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
630 {
631     Arc_Player_SetHeat(actor, weaponentity);
632     Arc_Smoke(thiswep, actor, weaponentity, fire);
633
634     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
635
636     if (time >= actor.arc_overheat)
637     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
638     {
639         #if 0
640         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
641         {
642             #if 0
643             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
644                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
645             else
646             #endif
647                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
648         }
649         #endif
650
651         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
652         {
653             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
654             {
655                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
656
657                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
658                 {
659                         actor.(weaponentity).wframe = WFRAME_FIRE1;
660                     weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
661                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
662                 }
663             }
664         }
665
666         return;
667     }
668     else if(fire & 2)
669     {
670         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
671         {
672             if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
673             if(!(actor.items & IT_UNLIMITED_AMMO))
674             {
675                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
676                 w_ready(thiswep, actor, weaponentity, fire);
677                 return;
678             }
679             float ammo_available = GetResource(actor, thiswep.ammo_type);
680             // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
681             // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
682             float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
683             int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
684
685             // We also don't want to use 3 rounds if there's only 2 left.
686             int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
687             W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
688
689             // Bursting counts up to 0 from a negative.
690             actor.(weaponentity).misc_bulletcounter = -to_shoot;
691             W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
692         }
693     }
694
695     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
696     {
697         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
698         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
699         ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
700     }
701     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
702
703     #if 0
704     if(fire & 2)
705     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
706     {
707         W_Arc_Attack2();
708         actor.arc_count = autocvar_g_balance_arc_secondary_count;
709         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
710         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
711     }
712     #endif
713 }
714 METHOD(Arc, wr_suicidemessage, Notification(entity thiswep))
715 {
716     if(w_deathtype & HITTYPE_SECONDARY)
717         return WEAPON_ARC_SUICIDE_BOLT;
718     else
719         return WEAPON_THINKING_WITH_PORTALS;
720 }
721 METHOD(Arc, wr_init, void(entity thiswep))
722 {
723     if(!arc_shotorigin[0])
724     {
725         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
726         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
727         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
728         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
729     }
730 }
731 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
732 {
733     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
734 }
735 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
736 {
737     if(WEP_CVAR(arc, bolt))
738     {
739         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
740         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
741         return ammo_amount;
742     }
743     else
744         return WEP_CVAR(arc, overheat_max) > 0 &&
745             ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
746 }
747 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
748 {
749     if(w_deathtype & HITTYPE_SECONDARY)
750         return WEAPON_ARC_MURDER_SPRAY;
751     else
752         return WEAPON_ARC_MURDER;
753 }
754 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
755 {
756     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
757     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
758     actor.arc_overheat = 0;
759     actor.arc_cooldown = 0;
760     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
761 }
762 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
763 {
764     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
765         weapon_dropevent_item.arc_overheat > time )
766     {
767         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
768         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
769     }
770 }
771 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
772 {
773     actor.arc_overheat = 0;
774     actor.arc_cooldown = 0;
775     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
776     {
777         .entity weaponentity = weaponentities[slot];
778         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
779     }
780 }
781 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
782 {
783     actor.arc_overheat = 0;
784     actor.arc_cooldown = 0;
785     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
786 }
787 #endif
788 #ifdef CSQC
789 bool autocvar_cl_arcbeam_teamcolor = true;
790 bool autocvar_cl_arcbeam_simple = true;
791
792 .int beam_slot;
793
794 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
795 {
796     if(w_deathtype & HITTYPE_SECONDARY)
797     {
798         vector org2;
799         org2 = w_org + w_backoff * 6;
800         pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
801         if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
802     }
803 }
804
805 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
806 {
807         entity beam = Draw_ArcBeam_callback_entity;
808         vector transformed_view_org;
809         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
810
811         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
812         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
813         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
814
815         vector hitorigin;
816
817         // draw segment
818         #if 0
819         if(trace_fraction != 1)
820         {
821                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
822                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
823                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
824         }
825         else
826         {
827                 hitorigin = hit;
828         }
829         #else
830         hitorigin = hit;
831         #endif
832
833         // decide upon thickness
834         float thickness = beam.beam_thickness;
835
836         // draw primary beam render
837         vector top    = hitorigin + (thickdir * thickness);
838         vector bottom = hitorigin - (thickdir * thickness);
839
840         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
841         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
842
843         if(autocvar_cl_arcbeam_simple)
844                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
845         else
846         {
847                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
848                 R_PolygonVertex(
849                         top,
850                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
851                         beam.beam_color,
852                         beam.beam_alpha
853                 );
854                 R_PolygonVertex(
855                         last_top,
856                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
857                         beam.beam_color,
858                         beam.beam_alpha
859                 );
860                 R_PolygonVertex(
861                         last_bottom,
862                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
863                         beam.beam_color,
864                         beam.beam_alpha
865                 );
866                 R_PolygonVertex(
867                         bottom,
868                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
869                         beam.beam_color,
870                         beam.beam_alpha
871                 );
872                 R_EndPolygon();
873         }
874
875         // draw trailing particles
876         // NOTES:
877         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
878         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
879         if(beam.beam_traileffect)
880         {
881                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
882         }
883
884         // set up for the next
885         Draw_ArcBeam_callback_last_thickness = thickness;
886         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
887         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
888 }
889
890 void Reset_ArcBeam()
891 {
892         entity e;
893         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
894                 e.beam_initialized = false;
895         }
896         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
897                 e.beam_initialized = false;
898         }
899 }
900
901 void Draw_ArcBeam(entity this)
902 {
903         float dt = time - this.move_time;
904         this.move_time = time;
905         if(dt <= 0) { return; }
906
907         if(!this.beam_usevieworigin)
908         {
909                 InterpolateOrigin_Do(this);
910         }
911
912         // origin = beam starting origin
913         // v_angle = wanted/aim direction
914         // angles = current direction of beam
915
916         vector start_pos;
917         vector wantdir; //= view_forward;
918         vector beamdir; //= this.beam_dir;
919
920         float segments;
921         if(this.beam_usevieworigin)
922         {
923                 // WEAPONTODO:
924                 // Currently we have to replicate nearly the same method of figuring
925                 // out the shotdir that the server does... Ideally in the future we
926                 // should be able to acquire this from a generalized function built
927                 // into a weapon system for client code.
928
929                 // find where we are aiming
930                 vector myviewangle = view_angles;
931                 if (autocvar_chase_active)
932                 {
933                         if (autocvar_cl_lockview)
934                                 myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
935                         else
936                                 myviewangle = warpzone_save_view_angles;
937                 }
938                 vector forward, right, up;
939                 MAKE_VECTORS(myviewangle, forward, right, up);
940                 entity wepent = viewmodels[this.beam_slot];
941
942                 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
943
944                 // decide upon start position
945                 if(this.beam_usevieworigin == 2)
946                         { start_pos = warpzone_save_view_origin; }
947                 else if(csqcplayer)
948                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
949                 else
950                         { start_pos = this.origin; }
951
952                 // trace forward with an estimation
953                 WarpZone_TraceLine(
954                         start_pos,
955                         start_pos + forward * this.beam_range,
956                         MOVE_NOMONSTERS,
957                         this
958                 );
959
960                 int v_shot_idx;  // used later
961                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
962                 if(v_shot_idx && this.beam_usevieworigin == 2)
963                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
964
965                 // untransform in case our trace went through a warpzone
966                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
967
968                 // un-adjust trueaim if shotend is too close
969                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
970                         end_pos = start_pos + (forward * g_trueaim_minrange);
971
972                 // move shot origin to the actual gun muzzle origin
973                 vector origin_offset = '0 0 0';
974                 if(!v_shot_idx || this.beam_usevieworigin != 2)
975                 {
976                         this.beam_shotorigin = wepent.movedir;
977                         origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
978                 }
979                 else
980                         this.beam_shotorigin = '0 0 0';
981
982                 start_pos = start_pos + origin_offset;
983
984                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
985                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
986                 start_pos = trace_endpos;
987
988                 // calculate the aim direction now
989                 wantdir = normalize(end_pos - start_pos);
990
991                 if(!this.beam_initialized)
992                 {
993                         this.beam_dir = wantdir;
994                         this.beam_initialized = true;
995
996                         this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
997                 }
998
999                 if(this.beam_dir != wantdir)
1000                 {
1001                         // calculate how much we're going to move the end of the beam to the want position
1002                         // WEAPONTODO (server and client):
1003                         // blendfactor never actually becomes 0 in this situation, which is a problem
1004                         // regarding precision... this means that this.beam_dir and w_shotdir approach
1005                         // eachother, however they never actually become the same value with this method.
1006                         // Perhaps we should do some form of rounding/snapping?
1007                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1008                         if(angle && (angle > this.beam_maxangle))
1009                         {
1010                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1011                                 float blendfactor = bound(
1012                                         0,
1013                                         (1 - (this.beam_returnspeed * dt)),
1014                                         min(this.beam_maxangle / angle, 1)
1015                                 );
1016                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1017                         }
1018                         else
1019                         {
1020                                 // the radius is not too far yet, no worries :D
1021                                 float blendfactor = bound(
1022                                         0,
1023                                         (1 - (this.beam_returnspeed * dt)),
1024                                         1
1025                                 );
1026                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1027                         }
1028
1029                         // calculate how many segments are needed
1030                         float max_allowed_segments;
1031
1032                         if(this.beam_distancepersegment)
1033                         {
1034                                 max_allowed_segments = min(
1035                                         ARC_MAX_SEGMENTS,
1036                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1037                                 );
1038                         }
1039                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1040
1041                         if(this.beam_degreespersegment)
1042                         {
1043                                 segments = bound(
1044                                         1,
1045                                         (
1046                                                 min(
1047                                                         angle,
1048                                                         this.beam_maxangle
1049                                                 )
1050                                                 /
1051                                                 this.beam_degreespersegment
1052                                         ),
1053                                         max_allowed_segments
1054                                 );
1055                         }
1056                         else { segments = 1; }
1057                 }
1058                 else { segments = 1; }
1059
1060                 // set the beam direction which the rest of the code will refer to
1061                 beamdir = this.beam_dir;
1062
1063                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1064                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1065         }
1066         else
1067         {
1068                 // set the values from the provided info from the networked entity
1069                 start_pos = this.origin;
1070                 wantdir = this.v_angle;
1071                 beamdir = this.angles;
1072
1073                 if(beamdir != wantdir)
1074                 {
1075                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1076
1077                         // calculate how many segments are needed
1078                         float max_allowed_segments;
1079
1080                         if(this.beam_distancepersegment)
1081                         {
1082                                 max_allowed_segments = min(
1083                                         ARC_MAX_SEGMENTS,
1084                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1085                                 );
1086                         }
1087                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1088
1089                         if(this.beam_degreespersegment)
1090                         {
1091                                 segments = bound(
1092                                         1,
1093                                         (
1094                                                 min(
1095                                                         angle,
1096                                                         this.beam_maxangle
1097                                                 )
1098                                                 /
1099                                                 this.beam_degreespersegment
1100                                         ),
1101                                         max_allowed_segments
1102                                 );
1103                         }
1104                         else { segments = 1; }
1105                 }
1106                 else { segments = 1; }
1107         }
1108
1109         setorigin(this, start_pos);
1110         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1111
1112         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1113         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1114
1115         Draw_ArcBeam_callback_entity = this;
1116         Draw_ArcBeam_callback_last_thickness = 0;
1117         Draw_ArcBeam_callback_last_top = start_pos;
1118         Draw_ArcBeam_callback_last_bottom = start_pos;
1119
1120         vector last_origin = start_pos;
1121         vector original_start_pos = start_pos;
1122
1123         float i;
1124         for(i = 1; i <= segments; ++i)
1125         {
1126                 // WEAPONTODO (client):
1127                 // In order to do nice fading and pointing on the starting segment, we must always
1128                 // have that drawn as a separate triangle... However, that is difficult to do when
1129                 // keeping in mind the above problems and also optimizing the amount of segments
1130                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1131
1132                 vector new_origin = bezier_quadratic_getpoint(
1133                         start_pos,
1134                         beam_controlpoint,
1135                         beam_endpos,
1136                         i / segments);
1137
1138                 WarpZone_TraceBox_ThroughZone(
1139                         last_origin,
1140                         '0 0 0',
1141                         '0 0 0',
1142                         new_origin,
1143                         MOVE_NORMAL,
1144                         NULL,
1145                         NULL,
1146                         Draw_ArcBeam_callback
1147                 );
1148
1149                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1150                 // system (if we hit a player, that's always BEHIND the last passed wz).
1151                 last_origin = trace_endpos;
1152                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1153                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1154                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1155                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1156                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1157                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1158
1159                 if(trace_fraction < 1) { break; }
1160         }
1161
1162         // visual effects for startpoint and endpoint
1163         if(this.beam_hiteffect)
1164         {
1165                 // FIXME we really should do this on the server so it actually
1166                 // matches gameplay. What this client side stuff is doing is no
1167                 // more than guesswork.
1168                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1169                 pointparticles(
1170                         this.beam_hiteffect,
1171                         last_origin,
1172                         beamdir * -1,
1173                         dt * 2
1174                 );
1175         }
1176         if(this.beam_hitlight[0])
1177         {
1178                 adddynamiclight(
1179                         last_origin,
1180                         this.beam_hitlight[0],
1181                         vec3(
1182                                 this.beam_hitlight[1],
1183                                 this.beam_hitlight[2],
1184                                 this.beam_hitlight[3]
1185                         )
1186                 );
1187         }
1188         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1189         {
1190                 pointparticles(
1191                         this.beam_muzzleeffect,
1192                         original_start_pos + wantdir * 20,
1193                         wantdir * 1000,
1194                         dt * 0.1
1195                 );
1196         }
1197         if(this.beam_muzzlelight[0])
1198         {
1199                 adddynamiclight(
1200                         original_start_pos + wantdir * 20,
1201                         this.beam_muzzlelight[0],
1202                         vec3(
1203                                 this.beam_muzzlelight[1],
1204                                 this.beam_muzzlelight[2],
1205                                 this.beam_muzzlelight[3]
1206                         )
1207                 );
1208         }
1209
1210         // cleanup
1211         Draw_ArcBeam_callback_entity = NULL;
1212         Draw_ArcBeam_callback_last_thickness = 0;
1213         Draw_ArcBeam_callback_last_top = '0 0 0';
1214         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1215 }
1216
1217 void Remove_ArcBeam(entity this)
1218 {
1219         delete(this.beam_muzzleentity);
1220         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1221 }
1222
1223 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1224 {
1225         int sf = ReadByte();
1226         int slot = ReadByte();
1227         entity flash;
1228
1229         this.beam_slot = slot;
1230
1231         if(isnew)
1232         {
1233                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1234
1235                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1236
1237                 // set other main attributes of the beam
1238                 this.draw = Draw_ArcBeam;
1239                 IL_PUSH(g_drawables, this);
1240                 this.entremove = Remove_ArcBeam;
1241                 this.move_time = time;
1242                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1243
1244                 flash = new(arc_flash);
1245                 flash.owner = this;
1246                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1247                 //flash.drawmask = MASK_NORMAL;
1248                 flash.solid = SOLID_NOT;
1249                 flash.avelocity_z = 5000;
1250                 setattachment(flash, this, "");
1251                 setorigin(flash, '0 0 0');
1252
1253                 this.beam_muzzleentity = flash;
1254         }
1255         else
1256         {
1257                 flash = this.beam_muzzleentity;
1258         }
1259
1260         if(sf & ARC_SF_SETTINGS) // settings information
1261         {
1262                 this.beam_degreespersegment = ReadShort();
1263                 this.beam_distancepersegment = ReadShort();
1264                 this.beam_maxangle = ReadShort();
1265                 this.beam_range = ReadCoord();
1266                 this.beam_returnspeed = ReadShort();
1267                 this.beam_tightness = (ReadByte() / 10);
1268
1269                 if(ReadByte())
1270                 {
1271                         this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1272                 }
1273                 else
1274                 {
1275                         this.beam_usevieworigin = 0;
1276                 }
1277
1278                 this.sv_entnum = ReadByte();
1279         }
1280
1281         if(!this.beam_usevieworigin)
1282         {
1283                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1284                 this.iflags = IFLAG_ORIGIN;
1285
1286                 InterpolateOrigin_Undo(this);
1287         }
1288
1289         if(sf & ARC_SF_START) // starting location
1290         {
1291                 this.origin = ReadVector();
1292         }
1293         else if(this.beam_usevieworigin) // infer the location from player location
1294         {
1295                 if(this.beam_usevieworigin == 2)
1296                 {
1297                         // use view origin
1298                         this.origin = view_origin;
1299                 }
1300                 else
1301                 {
1302                         // use player origin so that third person display still works
1303                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1304                 }
1305         }
1306
1307         setorigin(this, this.origin);
1308
1309         if(sf & ARC_SF_WANTDIR) // want/aim direction
1310         {
1311                 this.v_angle = ReadVector();
1312         }
1313
1314         if(sf & ARC_SF_BEAMDIR) // beam direction
1315         {
1316                 this.angles = ReadAngleVector();
1317         }
1318
1319         if(sf & ARC_SF_BEAMTYPE) // beam type
1320         {
1321                 this.beam_type = ReadByte();
1322
1323                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1324                 switch(this.beam_type)
1325                 {
1326                         case ARC_BT_MISS:
1327                         {
1328                                 this.beam_color = beamcolor;
1329                                 this.beam_alpha = 0.5;
1330                                 this.beam_thickness = 8;
1331                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1332                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1333                                 this.beam_hitlight[0] = 0;
1334                                 this.beam_hitlight[1] = 1;
1335                                 this.beam_hitlight[2] = 1;
1336                                 this.beam_hitlight[3] = 1;
1337                                 this.beam_muzzleeffect = EFFECT_Null;
1338                                 this.beam_muzzlelight[0] = 0;
1339                                 this.beam_muzzlelight[1] = 1;
1340                                 this.beam_muzzlelight[2] = 1;
1341                                 this.beam_muzzlelight[3] = 1;
1342                                 this.beam_image = "particles/lgbeam";
1343                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1344                                 {
1345                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1346                                         flash.alpha = this.beam_alpha;
1347                                         flash.colormod = this.beam_color;
1348                                         flash.scale = 0.35;
1349                                 }
1350                                 break;
1351                         }
1352                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1353                         {
1354                                 this.beam_color = beamcolor;
1355                                 this.beam_alpha = 0.5;
1356                                 this.beam_thickness = 8;
1357                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1358                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1359                                 this.beam_hitlight[0] = 0;
1360                                 this.beam_hitlight[1] = 1;
1361                                 this.beam_hitlight[2] = 1;
1362                                 this.beam_hitlight[3] = 1;
1363                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1364                                 this.beam_muzzlelight[0] = 0;
1365                                 this.beam_muzzlelight[1] = 1;
1366                                 this.beam_muzzlelight[2] = 1;
1367                                 this.beam_muzzlelight[3] = 1;
1368                                 this.beam_image = "particles/lgbeam";
1369                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1370                                 {
1371                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1372                                         flash.alpha = this.beam_alpha;
1373                                         flash.colormod = this.beam_color;
1374                                         flash.scale = 0.35;
1375                                 }
1376                                 break;
1377                         }
1378                         case ARC_BT_HEAL:
1379                         {
1380                                 this.beam_color = beamcolor;
1381                                 this.beam_alpha = 0.5;
1382                                 this.beam_thickness = 8;
1383                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1384                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1385                                 this.beam_hitlight[0] = 0;
1386                                 this.beam_hitlight[1] = 1;
1387                                 this.beam_hitlight[2] = 1;
1388                                 this.beam_hitlight[3] = 1;
1389                                 this.beam_muzzleeffect = EFFECT_Null;
1390                                 this.beam_muzzlelight[0] = 0;
1391                                 this.beam_muzzlelight[1] = 1;
1392                                 this.beam_muzzlelight[2] = 1;
1393                                 this.beam_muzzlelight[3] = 1;
1394                                 this.beam_image = "particles/lgbeam";
1395                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1396                                 {
1397                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1398                                         flash.alpha = this.beam_alpha;
1399                                         flash.colormod = this.beam_color;
1400                                         flash.scale = 0.35;
1401                                 }
1402                                 break;
1403                         }
1404                         case ARC_BT_HIT:
1405                         {
1406                                 this.beam_color = beamcolor;
1407                                 this.beam_alpha = 0.5;
1408                                 this.beam_thickness = 8;
1409                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1410                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1411                                 this.beam_hitlight[0] = 20;
1412                                 this.beam_hitlight[1] = 1;
1413                                 this.beam_hitlight[2] = 0;
1414                                 this.beam_hitlight[3] = 0;
1415                                 this.beam_muzzleeffect = EFFECT_Null;
1416                                 this.beam_muzzlelight[0] = 50;
1417                                 this.beam_muzzlelight[1] = 1;
1418                                 this.beam_muzzlelight[2] = 0;
1419                                 this.beam_muzzlelight[3] = 0;
1420                                 this.beam_image = "particles/lgbeam";
1421                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1422                                 {
1423                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1424                                         flash.alpha = this.beam_alpha;
1425                                         flash.colormod = this.beam_color;
1426                                         flash.scale = 0.35;
1427                                 }
1428                                 break;
1429                         }
1430                         case ARC_BT_BURST_MISS:
1431                         {
1432                                 this.beam_color = beamcolor;
1433                                 this.beam_alpha = 0.5;
1434                                 this.beam_thickness = 14;
1435                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1436                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1437                                 this.beam_hitlight[0] = 0;
1438                                 this.beam_hitlight[1] = 1;
1439                                 this.beam_hitlight[2] = 1;
1440                                 this.beam_hitlight[3] = 1;
1441                                 this.beam_muzzleeffect = EFFECT_Null;
1442                                 this.beam_muzzlelight[0] = 0;
1443                                 this.beam_muzzlelight[1] = 1;
1444                                 this.beam_muzzlelight[2] = 1;
1445                                 this.beam_muzzlelight[3] = 1;
1446                                 this.beam_image = "particles/lgbeam";
1447                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1448                                 {
1449                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1450                                         flash.alpha = this.beam_alpha;
1451                                         flash.colormod = this.beam_color;
1452                                         flash.scale = 0.35;
1453                                 }
1454                                 break;
1455                         }
1456                         case ARC_BT_BURST_WALL:
1457                         {
1458                                 this.beam_color = beamcolor;
1459                                 this.beam_alpha = 0.5;
1460                                 this.beam_thickness = 14;
1461                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1462                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1463                                 this.beam_hitlight[0] = 0;
1464                                 this.beam_hitlight[1] = 1;
1465                                 this.beam_hitlight[2] = 1;
1466                                 this.beam_hitlight[3] = 1;
1467                                 this.beam_muzzleeffect = EFFECT_Null;
1468                                 this.beam_muzzlelight[0] = 0;
1469                                 this.beam_muzzlelight[1] = 1;
1470                                 this.beam_muzzlelight[2] = 1;
1471                                 this.beam_muzzlelight[3] = 1;
1472                                 this.beam_image = "particles/lgbeam";
1473                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1474                                 {
1475                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1476                                         flash.alpha = this.beam_alpha;
1477                                         flash.colormod = this.beam_color;
1478                                         flash.scale = 0.35;
1479                                 }
1480                                 break;
1481                         }
1482                         case ARC_BT_BURST_HEAL:
1483                         {
1484                                 this.beam_color = beamcolor;
1485                                 this.beam_alpha = 0.5;
1486                                 this.beam_thickness = 14;
1487                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1488                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1489                                 this.beam_hitlight[0] = 0;
1490                                 this.beam_hitlight[1] = 1;
1491                                 this.beam_hitlight[2] = 1;
1492                                 this.beam_hitlight[3] = 1;
1493                                 this.beam_muzzleeffect = EFFECT_Null;
1494                                 this.beam_muzzlelight[0] = 0;
1495                                 this.beam_muzzlelight[1] = 1;
1496                                 this.beam_muzzlelight[2] = 1;
1497                                 this.beam_muzzlelight[3] = 1;
1498                                 this.beam_image = "particles/lgbeam";
1499                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1500                                 {
1501                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1502                                         flash.alpha = this.beam_alpha;
1503                                         flash.colormod = this.beam_color;
1504                                         flash.scale = 0.35;
1505                                 }
1506                                 break;
1507                         }
1508                         case ARC_BT_BURST_HIT:
1509                         {
1510                                 this.beam_color = beamcolor;
1511                                 this.beam_alpha = 0.5;
1512                                 this.beam_thickness = 14;
1513                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1514                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1515                                 this.beam_hitlight[0] = 0;
1516                                 this.beam_hitlight[1] = 1;
1517                                 this.beam_hitlight[2] = 1;
1518                                 this.beam_hitlight[3] = 1;
1519                                 this.beam_muzzleeffect = EFFECT_Null;
1520                                 this.beam_muzzlelight[0] = 0;
1521                                 this.beam_muzzlelight[1] = 1;
1522                                 this.beam_muzzlelight[2] = 1;
1523                                 this.beam_muzzlelight[3] = 1;
1524                                 this.beam_image = "particles/lgbeam";
1525                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1526                                 {
1527                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1528                                         flash.alpha = this.beam_alpha;
1529                                         flash.colormod = this.beam_color;
1530                                         flash.scale = 0.35;
1531                                 }
1532                                 break;
1533                         }
1534
1535                         // shouldn't be possible, but lets make it colorful if it does :D
1536                         default:
1537                         {
1538                                 this.beam_color = randomvec();
1539                                 this.beam_alpha = 1;
1540                                 this.beam_thickness = 8;
1541                                 this.beam_traileffect = NULL;
1542                                 this.beam_hiteffect = NULL;
1543                                 this.beam_hitlight[0] = 0;
1544                                 this.beam_hitlight[1] = 1;
1545                                 this.beam_hitlight[2] = 1;
1546                                 this.beam_hitlight[3] = 1;
1547                                 this.beam_muzzleeffect = EFFECT_Null;
1548                                 this.beam_muzzlelight[0] = 0;
1549                                 this.beam_muzzlelight[1] = 1;
1550                                 this.beam_muzzlelight[2] = 1;
1551                                 this.beam_muzzlelight[3] = 1;
1552                                 this.beam_image = "particles/lgbeam";
1553                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1554                                 {
1555                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1556                                         flash.alpha = this.beam_alpha;
1557                                         flash.colormod = this.beam_color;
1558                                         flash.scale = 0.35;
1559                                 }
1560                                 break;
1561                         }
1562                 }
1563         }
1564
1565         if(!this.beam_usevieworigin)
1566         {
1567                 InterpolateOrigin_Note(this);
1568         }
1569         return true;
1570 }
1571
1572 #endif