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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                 STAT(FROZEN, own)
217                 ||
218                 game_stopped
219                 ||
220                 !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
221                 ||
222                 own.(weaponentity).m_switchweapon != WEP_ARC
223                 ||
224                 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
225                 ||
226                 own.vehicle
227                 ||
228                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
229         )
230         {
231                 if ( WEP_CVAR(arc, cooldown) > 0 )
232                 {
233                         float cooldown_speed = 0;
234                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
235                         {
236                                 cooldown_speed = WEP_CVAR(arc, cooldown);
237                         }
238                         else if ( !burst )
239                         {
240                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
241                         }
242
243                         if ( cooldown_speed )
244                         {
245                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
246                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
247                                 own.arc_cooldown = cooldown_speed;
248                         }
249
250                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
251                         {
252                                 Send_Effect(EFFECT_ARC_OVERHEAT,
253                                         this.beam_start, this.beam_wantdir, 1 );
254                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
255                         }
256                 }
257
258                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
259                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
260                 {
261                         // note: this doesn't force the switch
262                         W_SwitchToOtherWeapon(own, weaponentity);
263                 }
264                 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
265                 delete(this);
266                 return;
267         }
268
269         // decrease ammo
270         float coefficient = frametime;
271         if(!(own.items & IT_UNLIMITED_AMMO))
272         {
273                 float rootammo;
274                 if(burst)
275                         { rootammo = WEP_CVAR(arc, burst_ammo); }
276                 else
277                         { rootammo = WEP_CVAR(arc, beam_ammo); }
278
279                 if(rootammo)
280                 {
281                         coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
282                         SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
283                 }
284         }
285         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
286         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
287
288         makevectors(own.v_angle);
289
290         W_SetupShot_Range(
291                 own,
292                 weaponentity,
293                 true,
294                 0,
295                 SND_Null,
296                 0,
297                 WEP_CVAR(arc, beam_damage) * coefficient,
298                 WEP_CVAR(arc, beam_range),
299                 thiswep.m_id
300         );
301
302         // After teleport, "lock" the beam until the teleport is confirmed.
303         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
304                 w_shotdir = this.beam_dir;
305         }
306
307         // network information: shot origin and want/aim direction
308         if(this.beam_start != w_shotorg)
309         {
310                 this.SendFlags |= ARC_SF_START;
311                 this.beam_start = w_shotorg;
312         }
313         if(this.beam_wantdir != w_shotdir)
314         {
315                 this.SendFlags |= ARC_SF_WANTDIR;
316                 this.beam_wantdir = w_shotdir;
317         }
318
319         if(!this.beam_initialized)
320         {
321                 this.beam_dir = w_shotdir;
322                 this.beam_initialized = true;
323         }
324
325         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
326         // idea: blend together this.beam_dir with the inverted direction the player is moving in
327         // might have to make some special accomodation so that it only uses view_right and view_up
328
329         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
330
331         float segments;
332         if(this.beam_dir != w_shotdir)
333         {
334                 // calculate how much we're going to move the end of the beam to the want position
335                 // WEAPONTODO (server and client):
336                 // blendfactor never actually becomes 0 in this situation, which is a problem
337                 // regarding precision... this means that this.beam_dir and w_shotdir approach
338                 // eachother, however they never actually become the same value with this method.
339                 // Perhaps we should do some form of rounding/snapping?
340                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
341                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
342                 {
343                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
344                         float blendfactor = bound(
345                                 0,
346                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
347                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 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                 else
355                 {
356                         // the radius is not too far yet, no worries :D
357                         float blendfactor = bound(
358                                 0,
359                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
360                                 1
361                         );
362                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
363                                 this.beam_dir = w_shotdir;
364                         else
365                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
366                 }
367
368                 // network information: beam direction
369                 this.SendFlags |= ARC_SF_BEAMDIR;
370
371                 // calculate how many segments are needed
372                 float max_allowed_segments;
373
374                 if(WEP_CVAR(arc, beam_distancepersegment))
375                 {
376                         max_allowed_segments = min(
377                                 ARC_MAX_SEGMENTS,
378                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
379                         );
380                 }
381                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
382
383                 if(WEP_CVAR(arc, beam_degreespersegment))
384                 {
385                         segments = bound(
386                                 1,
387                                 (
388                                         min(
389                                                 angle,
390                                                 WEP_CVAR(arc, beam_maxangle)
391                                         )
392                                         /
393                                         WEP_CVAR(arc, beam_degreespersegment)
394                                 ),
395                                 max_allowed_segments
396                         );
397                 }
398                 else { segments = 1; }
399         }
400         else { segments = 1; }
401
402         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
403         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
404
405         float i;
406         float new_beam_type = 0;
407         vector last_origin = w_shotorg;
408         for(i = 1; i <= segments; ++i)
409         {
410                 // WEAPONTODO (client):
411                 // In order to do nice fading and pointing on the starting segment, we must always
412                 // have that drawn as a separate triangle... However, that is difficult to do when
413                 // keeping in mind the above problems and also optimizing the amount of segments
414                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
415
416                 vector new_origin = bezier_quadratic_getpoint(
417                         w_shotorg,
418                         beam_controlpoint,
419                         beam_endpos,
420                         i / segments);
421                 vector new_dir = normalize(new_origin - last_origin);
422
423                 WarpZone_traceline_antilag(
424                         own,
425                         last_origin,
426                         new_origin,
427                         MOVE_NORMAL,
428                         own,
429                         ANTILAG_LATENCY(own)
430                 );
431
432                 // Do all the transforms for warpzones right now, as we already
433                 // "are" in the post-trace system (if we hit a player, that's
434                 // always BEHIND the last passed wz).
435                 last_origin = trace_endpos;
436                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
437                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
438                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
439                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
440
441                 bool is_player = (
442                         IS_PLAYER(trace_ent)
443                         ||
444                         trace_ent.classname == "body"
445                         ||
446                         IS_MONSTER(trace_ent)
447                 );
448
449                 if(trace_ent)
450                 {
451                         if(SAME_TEAM(own, trace_ent))
452                         {
453                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
454                                 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
455                                 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
456                                 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
457                                 if(IS_PLAYER(trace_ent) && rootarmor)
458                                 {
459                                         if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
460                                         {
461                                                 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
462                                                 trace_ent.pauserotarmor_finished = max(
463                                                         trace_ent.pauserotarmor_finished,
464                                                         time + autocvar_g_balance_pause_armor_rot
465                                                 );
466                                         }
467                                 }
468                                 if(roothealth || rootarmor)
469                                         new_beam_type = ARC_BT_HEAL;
470                         }
471                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
472                         {
473                                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
474                                 // NO. trace_endpos should be just fine. If not,
475                                 // that's an engine bug that needs proper debugging.
476                                 vector hitorigin = trace_endpos;
477
478                                 float falloff = ExponentialFalloff(
479                                         WEP_CVAR(arc, beam_falloff_mindist),
480                                         WEP_CVAR(arc, beam_falloff_maxdist),
481                                         WEP_CVAR(arc, beam_falloff_halflifedist),
482                                         vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
483                                 );
484
485                                 float rootdamage;
486                                 if(is_player)
487                                 {
488                                         if(burst)
489                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
490                                         else
491                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
492                                 }
493                                 else
494                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
495
496                                 if(accuracy_isgooddamage(own, trace_ent))
497                                 {
498                                         accuracy_add(
499                                                 own,
500                                                 WEP_ARC,
501                                                 0,
502                                                 rootdamage * coefficient * falloff
503                                         );
504                                 }
505
506                                 Damage(
507                                         trace_ent,
508                                         own,
509                                         own,
510                                         rootdamage * coefficient * falloff,
511                                         WEP_ARC.m_id,
512                                         weaponentity,
513                                         hitorigin,
514                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
515                                 );
516
517                                 new_beam_type = ARC_BT_HIT;
518                         }
519                         break;
520                 }
521                 else if(trace_fraction != 1)
522                 {
523                         // we collided with geometry
524                         new_beam_type = ARC_BT_WALL;
525                         break;
526                 }
527         }
528
529         // te_explosion(trace_endpos);
530
531         // if we're bursting, use burst visual effects
532         new_beam_type |= burst;
533
534         // network information: beam type
535         if(new_beam_type != this.beam_type)
536         {
537                 this.SendFlags |= ARC_SF_BEAMTYPE;
538                 this.beam_type = new_beam_type;
539         }
540
541         own.(weaponentity).beam_prev = time;
542         this.nextthink = time;
543 }
544
545 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
546 {
547
548         // only play fire sound if 1 sec has passed since player let go the fire button
549         if(time - actor.(weaponentity).beam_prev > 1)
550                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
551
552         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
553         beam.weaponentity_fld = weaponentity;
554         beam.solid = SOLID_NOT;
555         setthink(beam, W_Arc_Beam_Think);
556         beam.owner = actor;
557         set_movetype(beam, MOVETYPE_NONE);
558         beam.bot_dodge = true;
559         IL_PUSH(g_bot_dodge, beam);
560         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
561         beam.beam_bursting = burst;
562         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
563
564         getthink(beam)(beam);
565 }
566 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
567 {
568         if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
569         {
570                 w_ready(thiswep, actor, weaponentity, fire);
571                 return;
572         }
573
574         // attack handled by the beam itself, this is just a loop to keep the attack happening!
575
576         // NOTE: arc doesn't use a refire
577         //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
578         actor.(weaponentity).wframe = WFRAME_FIRE1;
579         weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
580 }
581 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
582 {
583         // calculate a rough shot origin to show the effect from TODO: move this to the client side!
584         makevectors(actor.v_angle);
585         w_shotdir = v_forward;
586         vector md = actor.(weaponentity).movedir;
587         vector vecs = ((md.x > 0) ? md : '0 0 0');
588         vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
589         w_shotorg = actor.origin + actor.view_ofs + dv;
590         //W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id);
591
592         vector smoke_origin = w_shotorg + actor.velocity*frametime;
593         if ( actor.arc_overheat > time )
594         {
595                 if ( random() < actor.(weaponentity).arc_heat_percent )
596                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
597                 if ( (fire & 1) || (fire & 2) )
598                 {
599                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
600                         if ( !actor.arc_smoke_sound )
601                         {
602                                 actor.arc_smoke_sound = 1;
603                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
604                         }
605                 }
606         }
607         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
608                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
609         {
610                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
611                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
612                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
613         }
614
615         bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
616         bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
617         if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
618         {
619                 actor.arc_smoke_sound = 0;
620                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
621         }
622 }
623
624 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
625 {
626     if(WEP_CVAR(arc, beam_botaimspeed))
627     {
628         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
629                 actor,
630                 weaponentity,
631             WEP_CVAR(arc, beam_botaimspeed),
632             0,
633             WEP_CVAR(arc, beam_botaimlifetime),
634             false
635         );
636     }
637     else
638     {
639         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
640                 actor,
641                 weaponentity,
642             1000000,
643             0,
644             0.001,
645             false
646         );
647     }
648 }
649 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
650 {
651     Arc_Player_SetHeat(actor, weaponentity);
652     Arc_Smoke(thiswep, actor, weaponentity, fire);
653
654     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
655
656     if (time >= actor.arc_overheat)
657     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
658     {
659         #if 0
660         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
661         {
662             #if 0
663             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
664                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
665             else
666             #endif
667                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
668         }
669         #endif
670
671         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
672         {
673             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
674             {
675                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
676
677                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
678                 {
679                         actor.(weaponentity).wframe = WFRAME_FIRE1;
680                     weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
681                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
682                 }
683             }
684         }
685
686         return;
687     }
688     else if(fire & 2)
689     {
690         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
691         {
692             if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
693             if(!(actor.items & IT_UNLIMITED_AMMO))
694             {
695                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
696                 w_ready(thiswep, actor, weaponentity, fire);
697                 return;
698             }
699             float ammo_available = GetResource(actor, thiswep.ammo_type);
700             // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
701             // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
702             float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
703             int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
704
705             // We also don't want to use 3 rounds if there's only 2 left.
706             int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
707             W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
708
709             // Bursting counts up to 0 from a negative.
710             actor.(weaponentity).misc_bulletcounter = -to_shoot;
711             W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
712         }
713     }
714
715     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
716     {
717         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
718         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
719         ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
720     }
721     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
722
723     #if 0
724     if(fire & 2)
725     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
726     {
727         W_Arc_Attack2();
728         actor.arc_count = autocvar_g_balance_arc_secondary_count;
729         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
730         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
731     }
732     #endif
733 }
734 METHOD(Arc, wr_init, void(entity thiswep))
735 {
736     if(!arc_shotorigin[0])
737     {
738         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
739         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
740         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
741         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
742     }
743 }
744 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
745 {
746     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
747 }
748 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
749 {
750     if(WEP_CVAR(arc, bolt))
751     {
752         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
753         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
754         return ammo_amount;
755     }
756     else
757         return WEP_CVAR(arc, overheat_max) > 0 &&
758             ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
759 }
760 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
761 {
762     if(w_deathtype & HITTYPE_SECONDARY)
763         return WEAPON_ARC_MURDER_SPRAY;
764     else
765         return WEAPON_ARC_MURDER;
766 }
767 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
768 {
769     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
770     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
771     actor.arc_overheat = 0;
772     actor.arc_cooldown = 0;
773     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
774 }
775 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
776 {
777     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
778         weapon_dropevent_item.arc_overheat > time )
779     {
780         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
781         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
782     }
783 }
784 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
785 {
786     actor.arc_overheat = 0;
787     actor.arc_cooldown = 0;
788     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
789     {
790         .entity weaponentity = weaponentities[slot];
791         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
792     }
793 }
794 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
795 {
796     actor.arc_overheat = 0;
797     actor.arc_cooldown = 0;
798     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
799 }
800 #endif
801 #ifdef CSQC
802 bool autocvar_cl_arcbeam_teamcolor = true;
803 bool autocvar_cl_arcbeam_simple = true;
804
805 .int beam_slot;
806
807 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
808 {
809     if(w_deathtype & HITTYPE_SECONDARY)
810     {
811         vector org2;
812         org2 = w_org + w_backoff * 6;
813         pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
814         if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
815     }
816 }
817
818 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
819 {
820         entity beam = Draw_ArcBeam_callback_entity;
821         vector transformed_view_org;
822         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
823
824         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
825         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
826         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
827
828         vector hitorigin;
829
830         // draw segment
831         #if 0
832         if(trace_fraction != 1)
833         {
834                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
835                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
836                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
837         }
838         else
839         {
840                 hitorigin = hit;
841         }
842         #else
843         hitorigin = hit;
844         #endif
845
846         // decide upon thickness
847         float thickness = beam.beam_thickness;
848
849         // draw primary beam render
850         vector top    = hitorigin + (thickdir * thickness);
851         vector bottom = hitorigin - (thickdir * thickness);
852
853         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
854         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
855
856         if(autocvar_cl_arcbeam_simple)
857                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
858         else
859         {
860                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
861                 R_PolygonVertex(
862                         top,
863                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
864                         beam.beam_color,
865                         beam.beam_alpha
866                 );
867                 R_PolygonVertex(
868                         last_top,
869                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
870                         beam.beam_color,
871                         beam.beam_alpha
872                 );
873                 R_PolygonVertex(
874                         last_bottom,
875                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
876                         beam.beam_color,
877                         beam.beam_alpha
878                 );
879                 R_PolygonVertex(
880                         bottom,
881                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
882                         beam.beam_color,
883                         beam.beam_alpha
884                 );
885                 R_EndPolygon();
886         }
887
888         // draw trailing particles
889         // NOTES:
890         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
891         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
892         if(beam.beam_traileffect)
893         {
894                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
895         }
896
897         // set up for the next
898         Draw_ArcBeam_callback_last_thickness = thickness;
899         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
900         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
901 }
902
903 void Reset_ArcBeam()
904 {
905         entity e;
906         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
907                 e.beam_initialized = false;
908         }
909         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
910                 e.beam_initialized = false;
911         }
912 }
913
914 void Draw_ArcBeam(entity this)
915 {
916         float dt = time - this.move_time;
917         this.move_time = time;
918         if(dt <= 0) { return; }
919
920         if(!this.beam_usevieworigin)
921         {
922                 InterpolateOrigin_Do(this);
923         }
924
925         // origin = beam starting origin
926         // v_angle = wanted/aim direction
927         // angles = current direction of beam
928
929         vector start_pos;
930         vector wantdir; //= view_forward;
931         vector beamdir; //= this.beam_dir;
932
933         float segments;
934         if(this.beam_usevieworigin)
935         {
936                 // WEAPONTODO:
937                 // Currently we have to replicate nearly the same method of figuring
938                 // out the shotdir that the server does... Ideally in the future we
939                 // should be able to acquire this from a generalized function built
940                 // into a weapon system for client code.
941
942                 // find where we are aiming
943                 vector myviewangle = view_angles;
944                 if (autocvar_chase_active)
945                 {
946                         if (autocvar_cl_lockview)
947                                 myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
948                         else
949                                 myviewangle = warpzone_save_view_angles;
950                 }
951                 vector forward, right, up;
952                 MAKE_VECTORS(myviewangle, forward, right, up);
953                 entity wepent = viewmodels[this.beam_slot];
954
955                 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
956
957                 // decide upon start position
958                 if(this.beam_usevieworigin == 2)
959                         { start_pos = warpzone_save_view_origin; }
960                 else if(csqcplayer)
961                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
962                 else
963                         { start_pos = this.origin; }
964
965                 // trace forward with an estimation
966                 WarpZone_TraceLine(
967                         start_pos,
968                         start_pos + forward * this.beam_range,
969                         MOVE_NOMONSTERS,
970                         this
971                 );
972
973                 int v_shot_idx;  // used later
974                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
975                 if(v_shot_idx && this.beam_usevieworigin == 2)
976                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
977
978                 // untransform in case our trace went through a warpzone
979                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
980
981                 // un-adjust trueaim if shotend is too close
982                 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
983                         end_pos = start_pos + (forward * g_trueaim_minrange);
984
985                 // move shot origin to the actual gun muzzle origin
986                 vector origin_offset = '0 0 0';
987                 if(!v_shot_idx || this.beam_usevieworigin != 2)
988                 {
989                         this.beam_shotorigin = wepent.movedir;
990                         origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
991                 }
992                 else
993                         this.beam_shotorigin = '0 0 0';
994
995                 start_pos = start_pos + origin_offset;
996
997                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
998                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
999                 start_pos = trace_endpos;
1000
1001                 // calculate the aim direction now
1002                 wantdir = normalize(end_pos - start_pos);
1003
1004                 if(!this.beam_initialized)
1005                 {
1006                         this.beam_dir = wantdir;
1007                         this.beam_initialized = true;
1008
1009                         this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
1010                 }
1011
1012                 if(this.beam_dir != wantdir)
1013                 {
1014                         // calculate how much we're going to move the end of the beam to the want position
1015                         // WEAPONTODO (server and client):
1016                         // blendfactor never actually becomes 0 in this situation, which is a problem
1017                         // regarding precision... this means that this.beam_dir and w_shotdir approach
1018                         // eachother, however they never actually become the same value with this method.
1019                         // Perhaps we should do some form of rounding/snapping?
1020                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
1021                         if(angle && (angle > this.beam_maxangle))
1022                         {
1023                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1024                                 float blendfactor = bound(
1025                                         0,
1026                                         (1 - (this.beam_returnspeed * dt)),
1027                                         min(this.beam_maxangle / angle, 1)
1028                                 );
1029                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1030                         }
1031                         else
1032                         {
1033                                 // the radius is not too far yet, no worries :D
1034                                 float blendfactor = bound(
1035                                         0,
1036                                         (1 - (this.beam_returnspeed * dt)),
1037                                         1
1038                                 );
1039                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1040                         }
1041
1042                         // calculate how many segments are needed
1043                         float max_allowed_segments;
1044
1045                         if(this.beam_distancepersegment)
1046                         {
1047                                 max_allowed_segments = min(
1048                                         ARC_MAX_SEGMENTS,
1049                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1050                                 );
1051                         }
1052                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1053
1054                         if(this.beam_degreespersegment)
1055                         {
1056                                 segments = bound(
1057                                         1,
1058                                         (
1059                                                 min(
1060                                                         angle,
1061                                                         this.beam_maxangle
1062                                                 )
1063                                                 /
1064                                                 this.beam_degreespersegment
1065                                         ),
1066                                         max_allowed_segments
1067                                 );
1068                         }
1069                         else { segments = 1; }
1070                 }
1071                 else { segments = 1; }
1072
1073                 // set the beam direction which the rest of the code will refer to
1074                 beamdir = this.beam_dir;
1075
1076                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1077                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1078         }
1079         else
1080         {
1081                 // set the values from the provided info from the networked entity
1082                 start_pos = this.origin;
1083                 wantdir = this.v_angle;
1084                 beamdir = this.angles;
1085
1086                 if(beamdir != wantdir)
1087                 {
1088                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1089
1090                         // calculate how many segments are needed
1091                         float max_allowed_segments;
1092
1093                         if(this.beam_distancepersegment)
1094                         {
1095                                 max_allowed_segments = min(
1096                                         ARC_MAX_SEGMENTS,
1097                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1098                                 );
1099                         }
1100                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1101
1102                         if(this.beam_degreespersegment)
1103                         {
1104                                 segments = bound(
1105                                         1,
1106                                         (
1107                                                 min(
1108                                                         angle,
1109                                                         this.beam_maxangle
1110                                                 )
1111                                                 /
1112                                                 this.beam_degreespersegment
1113                                         ),
1114                                         max_allowed_segments
1115                                 );
1116                         }
1117                         else { segments = 1; }
1118                 }
1119                 else { segments = 1; }
1120         }
1121
1122         setorigin(this, start_pos);
1123         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1124
1125         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1126         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1127
1128         Draw_ArcBeam_callback_entity = this;
1129         Draw_ArcBeam_callback_last_thickness = 0;
1130         Draw_ArcBeam_callback_last_top = start_pos;
1131         Draw_ArcBeam_callback_last_bottom = start_pos;
1132
1133         vector last_origin = start_pos;
1134         vector original_start_pos = start_pos;
1135
1136         float i;
1137         for(i = 1; i <= segments; ++i)
1138         {
1139                 // WEAPONTODO (client):
1140                 // In order to do nice fading and pointing on the starting segment, we must always
1141                 // have that drawn as a separate triangle... However, that is difficult to do when
1142                 // keeping in mind the above problems and also optimizing the amount of segments
1143                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1144
1145                 vector new_origin = bezier_quadratic_getpoint(
1146                         start_pos,
1147                         beam_controlpoint,
1148                         beam_endpos,
1149                         i / segments);
1150
1151                 WarpZone_TraceBox_ThroughZone(
1152                         last_origin,
1153                         '0 0 0',
1154                         '0 0 0',
1155                         new_origin,
1156                         MOVE_NORMAL,
1157                         NULL,
1158                         NULL,
1159                         Draw_ArcBeam_callback
1160                 );
1161
1162                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1163                 // system (if we hit a player, that's always BEHIND the last passed wz).
1164                 last_origin = trace_endpos;
1165                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1166                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1167                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1168                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1169                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1170                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1171
1172                 if(trace_fraction < 1) { break; }
1173         }
1174
1175         // visual effects for startpoint and endpoint
1176         if(this.beam_hiteffect)
1177         {
1178                 // FIXME we really should do this on the server so it actually
1179                 // matches gameplay. What this client side stuff is doing is no
1180                 // more than guesswork.
1181                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1182                 pointparticles(
1183                         this.beam_hiteffect,
1184                         last_origin,
1185                         beamdir * -1,
1186                         dt * 2
1187                 );
1188         }
1189         if(this.beam_hitlight[0])
1190         {
1191                 adddynamiclight(
1192                         last_origin,
1193                         this.beam_hitlight[0],
1194                         vec3(
1195                                 this.beam_hitlight[1],
1196                                 this.beam_hitlight[2],
1197                                 this.beam_hitlight[3]
1198                         )
1199                 );
1200         }
1201         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1202         {
1203                 pointparticles(
1204                         this.beam_muzzleeffect,
1205                         original_start_pos + wantdir * 20,
1206                         wantdir * 1000,
1207                         dt * 0.1
1208                 );
1209         }
1210         if(this.beam_muzzlelight[0])
1211         {
1212                 adddynamiclight(
1213                         original_start_pos + wantdir * 20,
1214                         this.beam_muzzlelight[0],
1215                         vec3(
1216                                 this.beam_muzzlelight[1],
1217                                 this.beam_muzzlelight[2],
1218                                 this.beam_muzzlelight[3]
1219                         )
1220                 );
1221         }
1222
1223         // cleanup
1224         Draw_ArcBeam_callback_entity = NULL;
1225         Draw_ArcBeam_callback_last_thickness = 0;
1226         Draw_ArcBeam_callback_last_top = '0 0 0';
1227         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1228 }
1229
1230 void Remove_ArcBeam(entity this)
1231 {
1232         delete(this.beam_muzzleentity);
1233         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1234 }
1235
1236 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1237 {
1238         int sf = ReadByte();
1239         int slot = ReadByte();
1240         entity flash;
1241
1242         this.beam_slot = slot;
1243
1244         if(isnew)
1245         {
1246                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1247
1248                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1249
1250                 // set other main attributes of the beam
1251                 this.draw = Draw_ArcBeam;
1252                 IL_PUSH(g_drawables, this);
1253                 this.entremove = Remove_ArcBeam;
1254                 this.move_time = time;
1255                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1256
1257                 flash = new(arc_flash);
1258                 flash.owner = this;
1259                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1260                 //flash.drawmask = MASK_NORMAL;
1261                 flash.solid = SOLID_NOT;
1262                 flash.avelocity_z = 5000;
1263                 setattachment(flash, this, "");
1264                 setorigin(flash, '0 0 0');
1265
1266                 this.beam_muzzleentity = flash;
1267         }
1268         else
1269         {
1270                 flash = this.beam_muzzleentity;
1271         }
1272
1273         if(sf & ARC_SF_SETTINGS) // settings information
1274         {
1275                 this.beam_degreespersegment = ReadShort();
1276                 this.beam_distancepersegment = ReadShort();
1277                 this.beam_maxangle = ReadShort();
1278                 this.beam_range = ReadCoord();
1279                 this.beam_returnspeed = ReadShort();
1280                 this.beam_tightness = (ReadByte() / 10);
1281
1282                 if(ReadByte())
1283                 {
1284                         this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1285                 }
1286                 else
1287                 {
1288                         this.beam_usevieworigin = 0;
1289                 }
1290
1291                 this.sv_entnum = ReadByte();
1292         }
1293
1294         if(!this.beam_usevieworigin)
1295         {
1296                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1297                 this.iflags = IFLAG_ORIGIN;
1298
1299                 InterpolateOrigin_Undo(this);
1300         }
1301
1302         if(sf & ARC_SF_START) // starting location
1303         {
1304                 this.origin = ReadVector();
1305         }
1306         else if(this.beam_usevieworigin) // infer the location from player location
1307         {
1308                 if(this.beam_usevieworigin == 2)
1309                 {
1310                         // use view origin
1311                         this.origin = view_origin;
1312                 }
1313                 else
1314                 {
1315                         // use player origin so that third person display still works
1316                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1317                 }
1318         }
1319
1320         setorigin(this, this.origin);
1321
1322         if(sf & ARC_SF_WANTDIR) // want/aim direction
1323         {
1324                 this.v_angle = ReadVector();
1325         }
1326
1327         if(sf & ARC_SF_BEAMDIR) // beam direction
1328         {
1329                 this.angles = ReadAngleVector();
1330         }
1331
1332         if(sf & ARC_SF_BEAMTYPE) // beam type
1333         {
1334                 this.beam_type = ReadByte();
1335
1336                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1337                 switch(this.beam_type)
1338                 {
1339                         case ARC_BT_MISS:
1340                         {
1341                                 this.beam_color = beamcolor;
1342                                 this.beam_alpha = 0.5;
1343                                 this.beam_thickness = 8;
1344                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1345                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1346                                 this.beam_hitlight[0] = 0;
1347                                 this.beam_hitlight[1] = 1;
1348                                 this.beam_hitlight[2] = 1;
1349                                 this.beam_hitlight[3] = 1;
1350                                 this.beam_muzzleeffect = EFFECT_Null;
1351                                 this.beam_muzzlelight[0] = 0;
1352                                 this.beam_muzzlelight[1] = 1;
1353                                 this.beam_muzzlelight[2] = 1;
1354                                 this.beam_muzzlelight[3] = 1;
1355                                 this.beam_image = "particles/lgbeam";
1356                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1357                                 {
1358                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1359                                         flash.alpha = this.beam_alpha;
1360                                         flash.colormod = this.beam_color;
1361                                         flash.scale = 0.35;
1362                                 }
1363                                 break;
1364                         }
1365                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1366                         {
1367                                 this.beam_color = beamcolor;
1368                                 this.beam_alpha = 0.5;
1369                                 this.beam_thickness = 8;
1370                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1371                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1372                                 this.beam_hitlight[0] = 0;
1373                                 this.beam_hitlight[1] = 1;
1374                                 this.beam_hitlight[2] = 1;
1375                                 this.beam_hitlight[3] = 1;
1376                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1377                                 this.beam_muzzlelight[0] = 0;
1378                                 this.beam_muzzlelight[1] = 1;
1379                                 this.beam_muzzlelight[2] = 1;
1380                                 this.beam_muzzlelight[3] = 1;
1381                                 this.beam_image = "particles/lgbeam";
1382                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1383                                 {
1384                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1385                                         flash.alpha = this.beam_alpha;
1386                                         flash.colormod = this.beam_color;
1387                                         flash.scale = 0.35;
1388                                 }
1389                                 break;
1390                         }
1391                         case ARC_BT_HEAL:
1392                         {
1393                                 this.beam_color = beamcolor;
1394                                 this.beam_alpha = 0.5;
1395                                 this.beam_thickness = 8;
1396                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1397                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1398                                 this.beam_hitlight[0] = 0;
1399                                 this.beam_hitlight[1] = 1;
1400                                 this.beam_hitlight[2] = 1;
1401                                 this.beam_hitlight[3] = 1;
1402                                 this.beam_muzzleeffect = EFFECT_Null;
1403                                 this.beam_muzzlelight[0] = 0;
1404                                 this.beam_muzzlelight[1] = 1;
1405                                 this.beam_muzzlelight[2] = 1;
1406                                 this.beam_muzzlelight[3] = 1;
1407                                 this.beam_image = "particles/lgbeam";
1408                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1409                                 {
1410                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1411                                         flash.alpha = this.beam_alpha;
1412                                         flash.colormod = this.beam_color;
1413                                         flash.scale = 0.35;
1414                                 }
1415                                 break;
1416                         }
1417                         case ARC_BT_HIT:
1418                         {
1419                                 this.beam_color = beamcolor;
1420                                 this.beam_alpha = 0.5;
1421                                 this.beam_thickness = 8;
1422                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1423                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1424                                 this.beam_hitlight[0] = 20;
1425                                 this.beam_hitlight[1] = 1;
1426                                 this.beam_hitlight[2] = 0;
1427                                 this.beam_hitlight[3] = 0;
1428                                 this.beam_muzzleeffect = EFFECT_Null;
1429                                 this.beam_muzzlelight[0] = 50;
1430                                 this.beam_muzzlelight[1] = 1;
1431                                 this.beam_muzzlelight[2] = 0;
1432                                 this.beam_muzzlelight[3] = 0;
1433                                 this.beam_image = "particles/lgbeam";
1434                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1435                                 {
1436                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1437                                         flash.alpha = this.beam_alpha;
1438                                         flash.colormod = this.beam_color;
1439                                         flash.scale = 0.35;
1440                                 }
1441                                 break;
1442                         }
1443                         case ARC_BT_BURST_MISS:
1444                         {
1445                                 this.beam_color = beamcolor;
1446                                 this.beam_alpha = 0.5;
1447                                 this.beam_thickness = 14;
1448                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1449                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1450                                 this.beam_hitlight[0] = 0;
1451                                 this.beam_hitlight[1] = 1;
1452                                 this.beam_hitlight[2] = 1;
1453                                 this.beam_hitlight[3] = 1;
1454                                 this.beam_muzzleeffect = EFFECT_Null;
1455                                 this.beam_muzzlelight[0] = 0;
1456                                 this.beam_muzzlelight[1] = 1;
1457                                 this.beam_muzzlelight[2] = 1;
1458                                 this.beam_muzzlelight[3] = 1;
1459                                 this.beam_image = "particles/lgbeam";
1460                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1461                                 {
1462                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1463                                         flash.alpha = this.beam_alpha;
1464                                         flash.colormod = this.beam_color;
1465                                         flash.scale = 0.35;
1466                                 }
1467                                 break;
1468                         }
1469                         case ARC_BT_BURST_WALL:
1470                         {
1471                                 this.beam_color = beamcolor;
1472                                 this.beam_alpha = 0.5;
1473                                 this.beam_thickness = 14;
1474                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1475                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1476                                 this.beam_hitlight[0] = 0;
1477                                 this.beam_hitlight[1] = 1;
1478                                 this.beam_hitlight[2] = 1;
1479                                 this.beam_hitlight[3] = 1;
1480                                 this.beam_muzzleeffect = EFFECT_Null;
1481                                 this.beam_muzzlelight[0] = 0;
1482                                 this.beam_muzzlelight[1] = 1;
1483                                 this.beam_muzzlelight[2] = 1;
1484                                 this.beam_muzzlelight[3] = 1;
1485                                 this.beam_image = "particles/lgbeam";
1486                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1487                                 {
1488                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1489                                         flash.alpha = this.beam_alpha;
1490                                         flash.colormod = this.beam_color;
1491                                         flash.scale = 0.35;
1492                                 }
1493                                 break;
1494                         }
1495                         case ARC_BT_BURST_HEAL:
1496                         {
1497                                 this.beam_color = beamcolor;
1498                                 this.beam_alpha = 0.5;
1499                                 this.beam_thickness = 14;
1500                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1501                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1502                                 this.beam_hitlight[0] = 0;
1503                                 this.beam_hitlight[1] = 1;
1504                                 this.beam_hitlight[2] = 1;
1505                                 this.beam_hitlight[3] = 1;
1506                                 this.beam_muzzleeffect = EFFECT_Null;
1507                                 this.beam_muzzlelight[0] = 0;
1508                                 this.beam_muzzlelight[1] = 1;
1509                                 this.beam_muzzlelight[2] = 1;
1510                                 this.beam_muzzlelight[3] = 1;
1511                                 this.beam_image = "particles/lgbeam";
1512                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1513                                 {
1514                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1515                                         flash.alpha = this.beam_alpha;
1516                                         flash.colormod = this.beam_color;
1517                                         flash.scale = 0.35;
1518                                 }
1519                                 break;
1520                         }
1521                         case ARC_BT_BURST_HIT:
1522                         {
1523                                 this.beam_color = beamcolor;
1524                                 this.beam_alpha = 0.5;
1525                                 this.beam_thickness = 14;
1526                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1527                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1528                                 this.beam_hitlight[0] = 0;
1529                                 this.beam_hitlight[1] = 1;
1530                                 this.beam_hitlight[2] = 1;
1531                                 this.beam_hitlight[3] = 1;
1532                                 this.beam_muzzleeffect = EFFECT_Null;
1533                                 this.beam_muzzlelight[0] = 0;
1534                                 this.beam_muzzlelight[1] = 1;
1535                                 this.beam_muzzlelight[2] = 1;
1536                                 this.beam_muzzlelight[3] = 1;
1537                                 this.beam_image = "particles/lgbeam";
1538                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1539                                 {
1540                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1541                                         flash.alpha = this.beam_alpha;
1542                                         flash.colormod = this.beam_color;
1543                                         flash.scale = 0.35;
1544                                 }
1545                                 break;
1546                         }
1547
1548                         // shouldn't be possible, but lets make it colorful if it does :D
1549                         default:
1550                         {
1551                                 this.beam_color = randomvec();
1552                                 this.beam_alpha = 1;
1553                                 this.beam_thickness = 8;
1554                                 this.beam_traileffect = NULL;
1555                                 this.beam_hiteffect = NULL;
1556                                 this.beam_hitlight[0] = 0;
1557                                 this.beam_hitlight[1] = 1;
1558                                 this.beam_hitlight[2] = 1;
1559                                 this.beam_hitlight[3] = 1;
1560                                 this.beam_muzzleeffect = EFFECT_Null;
1561                                 this.beam_muzzlelight[0] = 0;
1562                                 this.beam_muzzlelight[1] = 1;
1563                                 this.beam_muzzlelight[2] = 1;
1564                                 this.beam_muzzlelight[3] = 1;
1565                                 this.beam_image = "particles/lgbeam";
1566                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1567                                 {
1568                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1569                                         flash.alpha = this.beam_alpha;
1570                                         flash.colormod = this.beam_color;
1571                                         flash.scale = 0.35;
1572                                 }
1573                                 break;
1574                         }
1575                 }
1576         }
1577
1578         if(!this.beam_usevieworigin)
1579         {
1580                 InterpolateOrigin_Note(this);
1581         }
1582         return true;
1583 }
1584
1585 #endif