4 #include <common/gamemodes/gamemode/onslaught/sv_generator.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
7 bool W_Arc_Beam_Send(entity this, entity to, int sf)
9 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
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; }
18 WriteByte(MSG_ENTITY, sf);
19 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
21 if(sf & ARC_SF_SETTINGS) // settings information
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);
30 WriteByte(MSG_ENTITY, drawlocal);
31 WriteByte(MSG_ENTITY, etof(this.owner));
33 if(sf & ARC_SF_START) // starting location
35 WriteVector(MSG_ENTITY, this.beam_start);
37 if(sf & ARC_SF_WANTDIR) // want/aim direction
39 WriteVector(MSG_ENTITY, this.beam_wantdir);
41 if(sf & ARC_SF_BEAMDIR) // beam direction
43 WriteAngleVector(MSG_ENTITY, this.beam_dir);
45 if(sf & ARC_SF_BEAMTYPE) // beam type
47 WriteByte(MSG_ENTITY, this.beam_type);
53 void Reset_ArcBeam(entity player, vector forward)
55 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
57 .entity weaponentity = weaponentities[slot];
58 if(!player.(weaponentity).arc_beam)
60 player.(weaponentity).arc_beam.beam_dir = forward;
61 player.(weaponentity).arc_beam.beam_teleporttime = time;
65 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
67 if ( WEP_CVAR(arc, overheat_max) <= 0 || WEP_CVAR(arc, overheat_max) <= 0 )
69 player.arc_overheat = 0;
73 if ( player.(weaponentity).arc_beam )
74 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
76 if ( player.arc_overheat > time )
78 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
79 * player.arc_cooldown;
84 void Arc_Player_SetHeat(entity player, .entity weaponentity)
86 player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
87 //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
90 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
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);
98 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
100 W_Arc_Bolt_Explode(this, trigger);
103 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
105 if(GetResource(this, RES_HEALTH) <= 0)
108 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109 return; // g_projectiles_damage says to halt
111 TakeResource(this, RES_HEALTH, damage);
112 this.angles = vectoangles(this.velocity);
114 if(GetResource(this, RES_HEALTH) <= 0)
115 W_PrepareExplosionByDamage(this, attacker, getthink(this));
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
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);
125 Send_Effect(EFFECT_BALL_SPARKS, this.origin, this.velocity, 1);
126 this.angles = vectoangles(this.velocity);
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);
136 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity, int fire)
138 W_SetupShot(actor, weaponentity, false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), thiswep.m_id | HITTYPE_SECONDARY);
140 W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
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);
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);
155 settouch(missile, W_Arc_Bolt_Touch);
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');
166 set_movetype(missile, MOVETYPE_BOUNCEMISSILE);
167 W_SetupProjVelocity_PRE(missile, arc, bolt_);
169 missile.angles = vectoangles(missile.velocity);
170 missile.flags = FL_PROJECTILE;
171 IL_PUSH(g_projectiles, missile);
172 missile.missile_flags = MIF_SPLASH;
174 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
176 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
178 actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
179 if(actor.(weaponentity).misc_bulletcounter == 0)
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);
186 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), W_Arc_Attack_Bolt);
190 void W_Arc_Beam_Think(entity this)
192 .entity weaponentity = this.weaponentity_fld;
193 entity own = this.owner;
194 if(this != own.(weaponentity).arc_beam)
201 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
203 if(!this.beam_bursting)
204 this.beam_bursting = true;
205 burst = ARC_BT_BURSTMASK;
208 Weapon thiswep = WEP_ARC;
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)) )
217 if ( WEP_CVAR(arc, cooldown) > 0 )
219 float cooldown_speed = 0;
220 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
222 cooldown_speed = WEP_CVAR(arc, cooldown);
226 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
229 if ( cooldown_speed )
231 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
232 own.arc_overheat = time + this.beam_heat / cooldown_speed;
233 own.arc_cooldown = cooldown_speed;
236 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
238 Send_Effect(EFFECT_ARC_OVERHEAT, this.beam_start, this.beam_wantdir, 1);
239 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
243 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
244 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_AMMO))
246 // note: this doesn't force the switch
247 W_SwitchToOtherWeapon(own, weaponentity);
249 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
255 float coefficient = frametime;
256 if(!(own.items & IT_UNLIMITED_AMMO))
260 { rootammo = WEP_CVAR(arc, burst_ammo); }
262 { rootammo = WEP_CVAR(arc, beam_ammo); }
266 coefficient = min(coefficient, GetResource(own, thiswep.ammo_type) / rootammo);
267 SetResource(own, thiswep.ammo_type, max(0, GetResource(own, thiswep.ammo_type) - (rootammo * frametime)));
270 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
271 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
273 makevectors(own.v_angle);
282 WEP_CVAR(arc, beam_damage) * coefficient,
283 WEP_CVAR(arc, beam_range),
287 // After teleport, "lock" the beam until the teleport is confirmed.
288 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
289 w_shotdir = this.beam_dir;
292 // network information: shot origin and want/aim direction
293 if(this.beam_start != w_shotorg)
295 this.SendFlags |= ARC_SF_START;
296 this.beam_start = w_shotorg;
298 if(this.beam_wantdir != w_shotdir)
300 this.SendFlags |= ARC_SF_WANTDIR;
301 this.beam_wantdir = w_shotdir;
304 if(!this.beam_initialized)
306 this.beam_dir = w_shotdir;
307 this.beam_initialized = true;
310 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
311 // idea: blend together this.beam_dir with the inverted direction the player is moving in
312 // might have to make some special accomodation so that it only uses view_right and view_up
314 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
317 if(this.beam_dir != w_shotdir)
319 // calculate how much we're going to move the end of the beam to the want position
320 // WEAPONTODO (server and client):
321 // blendfactor never actually becomes 0 in this situation, which is a problem
322 // regarding precision... this means that this.beam_dir and w_shotdir approach
323 // eachother, however they never actually become the same value with this method.
324 // Perhaps we should do some form of rounding/snapping?
325 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
326 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
328 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
329 float blendfactor = bound(
331 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
332 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
334 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
335 this.beam_dir = w_shotdir;
337 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
341 // the radius is not too far yet, no worries :D
342 float blendfactor = bound(
344 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
347 if(vdist(this.beam_dir - w_shotdir, <, 0.01))
348 this.beam_dir = w_shotdir;
350 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
353 // network information: beam direction
354 this.SendFlags |= ARC_SF_BEAMDIR;
356 // calculate how many segments are needed
357 float max_allowed_segments;
359 if(WEP_CVAR(arc, beam_distancepersegment))
361 max_allowed_segments = min(
363 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
366 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
368 if(WEP_CVAR(arc, beam_degreespersegment))
375 WEP_CVAR(arc, beam_maxangle)
378 WEP_CVAR(arc, beam_degreespersegment)
383 else { segments = 1; }
385 else { segments = 1; }
387 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
388 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
391 float new_beam_type = 0;
392 vector last_origin = w_shotorg;
393 for(i = 1; i <= segments; ++i)
395 // WEAPONTODO (client):
396 // In order to do nice fading and pointing on the starting segment, we must always
397 // have that drawn as a separate triangle... However, that is difficult to do when
398 // keeping in mind the above problems and also optimizing the amount of segments
399 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
401 vector new_origin = bezier_quadratic_getpoint(
406 vector new_dir = normalize(new_origin - last_origin);
408 WarpZone_traceline_antilag(
417 // Do all the transforms for warpzones right now, as we already
418 // "are" in the post-trace system (if we hit a player, that's
419 // always BEHIND the last passed wz).
420 last_origin = trace_endpos;
421 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
422 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
423 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
424 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
428 bool is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
429 if(SAME_TEAM(own, trace_ent))
431 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
432 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
433 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : RES_LIMIT_NONE);
434 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
435 if(IS_PLAYER(trace_ent) && rootarmor)
437 if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
439 GiveResourceWithLimit(trace_ent, RES_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
440 trace_ent.pauserotarmor_finished = max(
441 trace_ent.pauserotarmor_finished,
442 time + autocvar_g_balance_pause_armor_rot
446 if(roothealth || rootarmor)
447 new_beam_type = ARC_BT_HEAL;
449 else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
451 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
452 // NO. trace_endpos should be just fine. If not,
453 // that's an engine bug that needs proper debugging.
454 vector hitorigin = trace_endpos;
456 float falloff = ExponentialFalloff(
457 WEP_CVAR(arc, beam_falloff_mindist),
458 WEP_CVAR(arc, beam_falloff_maxdist),
459 WEP_CVAR(arc, beam_falloff_halflifedist),
460 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
467 { rootdamage = WEP_CVAR(arc, burst_damage); }
469 { rootdamage = WEP_CVAR(arc, beam_damage); }
472 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
474 if(accuracy_isgooddamage(own, trace_ent))
480 rootdamage * coefficient * falloff
488 rootdamage * coefficient * falloff,
492 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
495 new_beam_type = ARC_BT_HIT;
499 else if(trace_fraction != 1)
501 // we collided with geometry
502 new_beam_type = ARC_BT_WALL;
507 // te_explosion(trace_endpos);
509 // if we're bursting, use burst visual effects
510 new_beam_type |= burst;
512 // network information: beam type
513 if(new_beam_type != this.beam_type)
515 this.SendFlags |= ARC_SF_BEAMTYPE;
516 this.beam_type = new_beam_type;
519 own.(weaponentity).beam_prev = time;
520 this.nextthink = time;
523 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
526 // only play fire sound if 1 sec has passed since player let go the fire button
527 if(time - actor.(weaponentity).beam_prev > 1)
528 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
530 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
531 beam.weaponentity_fld = weaponentity;
532 beam.solid = SOLID_NOT;
533 setthink(beam, W_Arc_Beam_Think);
535 set_movetype(beam, MOVETYPE_NONE);
536 beam.bot_dodge = true;
537 IL_PUSH(g_bot_dodge, beam);
538 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
539 beam.beam_bursting = burst;
540 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
542 getthink(beam)(beam);
544 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
546 if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
548 w_ready(thiswep, actor, weaponentity, fire);
552 // attack handled by the beam itself, this is just a loop to keep the attack happening!
554 // NOTE: arc doesn't use a refire
555 //ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor(actor);
556 actor.(weaponentity).wframe = WFRAME_FIRE1;
557 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
559 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
561 // calculate a rough shot origin to show the effect from TODO: move this to the client side!
562 makevectors(actor.v_angle);
563 w_shotdir = v_forward;
564 vector md = actor.(weaponentity).movedir;
565 vector vecs = ((md.x > 0) ? md : '0 0 0');
566 vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
567 w_shotorg = actor.origin + actor.view_ofs + dv;
568 //W_SetupShot_Range(actor,weaponentity,false,0,SND_Null,0,0,0,thiswep.m_id);
570 vector smoke_origin = w_shotorg + actor.velocity*frametime;
571 if ( actor.arc_overheat > time )
573 if ( random() < actor.(weaponentity).arc_heat_percent )
574 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
575 if ( (fire & 1) || (fire & 2) )
577 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
578 if ( !actor.arc_smoke_sound )
580 actor.arc_smoke_sound = 1;
581 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
585 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
586 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
588 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
589 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
590 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
593 bool attacking = PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor);
594 bool stop_smoke_sound = actor.arc_overheat <= time || !attacking;
595 if ((actor.arc_smoke_sound && stop_smoke_sound) || actor.(weaponentity).m_switchweapon != thiswep)
597 actor.arc_smoke_sound = 0;
598 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
602 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
604 if(WEP_CVAR(arc, beam_botaimspeed))
606 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
609 WEP_CVAR(arc, beam_botaimspeed),
611 WEP_CVAR(arc, beam_botaimlifetime),
617 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
627 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
629 Arc_Player_SetHeat(actor, weaponentity);
630 Arc_Smoke(thiswep, actor, weaponentity, fire);
632 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
634 if (time >= actor.arc_overheat)
635 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
638 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
641 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
642 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
645 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
649 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
651 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
653 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
655 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
657 actor.(weaponentity).wframe = WFRAME_FIRE1;
658 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), W_Arc_Attack);
659 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
668 if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
670 if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
671 if(!(actor.items & IT_UNLIMITED_AMMO))
673 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
674 w_ready(thiswep, actor, weaponentity, fire);
677 float ammo_available = GetResource(actor, thiswep.ammo_type);
678 // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction.
679 // Also keep the fraction <= 1 otherwise we'd mag dump in one burst.
680 float burst_fraction = min(1, ammo_available / WEP_CVAR(arc, bolt_ammo));
681 int to_shoot = floor(WEP_CVAR(arc, bolt_count) * burst_fraction);
683 // We also don't want to use 3 rounds if there's only 2 left.
684 int to_use = min(WEP_CVAR(arc, bolt_ammo), ammo_available);
685 W_DecreaseAmmo(thiswep, actor, to_use, weaponentity);
687 // Bursting counts up to 0 from a negative.
688 actor.(weaponentity).misc_bulletcounter = -to_shoot;
689 W_Arc_Attack_Bolt(thiswep, actor, weaponentity, fire);
693 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
695 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
696 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
697 ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
699 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
703 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
706 actor.arc_count = autocvar_g_balance_arc_secondary_count;
707 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
708 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
712 METHOD(Arc, wr_init, void(entity thiswep))
714 if(!arc_shotorigin[0])
716 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
717 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
718 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
719 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
722 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
724 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
726 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
728 if(WEP_CVAR(arc, bolt))
730 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
731 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
735 return WEP_CVAR(arc, overheat_max) > 0 &&
736 ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
738 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
740 if(w_deathtype & HITTYPE_SECONDARY)
741 return WEAPON_ARC_MURDER_SPRAY;
743 return WEAPON_ARC_MURDER;
745 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
747 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
748 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
749 actor.arc_overheat = 0;
750 actor.arc_cooldown = 0;
751 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
753 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
755 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
756 weapon_dropevent_item.arc_overheat > time )
758 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
759 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
762 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
764 actor.arc_overheat = 0;
765 actor.arc_cooldown = 0;
766 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
768 .entity weaponentity = weaponentities[slot];
769 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
772 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
774 actor.arc_overheat = 0;
775 actor.arc_cooldown = 0;
776 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
780 bool autocvar_cl_arcbeam_teamcolor = true;
781 bool autocvar_cl_arcbeam_simple = true;
785 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
787 if(w_deathtype & HITTYPE_SECONDARY)
790 org2 = w_org + w_backoff * 6;
791 pointparticles(EFFECT_ELECTRO_IMPACT, org2, w_backoff * 1000, 1);
792 if(!w_issilent) { sound(actor, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTN_NORM); }
796 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
798 entity beam = Draw_ArcBeam_callback_entity;
799 vector transformed_view_org;
800 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
802 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
803 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
804 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
810 if(trace_fraction != 1)
812 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
813 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
814 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
824 // decide upon thickness
825 float thickness = beam.beam_thickness;
827 // draw primary beam render
828 vector top = hitorigin + (thickdir * thickness);
829 vector bottom = hitorigin - (thickdir * thickness);
831 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
832 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
834 if(autocvar_cl_arcbeam_simple)
835 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
838 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
841 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
847 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
853 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
859 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
866 // draw trailing particles
868 // - Don't use spammy particle counts here, use a FEW small particles around the beam
869 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
870 if(beam.beam_traileffect)
872 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
875 // set up for the next
876 Draw_ArcBeam_callback_last_thickness = thickness;
877 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
878 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
884 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
885 e.beam_initialized = false;
887 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
888 e.beam_initialized = false;
892 void Draw_ArcBeam(entity this)
894 float dt = time - this.move_time;
895 this.move_time = time;
896 if(dt <= 0) { return; }
898 if(!this.beam_usevieworigin)
900 InterpolateOrigin_Do(this);
903 // origin = beam starting origin
904 // v_angle = wanted/aim direction
905 // angles = current direction of beam
908 vector wantdir; //= view_forward;
909 vector beamdir; //= this.beam_dir;
912 if(this.beam_usevieworigin)
915 // Currently we have to replicate nearly the same method of figuring
916 // out the shotdir that the server does... Ideally in the future we
917 // should be able to acquire this from a generalized function built
918 // into a weapon system for client code.
920 // find where we are aiming
921 vector myviewangle = view_angles;
922 if (autocvar_chase_active)
924 if (autocvar_cl_lockview)
925 myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
927 myviewangle = warpzone_save_view_angles;
929 vector forward, right, up;
930 MAKE_VECTORS(myviewangle, forward, right, up);
931 entity wepent = viewmodels[this.beam_slot];
933 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
935 // decide upon start position
936 if(this.beam_usevieworigin == 2)
937 { start_pos = warpzone_save_view_origin; }
939 { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
941 { start_pos = this.origin; }
943 // trace forward with an estimation
946 start_pos + forward * this.beam_range,
951 int v_shot_idx; // used later
952 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
953 if(v_shot_idx && this.beam_usevieworigin == 2)
954 start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
956 // untransform in case our trace went through a warpzone
957 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
959 // un-adjust trueaim if shotend is too close
960 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
961 end_pos = start_pos + (forward * g_trueaim_minrange);
963 // move shot origin to the actual gun muzzle origin
964 vector origin_offset = '0 0 0';
965 if(!v_shot_idx || this.beam_usevieworigin != 2)
967 this.beam_shotorigin = wepent.movedir;
968 origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
971 this.beam_shotorigin = '0 0 0';
973 start_pos = start_pos + origin_offset;
975 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
976 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
977 start_pos = trace_endpos;
979 // calculate the aim direction now
980 wantdir = normalize(end_pos - start_pos);
982 if(!this.beam_initialized)
984 this.beam_dir = wantdir;
985 this.beam_initialized = true;
987 this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
990 if(this.beam_dir != wantdir)
992 // calculate how much we're going to move the end of the beam to the want position
993 // WEAPONTODO (server and client):
994 // blendfactor never actually becomes 0 in this situation, which is a problem
995 // regarding precision... this means that this.beam_dir and w_shotdir approach
996 // eachother, however they never actually become the same value with this method.
997 // Perhaps we should do some form of rounding/snapping?
998 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
999 if(angle && (angle > this.beam_maxangle))
1001 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1002 float blendfactor = bound(
1004 (1 - (this.beam_returnspeed * dt)),
1005 min(this.beam_maxangle / angle, 1)
1007 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1011 // the radius is not too far yet, no worries :D
1012 float blendfactor = bound(
1014 (1 - (this.beam_returnspeed * dt)),
1017 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1020 // calculate how many segments are needed
1021 float max_allowed_segments;
1023 if(this.beam_distancepersegment)
1025 max_allowed_segments = min(
1027 1 + (vlen(wantdir / this.beam_distancepersegment))
1030 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1032 if(this.beam_degreespersegment)
1042 this.beam_degreespersegment
1044 max_allowed_segments
1047 else { segments = 1; }
1049 else { segments = 1; }
1051 // set the beam direction which the rest of the code will refer to
1052 beamdir = this.beam_dir;
1054 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1055 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1059 // set the values from the provided info from the networked entity
1060 start_pos = this.origin;
1061 wantdir = this.v_angle;
1062 beamdir = this.angles;
1064 if(beamdir != wantdir)
1066 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1068 // calculate how many segments are needed
1069 float max_allowed_segments;
1071 if(this.beam_distancepersegment)
1073 max_allowed_segments = min(
1075 1 + (vlen(wantdir / this.beam_distancepersegment))
1078 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1080 if(this.beam_degreespersegment)
1090 this.beam_degreespersegment
1092 max_allowed_segments
1095 else { segments = 1; }
1097 else { segments = 1; }
1100 setorigin(this, start_pos);
1101 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1103 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1104 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1106 Draw_ArcBeam_callback_entity = this;
1107 Draw_ArcBeam_callback_last_thickness = 0;
1108 Draw_ArcBeam_callback_last_top = start_pos;
1109 Draw_ArcBeam_callback_last_bottom = start_pos;
1111 vector last_origin = start_pos;
1112 vector original_start_pos = start_pos;
1115 for(i = 1; i <= segments; ++i)
1117 // WEAPONTODO (client):
1118 // In order to do nice fading and pointing on the starting segment, we must always
1119 // have that drawn as a separate triangle... However, that is difficult to do when
1120 // keeping in mind the above problems and also optimizing the amount of segments
1121 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1123 vector new_origin = bezier_quadratic_getpoint(
1129 WarpZone_TraceBox_ThroughZone(
1137 Draw_ArcBeam_callback
1140 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1141 // system (if we hit a player, that's always BEHIND the last passed wz).
1142 last_origin = trace_endpos;
1143 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1144 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1145 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1146 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1147 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1148 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1150 if(trace_fraction < 1) { break; }
1153 // visual effects for startpoint and endpoint
1154 if(this.beam_hiteffect)
1156 // FIXME we really should do this on the server so it actually
1157 // matches gameplay. What this client side stuff is doing is no
1158 // more than guesswork.
1159 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1161 this.beam_hiteffect,
1167 if(this.beam_hitlight[0])
1171 this.beam_hitlight[0],
1173 this.beam_hitlight[1],
1174 this.beam_hitlight[2],
1175 this.beam_hitlight[3]
1179 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1182 this.beam_muzzleeffect,
1183 original_start_pos + wantdir * 20,
1188 if(this.beam_muzzlelight[0])
1191 original_start_pos + wantdir * 20,
1192 this.beam_muzzlelight[0],
1194 this.beam_muzzlelight[1],
1195 this.beam_muzzlelight[2],
1196 this.beam_muzzlelight[3]
1202 Draw_ArcBeam_callback_entity = NULL;
1203 Draw_ArcBeam_callback_last_thickness = 0;
1204 Draw_ArcBeam_callback_last_top = '0 0 0';
1205 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1208 void Remove_ArcBeam(entity this)
1210 delete(this.beam_muzzleentity);
1211 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1214 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1216 int sf = ReadByte();
1217 int slot = ReadByte();
1220 this.beam_slot = slot;
1224 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1226 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1228 // set other main attributes of the beam
1229 this.draw = Draw_ArcBeam;
1230 IL_PUSH(g_drawables, this);
1231 this.entremove = Remove_ArcBeam;
1232 this.move_time = time;
1233 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1235 flash = new(arc_flash);
1237 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1238 //flash.drawmask = MASK_NORMAL;
1239 flash.solid = SOLID_NOT;
1240 flash.avelocity_z = 5000;
1241 setattachment(flash, this, "");
1242 setorigin(flash, '0 0 0');
1244 this.beam_muzzleentity = flash;
1248 flash = this.beam_muzzleentity;
1251 if(sf & ARC_SF_SETTINGS) // settings information
1253 this.beam_degreespersegment = ReadShort();
1254 this.beam_distancepersegment = ReadShort();
1255 this.beam_maxangle = ReadShort();
1256 this.beam_range = ReadCoord();
1257 this.beam_returnspeed = ReadShort();
1258 this.beam_tightness = (ReadByte() / 10);
1262 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1266 this.beam_usevieworigin = 0;
1269 this.sv_entnum = ReadByte();
1272 if(!this.beam_usevieworigin)
1274 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1275 this.iflags = IFLAG_ORIGIN;
1277 InterpolateOrigin_Undo(this);
1280 if(sf & ARC_SF_START) // starting location
1282 this.origin = ReadVector();
1284 else if(this.beam_usevieworigin) // infer the location from player location
1286 if(this.beam_usevieworigin == 2)
1289 this.origin = view_origin;
1293 // use player origin so that third person display still works
1294 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1298 setorigin(this, this.origin);
1300 if(sf & ARC_SF_WANTDIR) // want/aim direction
1302 this.v_angle = ReadVector();
1305 if(sf & ARC_SF_BEAMDIR) // beam direction
1307 this.angles = ReadAngleVector();
1310 if(sf & ARC_SF_BEAMTYPE) // beam type
1312 this.beam_type = ReadByte();
1314 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1315 switch(this.beam_type)
1319 this.beam_color = beamcolor;
1320 this.beam_alpha = 0.5;
1321 this.beam_thickness = 8;
1322 this.beam_traileffect = (EFFECT_ARC_BEAM);
1323 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1324 this.beam_hitlight[0] = 0;
1325 this.beam_hitlight[1] = 1;
1326 this.beam_hitlight[2] = 1;
1327 this.beam_hitlight[3] = 1;
1328 this.beam_muzzleeffect = EFFECT_Null;
1329 this.beam_muzzlelight[0] = 0;
1330 this.beam_muzzlelight[1] = 1;
1331 this.beam_muzzlelight[2] = 1;
1332 this.beam_muzzlelight[3] = 1;
1333 this.beam_image = "particles/lgbeam";
1334 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1336 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1337 flash.alpha = this.beam_alpha;
1338 flash.colormod = this.beam_color;
1343 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1345 this.beam_color = beamcolor;
1346 this.beam_alpha = 0.5;
1347 this.beam_thickness = 8;
1348 this.beam_traileffect = (EFFECT_ARC_BEAM);
1349 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1350 this.beam_hitlight[0] = 0;
1351 this.beam_hitlight[1] = 1;
1352 this.beam_hitlight[2] = 1;
1353 this.beam_hitlight[3] = 1;
1354 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1355 this.beam_muzzlelight[0] = 0;
1356 this.beam_muzzlelight[1] = 1;
1357 this.beam_muzzlelight[2] = 1;
1358 this.beam_muzzlelight[3] = 1;
1359 this.beam_image = "particles/lgbeam";
1360 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1362 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1363 flash.alpha = this.beam_alpha;
1364 flash.colormod = this.beam_color;
1371 this.beam_color = beamcolor;
1372 this.beam_alpha = 0.5;
1373 this.beam_thickness = 8;
1374 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1375 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1376 this.beam_hitlight[0] = 0;
1377 this.beam_hitlight[1] = 1;
1378 this.beam_hitlight[2] = 1;
1379 this.beam_hitlight[3] = 1;
1380 this.beam_muzzleeffect = EFFECT_Null;
1381 this.beam_muzzlelight[0] = 0;
1382 this.beam_muzzlelight[1] = 1;
1383 this.beam_muzzlelight[2] = 1;
1384 this.beam_muzzlelight[3] = 1;
1385 this.beam_image = "particles/lgbeam";
1386 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1388 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1389 flash.alpha = this.beam_alpha;
1390 flash.colormod = this.beam_color;
1397 this.beam_color = beamcolor;
1398 this.beam_alpha = 0.5;
1399 this.beam_thickness = 8;
1400 this.beam_traileffect = (EFFECT_ARC_BEAM);
1401 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1402 this.beam_hitlight[0] = 20;
1403 this.beam_hitlight[1] = 1;
1404 this.beam_hitlight[2] = 0;
1405 this.beam_hitlight[3] = 0;
1406 this.beam_muzzleeffect = EFFECT_Null;
1407 this.beam_muzzlelight[0] = 50;
1408 this.beam_muzzlelight[1] = 1;
1409 this.beam_muzzlelight[2] = 0;
1410 this.beam_muzzlelight[3] = 0;
1411 this.beam_image = "particles/lgbeam";
1412 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1414 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1415 flash.alpha = this.beam_alpha;
1416 flash.colormod = this.beam_color;
1421 case ARC_BT_BURST_MISS:
1423 this.beam_color = beamcolor;
1424 this.beam_alpha = 0.5;
1425 this.beam_thickness = 14;
1426 this.beam_traileffect = (EFFECT_ARC_BEAM);
1427 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1428 this.beam_hitlight[0] = 0;
1429 this.beam_hitlight[1] = 1;
1430 this.beam_hitlight[2] = 1;
1431 this.beam_hitlight[3] = 1;
1432 this.beam_muzzleeffect = EFFECT_Null;
1433 this.beam_muzzlelight[0] = 0;
1434 this.beam_muzzlelight[1] = 1;
1435 this.beam_muzzlelight[2] = 1;
1436 this.beam_muzzlelight[3] = 1;
1437 this.beam_image = "particles/lgbeam";
1438 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1440 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1441 flash.alpha = this.beam_alpha;
1442 flash.colormod = this.beam_color;
1447 case ARC_BT_BURST_WALL:
1449 this.beam_color = beamcolor;
1450 this.beam_alpha = 0.5;
1451 this.beam_thickness = 14;
1452 this.beam_traileffect = (EFFECT_ARC_BEAM);
1453 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1454 this.beam_hitlight[0] = 0;
1455 this.beam_hitlight[1] = 1;
1456 this.beam_hitlight[2] = 1;
1457 this.beam_hitlight[3] = 1;
1458 this.beam_muzzleeffect = EFFECT_Null;
1459 this.beam_muzzlelight[0] = 0;
1460 this.beam_muzzlelight[1] = 1;
1461 this.beam_muzzlelight[2] = 1;
1462 this.beam_muzzlelight[3] = 1;
1463 this.beam_image = "particles/lgbeam";
1464 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1466 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1467 flash.alpha = this.beam_alpha;
1468 flash.colormod = this.beam_color;
1473 case ARC_BT_BURST_HEAL:
1475 this.beam_color = beamcolor;
1476 this.beam_alpha = 0.5;
1477 this.beam_thickness = 14;
1478 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1479 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1480 this.beam_hitlight[0] = 0;
1481 this.beam_hitlight[1] = 1;
1482 this.beam_hitlight[2] = 1;
1483 this.beam_hitlight[3] = 1;
1484 this.beam_muzzleeffect = EFFECT_Null;
1485 this.beam_muzzlelight[0] = 0;
1486 this.beam_muzzlelight[1] = 1;
1487 this.beam_muzzlelight[2] = 1;
1488 this.beam_muzzlelight[3] = 1;
1489 this.beam_image = "particles/lgbeam";
1490 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1492 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1493 flash.alpha = this.beam_alpha;
1494 flash.colormod = this.beam_color;
1499 case ARC_BT_BURST_HIT:
1501 this.beam_color = beamcolor;
1502 this.beam_alpha = 0.5;
1503 this.beam_thickness = 14;
1504 this.beam_traileffect = (EFFECT_ARC_BEAM);
1505 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1506 this.beam_hitlight[0] = 0;
1507 this.beam_hitlight[1] = 1;
1508 this.beam_hitlight[2] = 1;
1509 this.beam_hitlight[3] = 1;
1510 this.beam_muzzleeffect = EFFECT_Null;
1511 this.beam_muzzlelight[0] = 0;
1512 this.beam_muzzlelight[1] = 1;
1513 this.beam_muzzlelight[2] = 1;
1514 this.beam_muzzlelight[3] = 1;
1515 this.beam_image = "particles/lgbeam";
1516 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1518 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1519 flash.alpha = this.beam_alpha;
1520 flash.colormod = this.beam_color;
1526 // shouldn't be possible, but lets make it colorful if it does :D
1529 this.beam_color = randomvec();
1530 this.beam_alpha = 1;
1531 this.beam_thickness = 8;
1532 this.beam_traileffect = NULL;
1533 this.beam_hiteffect = NULL;
1534 this.beam_hitlight[0] = 0;
1535 this.beam_hitlight[1] = 1;
1536 this.beam_hitlight[2] = 1;
1537 this.beam_hitlight[3] = 1;
1538 this.beam_muzzleeffect = EFFECT_Null;
1539 this.beam_muzzlelight[0] = 0;
1540 this.beam_muzzlelight[1] = 1;
1541 this.beam_muzzlelight[2] = 1;
1542 this.beam_muzzlelight[3] = 1;
1543 this.beam_image = "particles/lgbeam";
1544 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1546 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1547 flash.alpha = this.beam_alpha;
1548 flash.colormod = this.beam_color;
1556 if(!this.beam_usevieworigin)
1558 InterpolateOrigin_Note(this);