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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(!IS_PLAYER(own) || IS_DEAD(own) || STAT(FROZEN, own) || game_stopped || own.vehicle
212                 || !weapon_prepareattack_check(thiswep, own, weaponentity, this.beam_bursting, -1)
213                 || own.(weaponentity).m_switchweapon != WEP_ARC
214                 || (!PHYS_INPUT_BUTTON_ATCK(own) && !burst)
215                 || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
216         {
217                 if ( WEP_CVAR(arc, cooldown) > 0 )
218                 {
219                         float cooldown_speed = 0;
220                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
221                         {
222                                 cooldown_speed = WEP_CVAR(arc, cooldown);
223                         }
224                         else if ( !burst )
225                         {
226                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
227                         }
228
229                         if ( cooldown_speed )
230                         {
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;
234                         }
235
236                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
237                         {
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);
240                         }
241                 }
242
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))
245                 {
246                         // note: this doesn't force the switch
247                         W_SwitchToOtherWeapon(own, weaponentity);
248                 }
249                 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // allow switching weapons
250                 delete(this);
251                 return;
252         }
253
254         // decrease ammo
255         float coefficient = frametime;
256         if(!(own.items & IT_UNLIMITED_AMMO))
257         {
258                 float rootammo;
259                 if(burst)
260                         { rootammo = WEP_CVAR(arc, burst_ammo); }
261                 else
262                         { rootammo = WEP_CVAR(arc, beam_ammo); }
263
264                 if(rootammo)
265                 {
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)));
268                 }
269         }
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 );
272
273         makevectors(own.v_angle);
274
275         W_SetupShot_Range(
276                 own,
277                 weaponentity,
278                 true,
279                 0,
280                 SND_Null,
281                 0,
282                 WEP_CVAR(arc, beam_damage) * coefficient,
283                 WEP_CVAR(arc, beam_range),
284                 thiswep.m_id
285         );
286
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;
290         }
291
292         // network information: shot origin and want/aim direction
293         if(this.beam_start != w_shotorg)
294         {
295                 this.SendFlags |= ARC_SF_START;
296                 this.beam_start = w_shotorg;
297         }
298         if(this.beam_wantdir != w_shotdir)
299         {
300                 this.SendFlags |= ARC_SF_WANTDIR;
301                 this.beam_wantdir = w_shotdir;
302         }
303
304         if(!this.beam_initialized)
305         {
306                 this.beam_dir = w_shotdir;
307                 this.beam_initialized = true;
308         }
309
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
313
314         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
315
316         float segments;
317         if(this.beam_dir != w_shotdir)
318         {
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)))
327                 {
328                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
329                         float blendfactor = bound(
330                                 0,
331                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
332                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
333                         );
334                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
335                                 this.beam_dir = w_shotdir;
336                         else
337                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
338                 }
339                 else
340                 {
341                         // the radius is not too far yet, no worries :D
342                         float blendfactor = bound(
343                                 0,
344                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
345                                 1
346                         );
347                         if(vdist(this.beam_dir - w_shotdir, <, 0.01))
348                                 this.beam_dir = w_shotdir;
349                         else
350                                 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
351                 }
352
353                 // network information: beam direction
354                 this.SendFlags |= ARC_SF_BEAMDIR;
355
356                 // calculate how many segments are needed
357                 float max_allowed_segments;
358
359                 if(WEP_CVAR(arc, beam_distancepersegment))
360                 {
361                         max_allowed_segments = min(
362                                 ARC_MAX_SEGMENTS,
363                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
364                         );
365                 }
366                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
367
368                 if(WEP_CVAR(arc, beam_degreespersegment))
369                 {
370                         segments = bound(
371                                 1,
372                                 (
373                                         min(
374                                                 angle,
375                                                 WEP_CVAR(arc, beam_maxangle)
376                                         )
377                                         /
378                                         WEP_CVAR(arc, beam_degreespersegment)
379                                 ),
380                                 max_allowed_segments
381                         );
382                 }
383                 else { segments = 1; }
384         }
385         else { segments = 1; }
386
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)));
389
390         float i;
391         float new_beam_type = 0;
392         vector last_origin = w_shotorg;
393         for(i = 1; i <= segments; ++i)
394         {
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)
400
401                 vector new_origin = bezier_quadratic_getpoint(
402                         w_shotorg,
403                         beam_controlpoint,
404                         beam_endpos,
405                         i / segments);
406                 vector new_dir = normalize(new_origin - last_origin);
407
408                 WarpZone_traceline_antilag(
409                         own,
410                         last_origin,
411                         new_origin,
412                         MOVE_NORMAL,
413                         own,
414                         ANTILAG_LATENCY(own)
415                 );
416
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);
425
426                 if(trace_ent)
427                 {
428                         bool is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || IS_MONSTER(trace_ent));
429                         if(SAME_TEAM(own, trace_ent))
430                         {
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)
436                                 {
437                                         if(GetResource(trace_ent, RES_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
438                                         {
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
443                                                 );
444                                         }
445                                 }
446                                 if(roothealth || rootarmor)
447                                         new_beam_type = ARC_BT_HEAL;
448                         }
449                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
450                         {
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;
455
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)
461                                 );
462
463                                 float rootdamage;
464                                 if(is_player)
465                                 {
466                                         if(burst)
467                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
468                                         else
469                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
470                                 }
471                                 else
472                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
473
474                                 if(accuracy_isgooddamage(own, trace_ent))
475                                 {
476                                         accuracy_add(
477                                                 own,
478                                                 WEP_ARC,
479                                                 0,
480                                                 rootdamage * coefficient * falloff
481                                         );
482                                 }
483
484                                 Damage(
485                                         trace_ent,
486                                         own,
487                                         own,
488                                         rootdamage * coefficient * falloff,
489                                         WEP_ARC.m_id,
490                                         weaponentity,
491                                         hitorigin,
492                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
493                                 );
494
495                                 new_beam_type = ARC_BT_HIT;
496                         }
497                         break;
498                 }
499                 else if(trace_fraction != 1)
500                 {
501                         // we collided with geometry
502                         new_beam_type = ARC_BT_WALL;
503                         break;
504                 }
505         }
506
507         // te_explosion(trace_endpos);
508
509         // if we're bursting, use burst visual effects
510         new_beam_type |= burst;
511
512         // network information: beam type
513         if(new_beam_type != this.beam_type)
514         {
515                 this.SendFlags |= ARC_SF_BEAMTYPE;
516                 this.beam_type = new_beam_type;
517         }
518
519         own.(weaponentity).beam_prev = time;
520         this.nextthink = time;
521 }
522
523 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
524 {
525
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);
529
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);
534         beam.owner = actor;
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);
541
542         getthink(beam)(beam);
543 }
544 void W_Arc_Attack(Weapon thiswep, entity actor, .entity weaponentity, int fire)
545 {
546         if(!actor.(weaponentity).arc_beam || wasfreed(actor.(weaponentity).arc_beam))
547         {
548                 w_ready(thiswep, actor, weaponentity, fire);
549                 return;
550         }
551
552         // attack handled by the beam itself, this is just a loop to keep the attack happening!
553
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);
558 }
559 void Arc_Smoke(Weapon thiswep, entity actor, .entity weaponentity, int fire)
560 {
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);
569
570         vector smoke_origin = w_shotorg + actor.velocity*frametime;
571         if ( actor.arc_overheat > time )
572         {
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) )
576                 {
577                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
578                         if ( !actor.arc_smoke_sound )
579                         {
580                                 actor.arc_smoke_sound = 1;
581                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
582                         }
583                 }
584         }
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) )
587         {
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 );
591         }
592
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)
596         {
597                 actor.arc_smoke_sound = 0;
598                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
599         }
600 }
601
602 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
603 {
604     if(WEP_CVAR(arc, beam_botaimspeed))
605     {
606         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
607                 actor,
608                 weaponentity,
609             WEP_CVAR(arc, beam_botaimspeed),
610             0,
611             WEP_CVAR(arc, beam_botaimlifetime),
612             false
613         );
614     }
615     else
616     {
617         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
618                 actor,
619                 weaponentity,
620             1000000,
621             0,
622             0.001,
623             false
624         );
625     }
626 }
627 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
628 {
629     Arc_Player_SetHeat(actor, weaponentity);
630     Arc_Smoke(thiswep, actor, weaponentity, fire);
631
632     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
633
634     if (time >= actor.arc_overheat)
635     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
636     {
637         #if 0
638         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
639         {
640             #if 0
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);
643             else
644             #endif
645                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
646         }
647         #endif
648
649         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
650         {
651             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
652             {
653                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
654
655                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
656                 {
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;
660                 }
661             }
662         }
663
664         return;
665     }
666     else if(fire & 2)
667     {
668         if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0))
669         {
670             if(!thiswep.wr_checkammo2(thiswep, actor, weaponentity))
671             if(!(actor.items & IT_UNLIMITED_AMMO))
672             {
673                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
674                 w_ready(thiswep, actor, weaponentity, fire);
675                 return;
676             }
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);
682
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);
686
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);
690         }
691     }
692
693     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
694     {
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);
698     }
699     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
700
701     #if 0
702     if(fire & 2)
703     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
704     {
705         W_Arc_Attack2();
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);
709     }
710     #endif
711 }
712 METHOD(Arc, wr_init, void(entity thiswep))
713 {
714     if(!arc_shotorigin[0])
715     {
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);
720     }
721 }
722 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
723 {
724     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
725 }
726 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
727 {
728     if(WEP_CVAR(arc, bolt))
729     {
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);
732         return ammo_amount;
733     }
734     else
735         return WEP_CVAR(arc, overheat_max) > 0 &&
736             ((!WEP_CVAR(arc, burst_ammo)) || (GetResource(actor, thiswep.ammo_type) > 0));
737 }
738 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
739 {
740     if(w_deathtype & HITTYPE_SECONDARY)
741         return WEAPON_ARC_MURDER_SPRAY;
742     else
743         return WEAPON_ARC_MURDER;
744 }
745 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
746 {
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;
752 }
753 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
754 {
755     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
756         weapon_dropevent_item.arc_overheat > time )
757     {
758         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
759         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
760     }
761 }
762 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
763 {
764     actor.arc_overheat = 0;
765     actor.arc_cooldown = 0;
766     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
767     {
768         .entity weaponentity = weaponentities[slot];
769         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
770     }
771 }
772 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
773 {
774     actor.arc_overheat = 0;
775     actor.arc_cooldown = 0;
776     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
777 }
778 #endif
779 #ifdef CSQC
780 bool autocvar_cl_arcbeam_teamcolor = true;
781 bool autocvar_cl_arcbeam_simple = true;
782
783 .int beam_slot;
784
785 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
786 {
787     if(w_deathtype & HITTYPE_SECONDARY)
788     {
789         vector org2;
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); }
793     }
794 }
795
796 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
797 {
798         entity beam = Draw_ArcBeam_callback_entity;
799         vector transformed_view_org;
800         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
801
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));
805
806         vector hitorigin;
807
808         // draw segment
809         #if 0
810         if(trace_fraction != 1)
811         {
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);
815         }
816         else
817         {
818                 hitorigin = hit;
819         }
820         #else
821         hitorigin = hit;
822         #endif
823
824         // decide upon thickness
825         float thickness = beam.beam_thickness;
826
827         // draw primary beam render
828         vector top    = hitorigin + (thickdir * thickness);
829         vector bottom = hitorigin - (thickdir * thickness);
830
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);
833
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);
836         else
837         {
838                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL, false); // DRAWFLAG_ADDITIVE
839                 R_PolygonVertex(
840                         top,
841                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
842                         beam.beam_color,
843                         beam.beam_alpha
844                 );
845                 R_PolygonVertex(
846                         last_top,
847                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
848                         beam.beam_color,
849                         beam.beam_alpha
850                 );
851                 R_PolygonVertex(
852                         last_bottom,
853                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
854                         beam.beam_color,
855                         beam.beam_alpha
856                 );
857                 R_PolygonVertex(
858                         bottom,
859                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
860                         beam.beam_color,
861                         beam.beam_alpha
862                 );
863                 R_EndPolygon();
864         }
865
866         // draw trailing particles
867         // NOTES:
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)
871         {
872                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
873         }
874
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);
879 }
880
881 void Reset_ArcBeam()
882 {
883         entity e;
884         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
885                 e.beam_initialized = false;
886         }
887         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
888                 e.beam_initialized = false;
889         }
890 }
891
892 void Draw_ArcBeam(entity this)
893 {
894         float dt = time - this.move_time;
895         this.move_time = time;
896         if(dt <= 0) { return; }
897
898         if(!this.beam_usevieworigin)
899         {
900                 InterpolateOrigin_Do(this);
901         }
902
903         // origin = beam starting origin
904         // v_angle = wanted/aim direction
905         // angles = current direction of beam
906
907         vector start_pos;
908         vector wantdir; //= view_forward;
909         vector beamdir; //= this.beam_dir;
910
911         float segments;
912         if(this.beam_usevieworigin)
913         {
914                 // WEAPONTODO:
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.
919
920                 // find where we are aiming
921                 vector myviewangle = view_angles;
922                 if (autocvar_chase_active)
923                 {
924                         if (autocvar_cl_lockview)
925                                 myviewangle = eX * csqcplayer.v_angle.x + eY * csqcplayer.angles.y;
926                         else
927                                 myviewangle = warpzone_save_view_angles;
928                 }
929                 vector forward, right, up;
930                 MAKE_VECTORS(myviewangle, forward, right, up);
931                 entity wepent = viewmodels[this.beam_slot];
932
933                 this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
934
935                 // decide upon start position
936                 if(this.beam_usevieworigin == 2)
937                         { start_pos = warpzone_save_view_origin; }
938                 else if(csqcplayer)
939                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
940                 else
941                         { start_pos = this.origin; }
942
943                 // trace forward with an estimation
944                 WarpZone_TraceLine(
945                         start_pos,
946                         start_pos + forward * this.beam_range,
947                         MOVE_NOMONSTERS,
948                         this
949                 );
950
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';
955
956                 // untransform in case our trace went through a warpzone
957                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
958
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);
962
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)
966                 {
967                         this.beam_shotorigin = wepent.movedir;
968                         origin_offset = right * -this.beam_shotorigin.y + up * this.beam_shotorigin.z;
969                 }
970                 else
971                         this.beam_shotorigin = '0 0 0';
972
973                 start_pos = start_pos + origin_offset;
974
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;
978
979                 // calculate the aim direction now
980                 wantdir = normalize(end_pos - start_pos);
981
982                 if(!this.beam_initialized)
983                 {
984                         this.beam_dir = wantdir;
985                         this.beam_initialized = true;
986
987                         this.beam_muzzleentity.drawmask = MASK_NORMAL; // NOTE: this works around the muzzle entity flashing on the middle of the screen for a frame
988                 }
989
990                 if(this.beam_dir != wantdir)
991                 {
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))
1000                         {
1001                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
1002                                 float blendfactor = bound(
1003                                         0,
1004                                         (1 - (this.beam_returnspeed * dt)),
1005                                         min(this.beam_maxangle / angle, 1)
1006                                 );
1007                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1008                         }
1009                         else
1010                         {
1011                                 // the radius is not too far yet, no worries :D
1012                                 float blendfactor = bound(
1013                                         0,
1014                                         (1 - (this.beam_returnspeed * dt)),
1015                                         1
1016                                 );
1017                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
1018                         }
1019
1020                         // calculate how many segments are needed
1021                         float max_allowed_segments;
1022
1023                         if(this.beam_distancepersegment)
1024                         {
1025                                 max_allowed_segments = min(
1026                                         ARC_MAX_SEGMENTS,
1027                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1028                                 );
1029                         }
1030                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1031
1032                         if(this.beam_degreespersegment)
1033                         {
1034                                 segments = bound(
1035                                         1,
1036                                         (
1037                                                 min(
1038                                                         angle,
1039                                                         this.beam_maxangle
1040                                                 )
1041                                                 /
1042                                                 this.beam_degreespersegment
1043                                         ),
1044                                         max_allowed_segments
1045                                 );
1046                         }
1047                         else { segments = 1; }
1048                 }
1049                 else { segments = 1; }
1050
1051                 // set the beam direction which the rest of the code will refer to
1052                 beamdir = this.beam_dir;
1053
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?
1056         }
1057         else
1058         {
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;
1063
1064                 if(beamdir != wantdir)
1065                 {
1066                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1067
1068                         // calculate how many segments are needed
1069                         float max_allowed_segments;
1070
1071                         if(this.beam_distancepersegment)
1072                         {
1073                                 max_allowed_segments = min(
1074                                         ARC_MAX_SEGMENTS,
1075                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1076                                 );
1077                         }
1078                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1079
1080                         if(this.beam_degreespersegment)
1081                         {
1082                                 segments = bound(
1083                                         1,
1084                                         (
1085                                                 min(
1086                                                         angle,
1087                                                         this.beam_maxangle
1088                                                 )
1089                                                 /
1090                                                 this.beam_degreespersegment
1091                                         ),
1092                                         max_allowed_segments
1093                                 );
1094                         }
1095                         else { segments = 1; }
1096                 }
1097                 else { segments = 1; }
1098         }
1099
1100         setorigin(this, start_pos);
1101         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1102
1103         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1104         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1105
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;
1110
1111         vector last_origin = start_pos;
1112         vector original_start_pos = start_pos;
1113
1114         float i;
1115         for(i = 1; i <= segments; ++i)
1116         {
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)
1122
1123                 vector new_origin = bezier_quadratic_getpoint(
1124                         start_pos,
1125                         beam_controlpoint,
1126                         beam_endpos,
1127                         i / segments);
1128
1129                 WarpZone_TraceBox_ThroughZone(
1130                         last_origin,
1131                         '0 0 0',
1132                         '0 0 0',
1133                         new_origin,
1134                         MOVE_NORMAL,
1135                         NULL,
1136                         NULL,
1137                         Draw_ArcBeam_callback
1138                 );
1139
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);
1149
1150                 if(trace_fraction < 1) { break; }
1151         }
1152
1153         // visual effects for startpoint and endpoint
1154         if(this.beam_hiteffect)
1155         {
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))
1160                 pointparticles(
1161                         this.beam_hiteffect,
1162                         last_origin,
1163                         beamdir * -1,
1164                         dt * 2
1165                 );
1166         }
1167         if(this.beam_hitlight[0])
1168         {
1169                 adddynamiclight(
1170                         last_origin,
1171                         this.beam_hitlight[0],
1172                         vec3(
1173                                 this.beam_hitlight[1],
1174                                 this.beam_hitlight[2],
1175                                 this.beam_hitlight[3]
1176                         )
1177                 );
1178         }
1179         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1180         {
1181                 pointparticles(
1182                         this.beam_muzzleeffect,
1183                         original_start_pos + wantdir * 20,
1184                         wantdir * 1000,
1185                         dt * 0.1
1186                 );
1187         }
1188         if(this.beam_muzzlelight[0])
1189         {
1190                 adddynamiclight(
1191                         original_start_pos + wantdir * 20,
1192                         this.beam_muzzlelight[0],
1193                         vec3(
1194                                 this.beam_muzzlelight[1],
1195                                 this.beam_muzzlelight[2],
1196                                 this.beam_muzzlelight[3]
1197                         )
1198                 );
1199         }
1200
1201         // cleanup
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';
1206 }
1207
1208 void Remove_ArcBeam(entity this)
1209 {
1210         delete(this.beam_muzzleentity);
1211         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1212 }
1213
1214 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1215 {
1216         int sf = ReadByte();
1217         int slot = ReadByte();
1218         entity flash;
1219
1220         this.beam_slot = slot;
1221
1222         if(isnew)
1223         {
1224                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1225
1226                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1227
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);
1234
1235                 flash = new(arc_flash);
1236                 flash.owner = this;
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');
1243
1244                 this.beam_muzzleentity = flash;
1245         }
1246         else
1247         {
1248                 flash = this.beam_muzzleentity;
1249         }
1250
1251         if(sf & ARC_SF_SETTINGS) // settings information
1252         {
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);
1259
1260                 if(ReadByte())
1261                 {
1262                         this.beam_usevieworigin = (autocvar_chase_active) ? 1 : 2;
1263                 }
1264                 else
1265                 {
1266                         this.beam_usevieworigin = 0;
1267                 }
1268
1269                 this.sv_entnum = ReadByte();
1270         }
1271
1272         if(!this.beam_usevieworigin)
1273         {
1274                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1275                 this.iflags = IFLAG_ORIGIN;
1276
1277                 InterpolateOrigin_Undo(this);
1278         }
1279
1280         if(sf & ARC_SF_START) // starting location
1281         {
1282                 this.origin = ReadVector();
1283         }
1284         else if(this.beam_usevieworigin) // infer the location from player location
1285         {
1286                 if(this.beam_usevieworigin == 2)
1287                 {
1288                         // use view origin
1289                         this.origin = view_origin;
1290                 }
1291                 else
1292                 {
1293                         // use player origin so that third person display still works
1294                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1295                 }
1296         }
1297
1298         setorigin(this, this.origin);
1299
1300         if(sf & ARC_SF_WANTDIR) // want/aim direction
1301         {
1302                 this.v_angle = ReadVector();
1303         }
1304
1305         if(sf & ARC_SF_BEAMDIR) // beam direction
1306         {
1307                 this.angles = ReadAngleVector();
1308         }
1309
1310         if(sf & ARC_SF_BEAMTYPE) // beam type
1311         {
1312                 this.beam_type = ReadByte();
1313
1314                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1315                 switch(this.beam_type)
1316                 {
1317                         case ARC_BT_MISS:
1318                         {
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)
1335                                 {
1336                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1337                                         flash.alpha = this.beam_alpha;
1338                                         flash.colormod = this.beam_color;
1339                                         flash.scale = 0.35;
1340                                 }
1341                                 break;
1342                         }
1343                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1344                         {
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)
1361                                 {
1362                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1363                                         flash.alpha = this.beam_alpha;
1364                                         flash.colormod = this.beam_color;
1365                                         flash.scale = 0.35;
1366                                 }
1367                                 break;
1368                         }
1369                         case ARC_BT_HEAL:
1370                         {
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)
1387                                 {
1388                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1389                                         flash.alpha = this.beam_alpha;
1390                                         flash.colormod = this.beam_color;
1391                                         flash.scale = 0.35;
1392                                 }
1393                                 break;
1394                         }
1395                         case ARC_BT_HIT:
1396                         {
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)
1413                                 {
1414                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1415                                         flash.alpha = this.beam_alpha;
1416                                         flash.colormod = this.beam_color;
1417                                         flash.scale = 0.35;
1418                                 }
1419                                 break;
1420                         }
1421                         case ARC_BT_BURST_MISS:
1422                         {
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)
1439                                 {
1440                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1441                                         flash.alpha = this.beam_alpha;
1442                                         flash.colormod = this.beam_color;
1443                                         flash.scale = 0.35;
1444                                 }
1445                                 break;
1446                         }
1447                         case ARC_BT_BURST_WALL:
1448                         {
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)
1465                                 {
1466                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1467                                         flash.alpha = this.beam_alpha;
1468                                         flash.colormod = this.beam_color;
1469                                         flash.scale = 0.35;
1470                                 }
1471                                 break;
1472                         }
1473                         case ARC_BT_BURST_HEAL:
1474                         {
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)
1491                                 {
1492                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1493                                         flash.alpha = this.beam_alpha;
1494                                         flash.colormod = this.beam_color;
1495                                         flash.scale = 0.35;
1496                                 }
1497                                 break;
1498                         }
1499                         case ARC_BT_BURST_HIT:
1500                         {
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)
1517                                 {
1518                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1519                                         flash.alpha = this.beam_alpha;
1520                                         flash.colormod = this.beam_color;
1521                                         flash.scale = 0.35;
1522                                 }
1523                                 break;
1524                         }
1525
1526                         // shouldn't be possible, but lets make it colorful if it does :D
1527                         default:
1528                         {
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)
1545                                 {
1546                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1547                                         flash.alpha = this.beam_alpha;
1548                                         flash.colormod = this.beam_color;
1549                                         flash.scale = 0.35;
1550                                 }
1551                                 break;
1552                         }
1553                 }
1554         }
1555
1556         if(!this.beam_usevieworigin)
1557         {
1558                 InterpolateOrigin_Note(this);
1559         }
1560         return true;
1561 }
1562
1563 #endif