5 bool W_Arc_Beam_Send(entity this, entity to, int sf)
7 WriteHeader(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
9 // Truncate information when this beam is displayed to the owner client
10 // - The owner client has no use for beam start position or directions,
11 // it always figures this information out for itself with csqc code.
12 // - Spectating the owner also truncates this information.
13 float drawlocal = ((to == this.owner) || ((to.enemy == this.owner) && IS_SPEC(to)));
14 if(drawlocal) { sf &= ~ARC_SF_LOCALMASK; }
16 WriteByte(MSG_ENTITY, sf);
17 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
19 if(sf & ARC_SF_SETTINGS) // settings information
21 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_degreespersegment));
22 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_distancepersegment));
23 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_maxangle));
24 WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
25 WriteShort(MSG_ENTITY, WEP_CVAR(arc, beam_returnspeed));
26 WriteByte(MSG_ENTITY, WEP_CVAR(arc, beam_tightness) * 10);
28 WriteByte(MSG_ENTITY, drawlocal);
29 WriteByte(MSG_ENTITY, etof(this.owner));
31 if(sf & ARC_SF_START) // starting location
33 WriteVector(MSG_ENTITY, this.beam_start);
35 if(sf & ARC_SF_WANTDIR) // want/aim direction
37 WriteVector(MSG_ENTITY, this.beam_wantdir);
39 if(sf & ARC_SF_BEAMDIR) // beam direction
41 WriteAngle(MSG_ENTITY, this.beam_dir.x);
42 WriteAngle(MSG_ENTITY, this.beam_dir.y);
43 WriteAngle(MSG_ENTITY, this.beam_dir.z);
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)
108 if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
109 return; // g_projectiles_damage says to halt
111 this.health = this.health - damage;
112 this.angles = vectoangles(this.velocity);
115 W_PrepareExplosionByDamage(this, attacker, getthink(this));
118 void W_Arc_Bolt_Touch(entity this, entity toucher)
120 PROJECTILE_TOUCH(this, toucher);
121 this.use(this, NULL, toucher);
124 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
128 W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
130 W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
132 Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
134 missile = new(missile);
135 missile.owner = missile.realowner = actor;
136 missile.bot_dodge = true;
137 IL_PUSH(g_bot_dodge, missile);
138 missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
140 missile.takedamage = DAMAGE_YES;
141 missile.health = WEP_CVAR(arc, bolt_health);
142 missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
143 missile.event_damage = W_Arc_Bolt_Damage;
144 missile.damagedbycontents = true;
145 IL_PUSH(g_damagedbycontents, missile);
147 settouch(missile, W_Arc_Bolt_Touch);
148 missile.use = W_Arc_Bolt_Explode_use;
149 setthink(missile, adaptor_think2use_hittype_splash);
150 missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
151 PROJECTILE_MAKETRIGGER(missile);
152 missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
153 missile.weaponentity_fld = weaponentity;
154 setorigin(missile, w_shotorg);
155 setsize(missile, '0 0 0', '0 0 0');
157 set_movetype(missile, MOVETYPE_FLY);
158 W_SetupProjVelocity_PRE(missile, arc, bolt_);
160 missile.angles = vectoangles(missile.velocity);
161 missile.flags = FL_PROJECTILE;
162 missile.missile_flags = MIF_SPLASH;
164 CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
166 MUTATOR_CALLHOOK(EditProjectile, actor, missile);
169 void W_Arc_Beam_Think(entity this)
171 .entity weaponentity = this.weaponentity_fld;
172 entity own = this.owner;
173 if(this != own.(weaponentity).arc_beam)
180 if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
182 if(!this.beam_bursting)
183 this.beam_bursting = true;
184 burst = ARC_BT_BURSTMASK;
187 Weapon thiswep = WEP_ARC;
192 (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
198 own.(weaponentity).m_switchweapon != WEP_ARC
200 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
204 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
207 if ( WEP_CVAR(arc, cooldown) > 0 )
209 float cooldown_speed = 0;
210 if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
212 cooldown_speed = WEP_CVAR(arc, cooldown);
216 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
219 if ( cooldown_speed )
221 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
222 own.arc_overheat = time + this.beam_heat / cooldown_speed;
223 own.arc_cooldown = cooldown_speed;
226 if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
228 Send_Effect(EFFECT_ARC_OVERHEAT,
229 this.beam_start, this.beam_wantdir, 1 );
230 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
234 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
235 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
237 // note: this doesn't force the switch
238 W_SwitchToOtherWeapon(own, weaponentity);
239 own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
246 float coefficient = frametime;
247 if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
251 { rootammo = WEP_CVAR(arc, burst_ammo); }
253 { rootammo = WEP_CVAR(arc, beam_ammo); }
257 coefficient = min(coefficient, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
258 SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(own, thiswep.ammo_type) - (rootammo * frametime)));
261 float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
262 this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
264 makevectors(own.v_angle);
268 weaponentity, // TODO
273 WEP_CVAR(arc, beam_damage) * coefficient,
274 WEP_CVAR(arc, beam_range),
278 // After teleport, "lock" the beam until the teleport is confirmed.
279 if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
280 w_shotdir = this.beam_dir;
283 // network information: shot origin and want/aim direction
284 if(this.beam_start != w_shotorg)
286 this.SendFlags |= ARC_SF_START;
287 this.beam_start = w_shotorg;
289 if(this.beam_wantdir != w_shotdir)
291 this.SendFlags |= ARC_SF_WANTDIR;
292 this.beam_wantdir = w_shotdir;
295 if(!this.beam_initialized)
297 this.beam_dir = w_shotdir;
298 this.beam_initialized = true;
301 // WEAPONTODO: Detect player velocity so that the beam curves when moving too
302 // idea: blend together this.beam_dir with the inverted direction the player is moving in
303 // might have to make some special accomodation so that it only uses view_right and view_up
305 // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
308 if(this.beam_dir != w_shotdir)
310 // calculate how much we're going to move the end of the beam to the want position
311 // WEAPONTODO (server and client):
312 // blendfactor never actually becomes 0 in this situation, which is a problem
313 // regarding precision... this means that this.beam_dir and w_shotdir approach
314 // eachother, however they never actually become the same value with this method.
315 // Perhaps we should do some form of rounding/snapping?
316 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
317 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
319 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
320 float blendfactor = bound(
322 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
323 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
325 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
329 // the radius is not too far yet, no worries :D
330 float blendfactor = bound(
332 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
335 this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
338 // network information: beam direction
339 this.SendFlags |= ARC_SF_BEAMDIR;
341 // calculate how many segments are needed
342 float max_allowed_segments;
344 if(WEP_CVAR(arc, beam_distancepersegment))
346 max_allowed_segments = min(
348 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
351 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
353 if(WEP_CVAR(arc, beam_degreespersegment))
360 WEP_CVAR(arc, beam_maxangle)
363 WEP_CVAR(arc, beam_degreespersegment)
368 else { segments = 1; }
370 else { segments = 1; }
372 vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
373 vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
376 float new_beam_type = 0;
377 vector last_origin = w_shotorg;
378 for(i = 1; i <= segments; ++i)
380 // WEAPONTODO (client):
381 // In order to do nice fading and pointing on the starting segment, we must always
382 // have that drawn as a separate triangle... However, that is difficult to do when
383 // keeping in mind the above problems and also optimizing the amount of segments
384 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
386 vector new_origin = bezier_quadratic_getpoint(
391 vector new_dir = normalize(new_origin - last_origin);
393 WarpZone_traceline_antilag(
402 // Do all the transforms for warpzones right now, as we already
403 // "are" in the post-trace system (if we hit a player, that's
404 // always BEHIND the last passed wz).
405 last_origin = trace_endpos;
406 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
407 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
408 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
409 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
414 trace_ent.classname == "body"
416 IS_MONSTER(trace_ent)
419 if(trace_ent && trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
421 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
422 // NO. trace_endpos should be just fine. If not,
423 // that's an engine bug that needs proper debugging.
424 vector hitorigin = trace_endpos;
426 float falloff = ExponentialFalloff(
427 WEP_CVAR(arc, beam_falloff_mindist),
428 WEP_CVAR(arc, beam_falloff_maxdist),
429 WEP_CVAR(arc, beam_falloff_halflifedist),
430 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
433 if(is_player && SAME_TEAM(own, trace_ent))
435 float roothealth, rootarmor;
438 roothealth = WEP_CVAR(arc, burst_healing_hps);
439 rootarmor = WEP_CVAR(arc, burst_healing_aps);
443 roothealth = WEP_CVAR(arc, beam_healing_hps);
444 rootarmor = WEP_CVAR(arc, beam_healing_aps);
447 if(trace_ent.health <= WEP_CVAR(arc, beam_healing_hmax) && roothealth)
449 trace_ent.health = min(
450 trace_ent.health + (roothealth * coefficient),
451 WEP_CVAR(arc, beam_healing_hmax)
454 if(trace_ent.armorvalue <= WEP_CVAR(arc, beam_healing_amax) && rootarmor)
456 trace_ent.armorvalue = min(
457 trace_ent.armorvalue + (rootarmor * coefficient),
458 WEP_CVAR(arc, beam_healing_amax)
462 // stop rot, set visual effect
463 if(roothealth || rootarmor)
465 trace_ent.pauserothealth_finished = max(
466 trace_ent.pauserothealth_finished,
467 time + autocvar_g_balance_pause_health_rot
469 trace_ent.pauserotarmor_finished = max(
470 trace_ent.pauserotarmor_finished,
471 time + autocvar_g_balance_pause_armor_rot
473 new_beam_type = ARC_BT_HEAL;
482 { rootdamage = WEP_CVAR(arc, burst_damage); }
484 { rootdamage = WEP_CVAR(arc, beam_damage); }
487 { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
489 if(accuracy_isgooddamage(own, trace_ent))
495 rootdamage * coefficient * falloff
503 rootdamage * coefficient * falloff,
507 WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
510 new_beam_type = ARC_BT_HIT;
514 else if(trace_fraction != 1)
516 // we collided with geometry
517 new_beam_type = ARC_BT_WALL;
522 // te_explosion(trace_endpos);
524 // if we're bursting, use burst visual effects
525 new_beam_type |= burst;
527 // network information: beam type
528 if(new_beam_type != this.beam_type)
530 this.SendFlags |= ARC_SF_BEAMTYPE;
531 this.beam_type = new_beam_type;
534 own.(weaponentity).beam_prev = time;
535 this.nextthink = time;
538 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
541 // only play fire sound if 1 sec has passed since player let go the fire button
542 if(time - actor.(weaponentity).beam_prev > 1)
543 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
545 entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
546 beam.weaponentity_fld = weaponentity;
547 beam.solid = SOLID_NOT;
548 setthink(beam, W_Arc_Beam_Think);
550 set_movetype(beam, MOVETYPE_NONE);
551 beam.bot_dodge = true;
552 IL_PUSH(g_bot_dodge, beam);
553 beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
554 beam.beam_bursting = burst;
555 Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
557 getthink(beam)(beam);
559 void Arc_Smoke(entity actor, .entity weaponentity)
561 makevectors(actor.v_angle);
562 W_SetupShot_Range(actor,weaponentity,true,0,SND_Null,0,0,0,WEP_ARC.m_id); // TODO: probably doesn't need deathtype, since this is just a prefire effect
564 vector smoke_origin = w_shotorg + actor.velocity*frametime;
565 if ( actor.arc_overheat > time )
567 if ( random() < actor.(weaponentity).arc_heat_percent )
568 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
569 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
571 Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
572 if ( !actor.arc_smoke_sound )
574 actor.arc_smoke_sound = 1;
575 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
579 else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
580 actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
582 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
583 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
584 Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
587 if ( actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
588 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
590 actor.arc_smoke_sound = 0;
591 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
595 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
597 if(WEP_CVAR(arc, beam_botaimspeed))
599 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
602 WEP_CVAR(arc, beam_botaimspeed),
604 WEP_CVAR(arc, beam_botaimlifetime),
610 PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
620 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
622 Arc_Player_SetHeat(actor, weaponentity);
623 Arc_Smoke(actor, weaponentity);
625 bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
627 if (time >= actor.arc_overheat)
628 if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
631 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
634 if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
635 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
638 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
641 if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
643 if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
645 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
647 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
649 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
650 actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
659 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
661 W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
662 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
666 if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
668 int slot = weaponslot(weaponentity);
669 sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
670 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
671 ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
673 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
677 if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
680 actor.arc_count = autocvar_g_balance_arc_secondary_count;
681 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
682 actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
686 METHOD(Arc, wr_init, void(entity thiswep))
688 if(!arc_shotorigin[0])
690 arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
691 arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
692 arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
693 arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
696 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
698 return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
700 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
702 if(WEP_CVAR(arc, bolt))
704 float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
705 ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
709 return WEP_CVAR(arc, overheat_max) > 0 &&
710 ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
712 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
714 if(w_deathtype & HITTYPE_SECONDARY)
715 return WEAPON_ARC_MURDER_SPRAY;
717 return WEAPON_ARC_MURDER;
719 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
721 weapon_dropevent_item.arc_overheat = actor.arc_overheat;
722 weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
723 actor.arc_overheat = 0;
724 actor.arc_cooldown = 0;
725 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
727 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
729 if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
730 weapon_dropevent_item.arc_overheat > time )
732 actor.arc_overheat = weapon_dropevent_item.arc_overheat;
733 actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
736 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
738 actor.arc_overheat = 0;
739 actor.arc_cooldown = 0;
740 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
742 .entity weaponentity = weaponentities[slot];
743 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
746 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
748 actor.arc_overheat = 0;
749 actor.arc_cooldown = 0;
750 actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
754 bool autocvar_cl_arcbeam_teamcolor = true;
756 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
758 if(w_deathtype & HITTYPE_SECONDARY)
761 org2 = w_org + w_backoff * 6;
762 pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
763 if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
767 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
769 entity beam = Draw_ArcBeam_callback_entity;
770 vector transformed_view_org;
771 transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
773 // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
774 // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
775 vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
781 if(trace_fraction != 1)
783 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
784 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
785 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
795 // decide upon thickness
796 float thickness = beam.beam_thickness;
798 // draw primary beam render
799 vector top = hitorigin + (thickdir * thickness);
800 vector bottom = hitorigin - (thickdir * thickness);
802 vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
803 vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
805 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
808 '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
814 '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
820 '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
826 '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
832 // draw trailing particles
834 // - Don't use spammy particle counts here, use a FEW small particles around the beam
835 // - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
836 if(beam.beam_traileffect)
838 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
841 // set up for the next
842 Draw_ArcBeam_callback_last_thickness = thickness;
843 Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
844 Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
850 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
851 e.beam_initialized = false;
853 for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
854 e.beam_initialized = false;
858 void Draw_ArcBeam(entity this)
860 float dt = time - this.move_time;
861 this.move_time = time;
862 if(dt <= 0) { return; }
864 if(!this.beam_usevieworigin)
866 InterpolateOrigin_Do(this);
869 // origin = beam starting origin
870 // v_angle = wanted/aim direction
871 // angles = current direction of beam
874 vector wantdir; //= view_forward;
875 vector beamdir; //= this.beam_dir;
878 if(this.beam_usevieworigin)
881 // Currently we have to replicate nearly the same method of figuring
882 // out the shotdir that the server does... Ideally in the future we
883 // should be able to acquire this from a generalized function built
884 // into a weapon system for client code.
886 // find where we are aiming
887 makevectors(warpzone_save_view_angles);
888 vector forward = v_forward;
889 vector right = v_right;
892 // decide upon start position
893 if(this.beam_usevieworigin == 2)
894 { start_pos = warpzone_save_view_origin; }
896 { start_pos = this.origin; }
898 // trace forward with an estimation
901 start_pos + forward * this.beam_range,
906 // untransform in case our trace went through a warpzone
907 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
909 // un-adjust trueaim if shotend is too close
910 if(vdist(end_pos - start_pos, <, g_trueaim_minrange))
911 end_pos = start_pos + (forward * g_trueaim_minrange);
913 // move shot origin to the actual gun muzzle origin
914 vector origin_offset =
915 right * -this.beam_shotorigin.y
916 + up * this.beam_shotorigin.z;
918 start_pos = start_pos + origin_offset;
920 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
921 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
922 start_pos = trace_endpos;
924 // calculate the aim direction now
925 wantdir = normalize(end_pos - start_pos);
927 if(!this.beam_initialized)
929 this.beam_dir = wantdir;
930 this.beam_initialized = true;
933 if(this.beam_dir != wantdir)
935 // calculate how much we're going to move the end of the beam to the want position
936 // WEAPONTODO (server and client):
937 // blendfactor never actually becomes 0 in this situation, which is a problem
938 // regarding precision... this means that this.beam_dir and w_shotdir approach
939 // eachother, however they never actually become the same value with this method.
940 // Perhaps we should do some form of rounding/snapping?
941 float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
942 if(angle && (angle > this.beam_maxangle))
944 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
945 float blendfactor = bound(
947 (1 - (this.beam_returnspeed * frametime)),
948 min(this.beam_maxangle / angle, 1)
950 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
954 // the radius is not too far yet, no worries :D
955 float blendfactor = bound(
957 (1 - (this.beam_returnspeed * frametime)),
960 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
963 // calculate how many segments are needed
964 float max_allowed_segments;
966 if(this.beam_distancepersegment)
968 max_allowed_segments = min(
970 1 + (vlen(wantdir / this.beam_distancepersegment))
973 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
975 if(this.beam_degreespersegment)
985 this.beam_degreespersegment
990 else { segments = 1; }
992 else { segments = 1; }
994 // set the beam direction which the rest of the code will refer to
995 beamdir = this.beam_dir;
997 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
998 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1002 // set the values from the provided info from the networked entity
1003 start_pos = this.origin;
1004 wantdir = this.v_angle;
1005 beamdir = this.angles;
1007 if(beamdir != wantdir)
1009 float angle = vlen(wantdir - beamdir) * RAD2DEG;
1011 // calculate how many segments are needed
1012 float max_allowed_segments;
1014 if(this.beam_distancepersegment)
1016 max_allowed_segments = min(
1018 1 + (vlen(wantdir / this.beam_distancepersegment))
1021 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1023 if(this.beam_degreespersegment)
1033 this.beam_degreespersegment
1035 max_allowed_segments
1038 else { segments = 1; }
1040 else { segments = 1; }
1043 setorigin(this, start_pos);
1044 this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1046 vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1047 vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1049 Draw_ArcBeam_callback_entity = this;
1050 Draw_ArcBeam_callback_last_thickness = 0;
1051 Draw_ArcBeam_callback_last_top = start_pos;
1052 Draw_ArcBeam_callback_last_bottom = start_pos;
1054 vector last_origin = start_pos;
1055 vector original_start_pos = start_pos;
1058 for(i = 1; i <= segments; ++i)
1060 // WEAPONTODO (client):
1061 // In order to do nice fading and pointing on the starting segment, we must always
1062 // have that drawn as a separate triangle... However, that is difficult to do when
1063 // keeping in mind the above problems and also optimizing the amount of segments
1064 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1066 vector new_origin = bezier_quadratic_getpoint(
1072 WarpZone_TraceBox_ThroughZone(
1080 Draw_ArcBeam_callback
1083 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1084 // system (if we hit a player, that's always BEHIND the last passed wz).
1085 last_origin = trace_endpos;
1086 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1087 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1088 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1089 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1090 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1091 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1093 if(trace_fraction < 1) { break; }
1096 // visual effects for startpoint and endpoint
1097 if(this.beam_hiteffect)
1099 // FIXME we really should do this on the server so it actually
1100 // matches gameplay. What this client side stuff is doing is no
1101 // more than guesswork.
1102 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1104 this.beam_hiteffect,
1110 if(this.beam_hitlight[0])
1114 this.beam_hitlight[0],
1116 this.beam_hitlight[1],
1117 this.beam_hitlight[2],
1118 this.beam_hitlight[3]
1122 if(this.beam_muzzleeffect)
1125 this.beam_muzzleeffect,
1126 original_start_pos + wantdir * 20,
1131 if(this.beam_muzzlelight[0])
1134 original_start_pos + wantdir * 20,
1135 this.beam_muzzlelight[0],
1137 this.beam_muzzlelight[1],
1138 this.beam_muzzlelight[2],
1139 this.beam_muzzlelight[3]
1145 Draw_ArcBeam_callback_entity = NULL;
1146 Draw_ArcBeam_callback_last_thickness = 0;
1147 Draw_ArcBeam_callback_last_top = '0 0 0';
1148 Draw_ArcBeam_callback_last_bottom = '0 0 0';
1151 void Remove_ArcBeam(entity this)
1153 delete(this.beam_muzzleentity);
1154 sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1157 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1159 int sf = ReadByte();
1160 int slot = ReadByte();
1165 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1167 this.beam_shotorigin = arc_shotorigin[gunalign];
1169 // set other main attributes of the beam
1170 this.draw = Draw_ArcBeam;
1171 IL_PUSH(g_drawables, this);
1172 this.entremove = Remove_ArcBeam;
1173 this.move_time = time;
1174 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1178 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1179 flash.drawmask = MASK_NORMAL;
1180 flash.solid = SOLID_NOT;
1181 flash.avelocity_z = 5000;
1182 setattachment(flash, this, "");
1183 setorigin(flash, '0 0 0');
1185 this.beam_muzzleentity = flash;
1189 flash = this.beam_muzzleentity;
1192 if(sf & ARC_SF_SETTINGS) // settings information
1194 this.beam_degreespersegment = ReadShort();
1195 this.beam_distancepersegment = ReadShort();
1196 this.beam_maxangle = ReadShort();
1197 this.beam_range = ReadCoord();
1198 this.beam_returnspeed = ReadShort();
1199 this.beam_tightness = (ReadByte() / 10);
1203 if(autocvar_chase_active)
1204 { this.beam_usevieworigin = 1; }
1205 else // use view origin
1206 { this.beam_usevieworigin = 2; }
1210 this.beam_usevieworigin = 0;
1213 this.sv_entnum = ReadByte();
1216 if(!this.beam_usevieworigin)
1218 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1219 this.iflags = IFLAG_ORIGIN;
1221 InterpolateOrigin_Undo(this);
1224 if(sf & ARC_SF_START) // starting location
1226 this.origin = ReadVector();
1228 else if(this.beam_usevieworigin) // infer the location from player location
1230 if(this.beam_usevieworigin == 2)
1233 this.origin = view_origin;
1237 // use player origin so that third person display still works
1238 this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1242 setorigin(this, this.origin);
1244 if(sf & ARC_SF_WANTDIR) // want/aim direction
1246 this.v_angle = ReadVector();
1249 if(sf & ARC_SF_BEAMDIR) // beam direction
1251 this.angles_x = ReadAngle();
1252 this.angles_y = ReadAngle();
1253 this.angles_z = ReadAngle();
1256 if(sf & ARC_SF_BEAMTYPE) // beam type
1258 this.beam_type = ReadByte();
1260 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1261 switch(this.beam_type)
1265 this.beam_color = beamcolor;
1266 this.beam_alpha = 0.5;
1267 this.beam_thickness = 8;
1268 this.beam_traileffect = (EFFECT_ARC_BEAM);
1269 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1270 this.beam_hitlight[0] = 0;
1271 this.beam_hitlight[1] = 1;
1272 this.beam_hitlight[2] = 1;
1273 this.beam_hitlight[3] = 1;
1274 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1275 this.beam_muzzlelight[0] = 0;
1276 this.beam_muzzlelight[1] = 1;
1277 this.beam_muzzlelight[2] = 1;
1278 this.beam_muzzlelight[3] = 1;
1279 this.beam_image = "particles/lgbeam";
1280 if(this.beam_muzzleeffect)
1282 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1283 flash.alpha = this.beam_alpha;
1284 flash.colormod = this.beam_color;
1289 case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1291 this.beam_color = beamcolor;
1292 this.beam_alpha = 0.5;
1293 this.beam_thickness = 8;
1294 this.beam_traileffect = (EFFECT_ARC_BEAM);
1295 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1296 this.beam_hitlight[0] = 0;
1297 this.beam_hitlight[1] = 1;
1298 this.beam_hitlight[2] = 1;
1299 this.beam_hitlight[3] = 1;
1300 this.beam_muzzleeffect = NULL; // (EFFECT_GRENADE_MUZZLEFLASH);
1301 this.beam_muzzlelight[0] = 0;
1302 this.beam_muzzlelight[1] = 1;
1303 this.beam_muzzlelight[2] = 1;
1304 this.beam_muzzlelight[3] = 1;
1305 this.beam_image = "particles/lgbeam";
1306 if(this.beam_muzzleeffect)
1308 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1309 flash.alpha = this.beam_alpha;
1310 flash.colormod = this.beam_color;
1317 this.beam_color = beamcolor;
1318 this.beam_alpha = 0.5;
1319 this.beam_thickness = 8;
1320 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1321 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1322 this.beam_hitlight[0] = 0;
1323 this.beam_hitlight[1] = 1;
1324 this.beam_hitlight[2] = 1;
1325 this.beam_hitlight[3] = 1;
1326 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1327 this.beam_muzzlelight[0] = 0;
1328 this.beam_muzzlelight[1] = 1;
1329 this.beam_muzzlelight[2] = 1;
1330 this.beam_muzzlelight[3] = 1;
1331 this.beam_image = "particles/lgbeam";
1332 if(this.beam_muzzleeffect)
1334 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1335 flash.alpha = this.beam_alpha;
1336 flash.colormod = this.beam_color;
1343 this.beam_color = beamcolor;
1344 this.beam_alpha = 0.5;
1345 this.beam_thickness = 8;
1346 this.beam_traileffect = (EFFECT_ARC_BEAM);
1347 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1348 this.beam_hitlight[0] = 20;
1349 this.beam_hitlight[1] = 1;
1350 this.beam_hitlight[2] = 0;
1351 this.beam_hitlight[3] = 0;
1352 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1353 this.beam_muzzlelight[0] = 50;
1354 this.beam_muzzlelight[1] = 1;
1355 this.beam_muzzlelight[2] = 0;
1356 this.beam_muzzlelight[3] = 0;
1357 this.beam_image = "particles/lgbeam";
1358 if(this.beam_muzzleeffect)
1360 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1361 flash.alpha = this.beam_alpha;
1362 flash.colormod = this.beam_color;
1367 case ARC_BT_BURST_MISS:
1369 this.beam_color = beamcolor;
1370 this.beam_alpha = 0.5;
1371 this.beam_thickness = 14;
1372 this.beam_traileffect = (EFFECT_ARC_BEAM);
1373 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1374 this.beam_hitlight[0] = 0;
1375 this.beam_hitlight[1] = 1;
1376 this.beam_hitlight[2] = 1;
1377 this.beam_hitlight[3] = 1;
1378 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1379 this.beam_muzzlelight[0] = 0;
1380 this.beam_muzzlelight[1] = 1;
1381 this.beam_muzzlelight[2] = 1;
1382 this.beam_muzzlelight[3] = 1;
1383 this.beam_image = "particles/lgbeam";
1384 if(this.beam_muzzleeffect)
1386 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1387 flash.alpha = this.beam_alpha;
1388 flash.colormod = this.beam_color;
1393 case ARC_BT_BURST_WALL:
1395 this.beam_color = beamcolor;
1396 this.beam_alpha = 0.5;
1397 this.beam_thickness = 14;
1398 this.beam_traileffect = (EFFECT_ARC_BEAM);
1399 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1400 this.beam_hitlight[0] = 0;
1401 this.beam_hitlight[1] = 1;
1402 this.beam_hitlight[2] = 1;
1403 this.beam_hitlight[3] = 1;
1404 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1405 this.beam_muzzlelight[0] = 0;
1406 this.beam_muzzlelight[1] = 1;
1407 this.beam_muzzlelight[2] = 1;
1408 this.beam_muzzlelight[3] = 1;
1409 this.beam_image = "particles/lgbeam";
1410 if(this.beam_muzzleeffect)
1412 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1413 flash.alpha = this.beam_alpha;
1414 flash.colormod = this.beam_color;
1419 case ARC_BT_BURST_HEAL:
1421 this.beam_color = beamcolor;
1422 this.beam_alpha = 0.5;
1423 this.beam_thickness = 14;
1424 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1425 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1426 this.beam_hitlight[0] = 0;
1427 this.beam_hitlight[1] = 1;
1428 this.beam_hitlight[2] = 1;
1429 this.beam_hitlight[3] = 1;
1430 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1431 this.beam_muzzlelight[0] = 0;
1432 this.beam_muzzlelight[1] = 1;
1433 this.beam_muzzlelight[2] = 1;
1434 this.beam_muzzlelight[3] = 1;
1435 this.beam_image = "particles/lgbeam";
1436 if(this.beam_muzzleeffect)
1438 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1439 flash.alpha = this.beam_alpha;
1440 flash.colormod = this.beam_color;
1445 case ARC_BT_BURST_HIT:
1447 this.beam_color = beamcolor;
1448 this.beam_alpha = 0.5;
1449 this.beam_thickness = 14;
1450 this.beam_traileffect = (EFFECT_ARC_BEAM);
1451 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1452 this.beam_hitlight[0] = 0;
1453 this.beam_hitlight[1] = 1;
1454 this.beam_hitlight[2] = 1;
1455 this.beam_hitlight[3] = 1;
1456 this.beam_muzzleeffect = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
1457 this.beam_muzzlelight[0] = 0;
1458 this.beam_muzzlelight[1] = 1;
1459 this.beam_muzzlelight[2] = 1;
1460 this.beam_muzzlelight[3] = 1;
1461 this.beam_image = "particles/lgbeam";
1462 if(this.beam_muzzleeffect)
1464 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1465 flash.alpha = this.beam_alpha;
1466 flash.colormod = this.beam_color;
1472 // shouldn't be possible, but lets make it colorful if it does :D
1475 this.beam_color = randomvec();
1476 this.beam_alpha = 1;
1477 this.beam_thickness = 8;
1478 this.beam_traileffect = NULL;
1479 this.beam_hiteffect = NULL;
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 = NULL; //(EFFECT_VORTEX_MUZZLEFLASH);
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)
1492 setmodel(flash, MDL_ARC_MUZZLEFLASH);
1493 flash.alpha = this.beam_alpha;
1494 flash.colormod = this.beam_color;
1502 if(!this.beam_usevieworigin)
1504 InterpolateOrigin_Note(this);