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Merge branch 'master' into Mario/event_heal
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / arc.qc
1 #include "arc.qh"
2
3 #ifdef SVQC
4 #include <common/gamemodes/gamemode/onslaught/sv_onslaught.qh>
5 #include <common/gamemodes/gamemode/onslaught/sv_generator.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                 WriteAngle(MSG_ENTITY, this.beam_dir.x);
44                 WriteAngle(MSG_ENTITY, this.beam_dir.y);
45                 WriteAngle(MSG_ENTITY, this.beam_dir.z);
46         }
47         if(sf & ARC_SF_BEAMTYPE) // beam type
48         {
49                 WriteByte(MSG_ENTITY, this.beam_type);
50         }
51
52         return true;
53 }
54
55 void Reset_ArcBeam(entity player, vector forward)
56 {
57         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
58         {
59                 .entity weaponentity = weaponentities[slot];
60                 if(!player.(weaponentity).arc_beam)
61                         continue;
62                 player.(weaponentity).arc_beam.beam_dir = forward;
63                 player.(weaponentity).arc_beam.beam_teleporttime = time;
64         }
65 }
66
67 float Arc_GetHeat_Percent(entity player, .entity weaponentity)
68 {
69         if ( WEP_CVAR(arc, overheat_max) <= 0 ||  WEP_CVAR(arc, overheat_max) <= 0 )
70         {
71                 player.arc_overheat = 0;
72                 return 0;
73         }
74
75         if ( player.(weaponentity).arc_beam )
76                 return player.(weaponentity).arc_beam.beam_heat/WEP_CVAR(arc, overheat_max);
77
78         if ( player.arc_overheat > time )
79         {
80                 return (player.arc_overheat-time) / WEP_CVAR(arc, overheat_max)
81                         * player.arc_cooldown;
82         }
83
84         return 0;
85 }
86 void Arc_Player_SetHeat(entity player, .entity weaponentity)
87 {
88         player.(weaponentity).arc_heat_percent = Arc_GetHeat_Percent(player, weaponentity);
89         //dprint("Heat: ",ftos(player.arc_heat_percent*100),"%\n");
90 }
91
92 void W_Arc_Bolt_Explode(entity this, entity directhitentity)
93 {
94         this.event_damage = func_null;
95         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);
96
97         delete(this);
98 }
99
100 void W_Arc_Bolt_Explode_use(entity this, entity actor, entity trigger)
101 {
102         W_Arc_Bolt_Explode(this, trigger);
103 }
104
105 void W_Arc_Bolt_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
106 {
107         if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
108                 return;
109
110         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1))
111                 return; // g_projectiles_damage says to halt
112
113         TakeResource(this, RESOURCE_HEALTH, damage);
114         this.angles = vectoangles(this.velocity);
115
116         if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
117                 W_PrepareExplosionByDamage(this, attacker, getthink(this));
118 }
119
120 void W_Arc_Bolt_Touch(entity this, entity toucher)
121 {
122         PROJECTILE_TOUCH(this, toucher);
123         this.use(this, NULL, toucher);
124 }
125
126 void W_Arc_Attack_Bolt(Weapon thiswep, entity actor, .entity weaponentity)
127 {
128         entity missile;
129
130         W_DecreaseAmmo(thiswep, actor, WEP_CVAR(arc, bolt_ammo), weaponentity);
131
132         W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
133
134         Send_Effect(EFFECT_ARC_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
135
136         missile = new(missile);
137         missile.owner = missile.realowner = actor;
138         missile.bot_dodge = true;
139         IL_PUSH(g_bot_dodge, missile);
140         missile.bot_dodgerating = WEP_CVAR(arc, bolt_damage);
141
142         missile.takedamage = DAMAGE_YES;
143         SetResourceAmountExplicit(missile, RESOURCE_HEALTH, WEP_CVAR(arc, bolt_health));
144         missile.damageforcescale = WEP_CVAR(arc, bolt_damageforcescale);
145         missile.event_damage = W_Arc_Bolt_Damage;
146         missile.damagedbycontents = true;
147         IL_PUSH(g_damagedbycontents, missile);
148
149         settouch(missile, W_Arc_Bolt_Touch);
150         missile.use = W_Arc_Bolt_Explode_use;
151         setthink(missile, adaptor_think2use_hittype_splash);
152         missile.nextthink = time + WEP_CVAR(arc, bolt_lifetime);
153         PROJECTILE_MAKETRIGGER(missile);
154         missile.projectiledeathtype = WEP_ARC.m_id | HITTYPE_SECONDARY;
155         missile.weaponentity_fld = weaponentity;
156         setorigin(missile, w_shotorg);
157         setsize(missile, '0 0 0', '0 0 0');
158
159         set_movetype(missile, MOVETYPE_FLY);
160         W_SetupProjVelocity_PRE(missile, arc, bolt_);
161
162         missile.angles = vectoangles(missile.velocity);
163         missile.flags = FL_PROJECTILE;
164         missile.missile_flags = MIF_SPLASH;
165
166         CSQCProjectile(missile, true, PROJECTILE_ARC_BOLT, true);
167
168         MUTATOR_CALLHOOK(EditProjectile, actor, missile);
169 }
170
171 void W_Arc_Beam_Think(entity this)
172 {
173         .entity weaponentity = this.weaponentity_fld;
174         entity own = this.owner;
175         if(this != own.(weaponentity).arc_beam)
176         {
177                 delete(this);
178                 return;
179         }
180
181         float burst = 0;
182         if( (PHYS_INPUT_BUTTON_ATCK2(own) && !WEP_CVAR(arc, bolt)) || this.beam_bursting)
183         {
184                 if(!this.beam_bursting)
185                         this.beam_bursting = true;
186                 burst = ARC_BT_BURSTMASK;
187         }
188
189         Weapon thiswep = WEP_ARC;
190
191         if(
192                 !IS_PLAYER(own)
193                 ||
194                 (!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
195                 ||
196                 IS_DEAD(own)
197                 ||
198                 forbidWeaponUse(own)
199                 ||
200                 own.(weaponentity).m_switchweapon != WEP_ARC
201                 ||
202                 (!PHYS_INPUT_BUTTON_ATCK(own) && !burst )
203                 ||
204                 own.vehicle
205                 ||
206                 (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max))
207         )
208         {
209                 if ( WEP_CVAR(arc, cooldown) > 0 )
210                 {
211                         float cooldown_speed = 0;
212                         if ( this.beam_heat > WEP_CVAR(arc, overheat_min) && WEP_CVAR(arc, cooldown) > 0 )
213                         {
214                                 cooldown_speed = WEP_CVAR(arc, cooldown);
215                         }
216                         else if ( !burst )
217                         {
218                                 cooldown_speed = this.beam_heat / WEP_CVAR(arc, beam_refire);
219                         }
220
221                         if ( cooldown_speed )
222                         {
223                                 if ( WEP_CVAR(arc, cooldown_release) || (WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max)) )
224                                         own.arc_overheat = time + this.beam_heat / cooldown_speed;
225                                 own.arc_cooldown = cooldown_speed;
226                         }
227
228                         if ( WEP_CVAR(arc, overheat_max) > 0 && this.beam_heat >= WEP_CVAR(arc, overheat_max) )
229                         {
230                                 Send_Effect(EFFECT_ARC_OVERHEAT,
231                                         this.beam_start, this.beam_wantdir, 1 );
232                                 sound(this, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
233                         }
234                 }
235
236                 if(this == own.(weaponentity).arc_beam) { own.(weaponentity).arc_beam = NULL; }
237                 if(!thiswep.wr_checkammo1(thiswep, own, weaponentity) && !(own.items & IT_UNLIMITED_WEAPON_AMMO))
238                 {
239                         // note: this doesn't force the switch
240                         W_SwitchToOtherWeapon(own, weaponentity);
241                         own.(weaponentity).arc_BUTTON_ATCK_prev = false; // hax
242                 }
243                 delete(this);
244                 return;
245         }
246
247         // decrease ammo
248         float coefficient = frametime;
249         if(!(own.items & IT_UNLIMITED_WEAPON_AMMO))
250         {
251                 float rootammo;
252                 if(burst)
253                         { rootammo = WEP_CVAR(arc, burst_ammo); }
254                 else
255                         { rootammo = WEP_CVAR(arc, beam_ammo); }
256
257                 if(rootammo)
258                 {
259                         coefficient = min(coefficient, GetResourceAmount(own, thiswep.ammo_type) / rootammo);
260                         SetResourceAmount(own, thiswep.ammo_type, max(0, GetResourceAmount(own, thiswep.ammo_type) - (rootammo * frametime)));
261                 }
262         }
263         float heat_speed = burst ? WEP_CVAR(arc, burst_heat) : WEP_CVAR(arc, beam_heat);
264         this.beam_heat = min( WEP_CVAR(arc, overheat_max), this.beam_heat + heat_speed*frametime );
265
266         makevectors(own.v_angle);
267
268         W_SetupShot_Range(
269                 own,
270                 weaponentity, // TODO
271                 true,
272                 0,
273                 SND_Null,
274                 0,
275                 WEP_CVAR(arc, beam_damage) * coefficient,
276                 WEP_CVAR(arc, beam_range),
277                 WEP_ARC.m_id
278         );
279
280         // After teleport, "lock" the beam until the teleport is confirmed.
281         if (time < this.beam_teleporttime + ANTILAG_LATENCY(own)) {
282                 w_shotdir = this.beam_dir;
283         }
284
285         // network information: shot origin and want/aim direction
286         if(this.beam_start != w_shotorg)
287         {
288                 this.SendFlags |= ARC_SF_START;
289                 this.beam_start = w_shotorg;
290         }
291         if(this.beam_wantdir != w_shotdir)
292         {
293                 this.SendFlags |= ARC_SF_WANTDIR;
294                 this.beam_wantdir = w_shotdir;
295         }
296
297         if(!this.beam_initialized)
298         {
299                 this.beam_dir = w_shotdir;
300                 this.beam_initialized = true;
301         }
302
303         // WEAPONTODO: Detect player velocity so that the beam curves when moving too
304         // idea: blend together this.beam_dir with the inverted direction the player is moving in
305         // might have to make some special accomodation so that it only uses view_right and view_up
306
307         // note that if we do this, it'll always be corrected to a maximum angle by beam_maxangle handling
308
309         float segments;
310         if(this.beam_dir != w_shotdir)
311         {
312                 // calculate how much we're going to move the end of the beam to the want position
313                 // WEAPONTODO (server and client):
314                 // blendfactor never actually becomes 0 in this situation, which is a problem
315                 // regarding precision... this means that this.beam_dir and w_shotdir approach
316                 // eachother, however they never actually become the same value with this method.
317                 // Perhaps we should do some form of rounding/snapping?
318                 float angle = vlen(w_shotdir - this.beam_dir) * RAD2DEG;
319                 if(angle && (angle > WEP_CVAR(arc, beam_maxangle)))
320                 {
321                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
322                         float blendfactor = bound(
323                                 0,
324                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
325                                 min(WEP_CVAR(arc, beam_maxangle) / angle, 1)
326                         );
327                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
328                 }
329                 else
330                 {
331                         // the radius is not too far yet, no worries :D
332                         float blendfactor = bound(
333                                 0,
334                                 (1 - (WEP_CVAR(arc, beam_returnspeed) * frametime)),
335                                 1
336                         );
337                         this.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
338                 }
339
340                 // network information: beam direction
341                 this.SendFlags |= ARC_SF_BEAMDIR;
342
343                 // calculate how many segments are needed
344                 float max_allowed_segments;
345
346                 if(WEP_CVAR(arc, beam_distancepersegment))
347                 {
348                         max_allowed_segments = min(
349                                 ARC_MAX_SEGMENTS,
350                                 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment)))
351                         );
352                 }
353                 else { max_allowed_segments = ARC_MAX_SEGMENTS; }
354
355                 if(WEP_CVAR(arc, beam_degreespersegment))
356                 {
357                         segments = bound(
358                                 1,
359                                 (
360                                         min(
361                                                 angle,
362                                                 WEP_CVAR(arc, beam_maxangle)
363                                         )
364                                         /
365                                         WEP_CVAR(arc, beam_degreespersegment)
366                                 ),
367                                 max_allowed_segments
368                         );
369                 }
370                 else { segments = 1; }
371         }
372         else { segments = 1; }
373
374         vector beam_endpos = (w_shotorg + (this.beam_dir * WEP_CVAR(arc, beam_range)));
375         vector beam_controlpoint = w_shotorg + w_shotdir * (WEP_CVAR(arc, beam_range) * (1 - WEP_CVAR(arc, beam_tightness)));
376
377         float i;
378         float new_beam_type = 0;
379         vector last_origin = w_shotorg;
380         for(i = 1; i <= segments; ++i)
381         {
382                 // WEAPONTODO (client):
383                 // In order to do nice fading and pointing on the starting segment, we must always
384                 // have that drawn as a separate triangle... However, that is difficult to do when
385                 // keeping in mind the above problems and also optimizing the amount of segments
386                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
387
388                 vector new_origin = bezier_quadratic_getpoint(
389                         w_shotorg,
390                         beam_controlpoint,
391                         beam_endpos,
392                         i / segments);
393                 vector new_dir = normalize(new_origin - last_origin);
394
395                 WarpZone_traceline_antilag(
396                         own,
397                         last_origin,
398                         new_origin,
399                         MOVE_NORMAL,
400                         own,
401                         ANTILAG_LATENCY(own)
402                 );
403
404                 // Do all the transforms for warpzones right now, as we already
405                 // "are" in the post-trace system (if we hit a player, that's
406                 // always BEHIND the last passed wz).
407                 last_origin = trace_endpos;
408                 w_shotorg = WarpZone_TransformOrigin(WarpZone_trace_transform, w_shotorg);
409                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
410                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
411                 new_dir = WarpZone_TransformVelocity(WarpZone_trace_transform, new_dir);
412
413                 bool is_player = (
414                         IS_PLAYER(trace_ent)
415                         ||
416                         trace_ent.classname == "body"
417                         ||
418                         IS_MONSTER(trace_ent)
419                 );
420
421                 if(trace_ent)
422                 {
423                         if(SAME_TEAM(own, trace_ent))
424                         {
425                                 float roothealth = ((burst) ? WEP_CVAR(arc, burst_healing_hps) : WEP_CVAR(arc, beam_healing_hps));
426                                 float rootarmor = ((burst) ? WEP_CVAR(arc, burst_healing_aps) : WEP_CVAR(arc, beam_healing_aps));
427                                 float hplimit = ((IS_PLAYER(trace_ent)) ? WEP_CVAR(arc, beam_healing_hmax) : 0);
428                                 Heal(trace_ent, own, (roothealth * coefficient), hplimit);
429                                 if(IS_PLAYER(trace_ent) && rootarmor)
430                                 {
431                                         if(GetResourceAmount(trace_ent, RESOURCE_ARMOR) <= WEP_CVAR(arc, beam_healing_amax))
432                                         {
433                                                 GiveResourceWithLimit(trace_ent, RESOURCE_ARMOR, (rootarmor * coefficient), WEP_CVAR(arc, beam_healing_amax));
434                                                 trace_ent.pauserotarmor_finished = max(
435                                                         trace_ent.pauserotarmor_finished,
436                                                         time + autocvar_g_balance_pause_armor_rot
437                                                 );
438                                         }
439                                 }
440                                 if(roothealth || rootarmor)
441                                         new_beam_type = ARC_BT_HEAL;
442                         }
443                         else if(trace_ent.takedamage && (is_player || WEP_CVAR(arc, beam_nonplayerdamage)))
444                         {
445                                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
446                                 // NO. trace_endpos should be just fine. If not,
447                                 // that's an engine bug that needs proper debugging.
448                                 vector hitorigin = trace_endpos;
449
450                                 float falloff = ExponentialFalloff(
451                                         WEP_CVAR(arc, beam_falloff_mindist),
452                                         WEP_CVAR(arc, beam_falloff_maxdist),
453                                         WEP_CVAR(arc, beam_falloff_halflifedist),
454                                         vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
455                                 );
456
457                                 float rootdamage;
458                                 if(is_player)
459                                 {
460                                         if(burst)
461                                                 { rootdamage = WEP_CVAR(arc, burst_damage); }
462                                         else
463                                                 { rootdamage = WEP_CVAR(arc, beam_damage); }
464                                 }
465                                 else
466                                         { rootdamage = WEP_CVAR(arc, beam_nonplayerdamage); }
467
468                                 if(accuracy_isgooddamage(own, trace_ent))
469                                 {
470                                         accuracy_add(
471                                                 own,
472                                                 WEP_ARC.m_id,
473                                                 0,
474                                                 rootdamage * coefficient * falloff
475                                         );
476                                 }
477
478                                 Damage(
479                                         trace_ent,
480                                         own,
481                                         own,
482                                         rootdamage * coefficient * falloff,
483                                         WEP_ARC.m_id,
484                                         weaponentity,
485                                         hitorigin,
486                                         WEP_CVAR(arc, beam_force) * new_dir * coefficient * falloff
487                                 );
488
489                                 new_beam_type = ARC_BT_HIT;
490                         }
491                         break;
492                 }
493                 else if(trace_fraction != 1)
494                 {
495                         // we collided with geometry
496                         new_beam_type = ARC_BT_WALL;
497                         break;
498                 }
499         }
500
501         // te_explosion(trace_endpos);
502
503         // if we're bursting, use burst visual effects
504         new_beam_type |= burst;
505
506         // network information: beam type
507         if(new_beam_type != this.beam_type)
508         {
509                 this.SendFlags |= ARC_SF_BEAMTYPE;
510                 this.beam_type = new_beam_type;
511         }
512
513         own.(weaponentity).beam_prev = time;
514         this.nextthink = time;
515 }
516
517 void W_Arc_Beam(float burst, entity actor, .entity weaponentity)
518 {
519
520         // only play fire sound if 1 sec has passed since player let go the fire button
521         if(time - actor.(weaponentity).beam_prev > 1)
522                 sound(actor, CH_WEAPON_A, SND_ARC_FIRE, VOL_BASE, ATTN_NORM);
523
524         entity beam = actor.(weaponentity).arc_beam = new(W_Arc_Beam);
525         beam.weaponentity_fld = weaponentity;
526         beam.solid = SOLID_NOT;
527         setthink(beam, W_Arc_Beam_Think);
528         beam.owner = actor;
529         set_movetype(beam, MOVETYPE_NONE);
530         beam.bot_dodge = true;
531         IL_PUSH(g_bot_dodge, beam);
532         beam.bot_dodgerating = WEP_CVAR(arc, beam_damage);
533         beam.beam_bursting = burst;
534         Net_LinkEntity(beam, false, 0, W_Arc_Beam_Send);
535
536         getthink(beam)(beam);
537 }
538 void Arc_Smoke(entity actor, .entity weaponentity)
539 {
540         makevectors(actor.v_angle);
541         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
542
543         vector smoke_origin = w_shotorg + actor.velocity*frametime;
544         if ( actor.arc_overheat > time )
545         {
546                 if ( random() < actor.(weaponentity).arc_heat_percent )
547                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
548                 if ( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) )
549                 {
550                         Send_Effect(EFFECT_ARC_OVERHEAT_FIRE, smoke_origin, w_shotdir, 1 );
551                         if ( !actor.arc_smoke_sound )
552                         {
553                                 actor.arc_smoke_sound = 1;
554                                 sound(actor, CH_SHOTS_SINGLE, SND_ARC_LOOP_OVERHEAT, VOL_BASE, ATTN_NORM);
555                         }
556                 }
557         }
558         else if ( actor.(weaponentity).arc_beam && WEP_CVAR(arc, overheat_max) > 0 &&
559                         actor.(weaponentity).arc_beam.beam_heat > WEP_CVAR(arc, overheat_min) )
560         {
561                 if ( random() < (actor.(weaponentity).arc_beam.beam_heat-WEP_CVAR(arc, overheat_min)) /
562                                 ( WEP_CVAR(arc, overheat_max)-WEP_CVAR(arc, overheat_min) ) )
563                         Send_Effect(EFFECT_ARC_SMOKE, smoke_origin, '0 0 0', 1 );
564         }
565
566         if (  actor.arc_smoke_sound && ( actor.arc_overheat <= time ||
567                 !( PHYS_INPUT_BUTTON_ATCK(actor) || PHYS_INPUT_BUTTON_ATCK2(actor) ) ) || actor.(weaponentity).m_switchweapon != WEP_ARC )
568         {
569                 actor.arc_smoke_sound = 0;
570                 sound(actor, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
571         }
572 }
573
574 METHOD(Arc, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
575 {
576     if(WEP_CVAR(arc, beam_botaimspeed))
577     {
578         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
579                 actor,
580                 weaponentity,
581             WEP_CVAR(arc, beam_botaimspeed),
582             0,
583             WEP_CVAR(arc, beam_botaimlifetime),
584             false
585         );
586     }
587     else
588     {
589         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(
590                 actor,
591                 weaponentity,
592             1000000,
593             0,
594             0.001,
595             false
596         );
597     }
598 }
599 METHOD(Arc, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
600 {
601     Arc_Player_SetHeat(actor, weaponentity);
602     Arc_Smoke(actor, weaponentity);
603
604     bool beam_fire2 = ((fire & 2) && !WEP_CVAR(arc, bolt));
605
606     if (time >= actor.arc_overheat)
607     if ((fire & 1) || beam_fire2 || actor.(weaponentity).arc_beam.beam_bursting)
608     {
609
610         if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
611         {
612             #if 0
613             if(actor.animstate_startframe == actor.anim_shoot.x && actor.animstate_numframes == actor.anim_shoot.y)
614                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
615             else
616             #endif
617                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR(arc, beam_animtime), w_ready);
618         }
619
620         if((!actor.(weaponentity).arc_beam) || wasfreed(actor.(weaponentity).arc_beam))
621         {
622             if(weapon_prepareattack(thiswep, actor, weaponentity, boolean(beam_fire2), 0))
623             {
624                 W_Arc_Beam(boolean(beam_fire2), actor, weaponentity);
625
626                 if(!actor.(weaponentity).arc_BUTTON_ATCK_prev)
627                 {
628                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
629                     actor.(weaponentity).arc_BUTTON_ATCK_prev = true;
630                 }
631             }
632         }
633
634         return;
635     }
636     else if(fire & 2)
637     {
638         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR(arc, bolt_refire)))
639         {
640             W_Arc_Attack_Bolt(thiswep, actor, weaponentity);
641             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, bolt_refire), w_ready);
642         }
643     }
644
645     if(actor.(weaponentity).arc_BUTTON_ATCK_prev)
646     {
647         int slot = weaponslot(weaponentity);
648         sound(actor, CH_WEAPON_A, SND_ARC_STOP, VOL_BASE, ATTN_NORM);
649         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR(arc, beam_animtime), w_ready);
650         ATTACK_FINISHED(actor, slot) = time + WEP_CVAR(arc, beam_refire) * W_WeaponRateFactor(actor);
651     }
652     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
653
654     #if 0
655     if(fire & 2)
656     if(weapon_prepareattack(thiswep, actor, weaponentity, true, autocvar_g_balance_arc_secondary_refire))
657     {
658         W_Arc_Attack2();
659         actor.arc_count = autocvar_g_balance_arc_secondary_count;
660         weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
661         actor.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor(actor);
662     }
663     #endif
664 }
665 METHOD(Arc, wr_init, void(entity thiswep))
666 {
667     if(!arc_shotorigin[0])
668     {
669         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 1);
670         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 2);
671         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 3);
672         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC.m_id), false, false, 4);
673     }
674 }
675 METHOD(Arc, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
676 {
677     return ((!WEP_CVAR(arc, beam_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
678 }
679 METHOD(Arc, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
680 {
681     if(WEP_CVAR(arc, bolt))
682     {
683         float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(arc, bolt_ammo);
684         ammo_amount += actor.(weaponentity).(weapon_load[WEP_ARC.m_id]) >= WEP_CVAR(arc, bolt_ammo);
685         return ammo_amount;
686     }
687     else
688         return WEP_CVAR(arc, overheat_max) > 0 &&
689             ((!WEP_CVAR(arc, burst_ammo)) || (GetResourceAmount(actor, thiswep.ammo_type) > 0));
690 }
691 METHOD(Arc, wr_killmessage, Notification(entity thiswep))
692 {
693     if(w_deathtype & HITTYPE_SECONDARY)
694         return WEAPON_ARC_MURDER_SPRAY;
695     else
696         return WEAPON_ARC_MURDER;
697 }
698 METHOD(Arc, wr_drop, void(entity thiswep, entity actor, .entity weaponentity))
699 {
700     weapon_dropevent_item.arc_overheat = actor.arc_overheat;
701     weapon_dropevent_item.arc_cooldown = actor.arc_cooldown;
702     actor.arc_overheat = 0;
703     actor.arc_cooldown = 0;
704     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
705 }
706 METHOD(Arc, wr_pickup, void(entity thiswep, entity actor, .entity weaponentity))
707 {
708     if ( !client_hasweapon(actor, thiswep, weaponentity, false, false) &&
709         weapon_dropevent_item.arc_overheat > time )
710     {
711         actor.arc_overheat = weapon_dropevent_item.arc_overheat;
712         actor.arc_cooldown = weapon_dropevent_item.arc_cooldown;
713     }
714 }
715 METHOD(Arc, wr_resetplayer, void(entity thiswep, entity actor))
716 {
717     actor.arc_overheat = 0;
718     actor.arc_cooldown = 0;
719     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
720     {
721         .entity weaponentity = weaponentities[slot];
722         actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
723     }
724 }
725 METHOD(Arc, wr_playerdeath, void(entity thiswep, entity actor, .entity weaponentity))
726 {
727     actor.arc_overheat = 0;
728     actor.arc_cooldown = 0;
729     actor.(weaponentity).arc_BUTTON_ATCK_prev = false;
730 }
731 #endif
732 #ifdef CSQC
733 bool autocvar_cl_arcbeam_teamcolor = true;
734 bool autocvar_cl_arcbeam_simple = true;
735
736 .int beam_slot;
737
738 METHOD(Arc, wr_impacteffect, void(entity thiswep, entity actor))
739 {
740     if(w_deathtype & HITTYPE_SECONDARY)
741     {
742         vector org2;
743         org2 = w_org + w_backoff * 6;
744         pointparticles(EFFECT_ARC_BOLT_EXPLODE, org2, w_backoff * 1000, 1);
745         if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
746     }
747 }
748
749 void Draw_ArcBeam_callback(vector start, vector hit, vector end)
750 {
751         entity beam = Draw_ArcBeam_callback_entity;
752         vector transformed_view_org;
753         transformed_view_org = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
754
755         // Thickdir shall be perpendicular to the beam and to the view-to-beam direction (WEAPONTODO: WHY)
756         // WEAPONTODO: Wouldn't it be better to be perpendicular to the beam and to the view FORWARD direction?
757         vector thickdir = normalize(cross(normalize(start - hit), transformed_view_org - start));
758
759         vector hitorigin;
760
761         // draw segment
762         #if 0
763         if(trace_fraction != 1)
764         {
765                 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
766                 hitorigin = start + (Draw_ArcBeam_callback_new_dir * Draw_ArcBeam_callback_segmentdist * trace_fraction);
767                 hitorigin = WarpZone_TransformOrigin(WarpZone_trace_transform, hitorigin);
768         }
769         else
770         {
771                 hitorigin = hit;
772         }
773         #else
774         hitorigin = hit;
775         #endif
776
777         // decide upon thickness
778         float thickness = beam.beam_thickness;
779
780         // draw primary beam render
781         vector top    = hitorigin + (thickdir * thickness);
782         vector bottom = hitorigin - (thickdir * thickness);
783
784         vector last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
785         vector last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
786
787         if(autocvar_cl_arcbeam_simple)
788                 Draw_CylindricLine(start, end, thickness, beam.beam_image, 0.25, -time * 3, beam.beam_color, beam.beam_alpha, DRAWFLAG_NORMAL, transformed_view_org);
789         else
790         {
791                 R_BeginPolygon(beam.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
792                 R_PolygonVertex(
793                         top,
794                         '0 0.5 0' + ('0 0.5 0' * (thickness / beam.beam_thickness)),
795                         beam.beam_color,
796                         beam.beam_alpha
797                 );
798                 R_PolygonVertex(
799                         last_top,
800                         '0 0.5 0' + ('0 0.5 0' * (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
801                         beam.beam_color,
802                         beam.beam_alpha
803                 );
804                 R_PolygonVertex(
805                         last_bottom,
806                         '0 0.5 0' * (1 - (Draw_ArcBeam_callback_last_thickness / beam.beam_thickness)),
807                         beam.beam_color,
808                         beam.beam_alpha
809                 );
810                 R_PolygonVertex(
811                         bottom,
812                         '0 0.5 0' * (1 - (thickness / beam.beam_thickness)),
813                         beam.beam_color,
814                         beam.beam_alpha
815                 );
816                 R_EndPolygon();
817         }
818
819         // draw trailing particles
820         // NOTES:
821         //  - Don't use spammy particle counts here, use a FEW small particles around the beam
822         //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
823         if(beam.beam_traileffect)
824         {
825                 trailparticles(beam, beam.beam_traileffect, start, hitorigin);
826         }
827
828         // set up for the next
829         Draw_ArcBeam_callback_last_thickness = thickness;
830         Draw_ArcBeam_callback_last_top = WarpZone_UnTransformOrigin(WarpZone_trace_transform, top);
831         Draw_ArcBeam_callback_last_bottom = WarpZone_UnTransformOrigin(WarpZone_trace_transform, bottom);
832 }
833
834 void Reset_ArcBeam()
835 {
836         entity e;
837         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 1)); ) {
838                 e.beam_initialized = false;
839         }
840         for (e = NULL; (e = findfloat(e, beam_usevieworigin, 2)); ) {
841                 e.beam_initialized = false;
842         }
843 }
844
845 void Draw_ArcBeam(entity this)
846 {
847         float dt = time - this.move_time;
848         this.move_time = time;
849         if(dt <= 0) { return; }
850
851         if(!this.beam_usevieworigin)
852         {
853                 InterpolateOrigin_Do(this);
854         }
855
856         // origin = beam starting origin
857         // v_angle = wanted/aim direction
858         // angles = current direction of beam
859
860         vector start_pos;
861         vector wantdir; //= view_forward;
862         vector beamdir; //= this.beam_dir;
863
864         float segments;
865         if(this.beam_usevieworigin)
866         {
867                 // WEAPONTODO:
868                 // Currently we have to replicate nearly the same method of figuring
869                 // out the shotdir that the server does... Ideally in the future we
870                 // should be able to acquire this from a generalized function built
871                 // into a weapon system for client code.
872
873                 // find where we are aiming
874                 makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
875                 vector forward = v_forward;
876                 vector right = v_right;
877                 vector up = v_up;
878                 entity wepent = viewmodels[this.beam_slot];
879
880                 if(autocvar_chase_active)
881                         this.beam_usevieworigin = 1;
882                 else
883                         this.beam_usevieworigin = 2;
884
885                 // decide upon start position
886                 if(this.beam_usevieworigin == 2)
887                         { start_pos = warpzone_save_view_origin; }
888                 else if(csqcplayer)
889                         { start_pos = csqcplayer.origin + csqcplayer.view_ofs; }
890                 else
891                         { start_pos = this.origin; }
892
893                 int v_shot_idx;  // used later
894                 (v_shot_idx = gettagindex(wepent, "shot")) || (v_shot_idx = gettagindex(wepent, "tag_shot"));
895                 if(v_shot_idx && this.beam_usevieworigin == 2)
896                         start_pos = gettaginfo(wepent, v_shot_idx) - '0 0 2';
897
898                 // trace forward with an estimation
899                 WarpZone_TraceLine(
900                         start_pos,
901                         start_pos + forward * this.beam_range,
902                         MOVE_NOMONSTERS,
903                         this
904                 );
905
906                 // untransform in case our trace went through a warpzone
907                 vector end_pos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
908
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);
912
913                 // move shot origin to the actual gun muzzle origin
914                 vector origin_offset = '0 0 0';
915                 if(!v_shot_idx || this.beam_usevieworigin != 2)
916                 {
917                         this.beam_shotorigin = wepent.movedir;
918                         origin_offset =
919                                  right * -this.beam_shotorigin.y
920                                 + up * this.beam_shotorigin.z;
921                 }
922                 else
923                         this.beam_shotorigin = '0 0 0';
924
925                 start_pos = start_pos + origin_offset;
926
927                 // Move it also forward, but only as far as possible without hitting anything. Don't poke into walls!
928                 traceline(start_pos, start_pos + forward * this.beam_shotorigin.x, MOVE_NORMAL, this);
929                 start_pos = trace_endpos;
930
931                 // calculate the aim direction now
932                 wantdir = normalize(end_pos - start_pos);
933
934                 if(!this.beam_initialized)
935                 {
936                         this.beam_dir = wantdir;
937                         this.beam_initialized = true;
938                 }
939
940                 if(this.beam_dir != wantdir)
941                 {
942                         // calculate how much we're going to move the end of the beam to the want position
943                         // WEAPONTODO (server and client):
944                         // blendfactor never actually becomes 0 in this situation, which is a problem
945                         // regarding precision... this means that this.beam_dir and w_shotdir approach
946                         // eachother, however they never actually become the same value with this method.
947                         // Perhaps we should do some form of rounding/snapping?
948                         float angle = vlen(wantdir - this.beam_dir) * RAD2DEG;
949                         if(angle && (angle > this.beam_maxangle))
950                         {
951                                 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
952                                 float blendfactor = bound(
953                                         0,
954                                         (1 - (this.beam_returnspeed * frametime)),
955                                         min(this.beam_maxangle / angle, 1)
956                                 );
957                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
958                         }
959                         else
960                         {
961                                 // the radius is not too far yet, no worries :D
962                                 float blendfactor = bound(
963                                         0,
964                                         (1 - (this.beam_returnspeed * frametime)),
965                                         1
966                                 );
967                                 this.beam_dir = normalize((wantdir * (1 - blendfactor)) + (this.beam_dir * blendfactor));
968                         }
969
970                         // calculate how many segments are needed
971                         float max_allowed_segments;
972
973                         if(this.beam_distancepersegment)
974                         {
975                                 max_allowed_segments = min(
976                                         ARC_MAX_SEGMENTS,
977                                         1 + (vlen(wantdir / this.beam_distancepersegment))
978                                 );
979                         }
980                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
981
982                         if(this.beam_degreespersegment)
983                         {
984                                 segments = bound(
985                                         1,
986                                         (
987                                                 min(
988                                                         angle,
989                                                         this.beam_maxangle
990                                                 )
991                                                 /
992                                                 this.beam_degreespersegment
993                                         ),
994                                         max_allowed_segments
995                                 );
996                         }
997                         else { segments = 1; }
998                 }
999                 else { segments = 1; }
1000
1001                 // set the beam direction which the rest of the code will refer to
1002                 beamdir = this.beam_dir;
1003
1004                 // finally, set this.angles to the proper direction so that muzzle attachment points in proper direction
1005                 this.angles = fixedvectoangles2(forward, up); // TODO(Samual): is this == warpzone_save_view_angles?
1006         }
1007         else
1008         {
1009                 // set the values from the provided info from the networked entity
1010                 start_pos = this.origin;
1011                 wantdir = this.v_angle;
1012                 beamdir = this.angles;
1013
1014                 if(beamdir != wantdir)
1015                 {
1016                         float angle = vlen(wantdir - beamdir) * RAD2DEG;
1017
1018                         // calculate how many segments are needed
1019                         float max_allowed_segments;
1020
1021                         if(this.beam_distancepersegment)
1022                         {
1023                                 max_allowed_segments = min(
1024                                         ARC_MAX_SEGMENTS,
1025                                         1 + (vlen(wantdir / this.beam_distancepersegment))
1026                                 );
1027                         }
1028                         else { max_allowed_segments = ARC_MAX_SEGMENTS; }
1029
1030                         if(this.beam_degreespersegment)
1031                         {
1032                                 segments = bound(
1033                                         1,
1034                                         (
1035                                                 min(
1036                                                         angle,
1037                                                         this.beam_maxangle
1038                                                 )
1039                                                 /
1040                                                 this.beam_degreespersegment
1041                                         ),
1042                                         max_allowed_segments
1043                                 );
1044                         }
1045                         else { segments = 1; }
1046                 }
1047                 else { segments = 1; }
1048         }
1049
1050         setorigin(this, start_pos);
1051         this.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
1052
1053         vector beam_endpos = (start_pos + (beamdir * this.beam_range));
1054         vector beam_controlpoint = start_pos + wantdir * (this.beam_range * (1 - this.beam_tightness));
1055
1056         Draw_ArcBeam_callback_entity = this;
1057         Draw_ArcBeam_callback_last_thickness = 0;
1058         Draw_ArcBeam_callback_last_top = start_pos;
1059         Draw_ArcBeam_callback_last_bottom = start_pos;
1060
1061         vector last_origin = start_pos;
1062         vector original_start_pos = start_pos;
1063
1064         float i;
1065         for(i = 1; i <= segments; ++i)
1066         {
1067                 // WEAPONTODO (client):
1068                 // In order to do nice fading and pointing on the starting segment, we must always
1069                 // have that drawn as a separate triangle... However, that is difficult to do when
1070                 // keeping in mind the above problems and also optimizing the amount of segments
1071                 // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
1072
1073                 vector new_origin = bezier_quadratic_getpoint(
1074                         start_pos,
1075                         beam_controlpoint,
1076                         beam_endpos,
1077                         i / segments);
1078
1079                 WarpZone_TraceBox_ThroughZone(
1080                         last_origin,
1081                         '0 0 0',
1082                         '0 0 0',
1083                         new_origin,
1084                         MOVE_NORMAL,
1085                         NULL,
1086                         NULL,
1087                         Draw_ArcBeam_callback
1088                 );
1089
1090                 // Do all the transforms for warpzones right now, as we already "are" in the post-trace
1091                 // system (if we hit a player, that's always BEHIND the last passed wz).
1092                 last_origin = trace_endpos;
1093                 start_pos = WarpZone_TransformOrigin(WarpZone_trace_transform, start_pos);
1094                 beam_controlpoint = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_controlpoint);
1095                 beam_endpos = WarpZone_TransformOrigin(WarpZone_trace_transform, beam_endpos);
1096                 beamdir = WarpZone_TransformVelocity(WarpZone_trace_transform, beamdir);
1097                 Draw_ArcBeam_callback_last_top = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_top);
1098                 Draw_ArcBeam_callback_last_bottom = WarpZone_TransformOrigin(WarpZone_trace_transform, Draw_ArcBeam_callback_last_bottom);
1099
1100                 if(trace_fraction < 1) { break; }
1101         }
1102
1103         // visual effects for startpoint and endpoint
1104         if(this.beam_hiteffect)
1105         {
1106                 // FIXME we really should do this on the server so it actually
1107                 // matches gameplay. What this client side stuff is doing is no
1108                 // more than guesswork.
1109                 if((trace_ent || trace_fraction < 1) && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
1110                 pointparticles(
1111                         this.beam_hiteffect,
1112                         last_origin,
1113                         beamdir * -1,
1114                         frametime * 2
1115                 );
1116         }
1117         if(this.beam_hitlight[0])
1118         {
1119                 adddynamiclight(
1120                         last_origin,
1121                         this.beam_hitlight[0],
1122                         vec3(
1123                                 this.beam_hitlight[1],
1124                                 this.beam_hitlight[2],
1125                                 this.beam_hitlight[3]
1126                         )
1127                 );
1128         }
1129         if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1130         {
1131                 pointparticles(
1132                         this.beam_muzzleeffect,
1133                         original_start_pos + wantdir * 20,
1134                         wantdir * 1000,
1135                         frametime * 0.1
1136                 );
1137         }
1138         if(this.beam_muzzlelight[0])
1139         {
1140                 adddynamiclight(
1141                         original_start_pos + wantdir * 20,
1142                         this.beam_muzzlelight[0],
1143                         vec3(
1144                                 this.beam_muzzlelight[1],
1145                                 this.beam_muzzlelight[2],
1146                                 this.beam_muzzlelight[3]
1147                         )
1148                 );
1149         }
1150
1151         // cleanup
1152         Draw_ArcBeam_callback_entity = NULL;
1153         Draw_ArcBeam_callback_last_thickness = 0;
1154         Draw_ArcBeam_callback_last_top = '0 0 0';
1155         Draw_ArcBeam_callback_last_bottom = '0 0 0';
1156 }
1157
1158 void Remove_ArcBeam(entity this)
1159 {
1160         delete(this.beam_muzzleentity);
1161         sound(this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
1162 }
1163
1164 NET_HANDLE(ENT_CLIENT_ARC_BEAM, bool isnew)
1165 {
1166         int sf = ReadByte();
1167         int slot = ReadByte();
1168         entity flash;
1169
1170         this.beam_slot = slot;
1171
1172         if(isnew)
1173         {
1174                 int gunalign = W_GunAlign(viewmodels[slot], STAT(GUNALIGN)) - 1;
1175
1176                 this.beam_shotorigin = arc_shotorigin[gunalign]; // get a starting point
1177
1178                 // set other main attributes of the beam
1179                 this.draw = Draw_ArcBeam;
1180                 IL_PUSH(g_drawables, this);
1181                 this.entremove = Remove_ArcBeam;
1182                 this.move_time = time;
1183                 loopsound(this, CH_SHOTS_SINGLE, SND_ARC_LOOP, VOL_BASE, ATTEN_NORM);
1184
1185                 flash = spawn();
1186                 flash.owner = this;
1187                 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
1188                 flash.drawmask = MASK_NORMAL;
1189                 flash.solid = SOLID_NOT;
1190                 flash.avelocity_z = 5000;
1191                 setattachment(flash, this, "");
1192                 setorigin(flash, '0 0 0');
1193
1194                 this.beam_muzzleentity = flash;
1195         }
1196         else
1197         {
1198                 flash = this.beam_muzzleentity;
1199         }
1200
1201         if(sf & ARC_SF_SETTINGS) // settings information
1202         {
1203                 this.beam_degreespersegment = ReadShort();
1204                 this.beam_distancepersegment = ReadShort();
1205                 this.beam_maxangle = ReadShort();
1206                 this.beam_range = ReadCoord();
1207                 this.beam_returnspeed = ReadShort();
1208                 this.beam_tightness = (ReadByte() / 10);
1209
1210                 if(ReadByte())
1211                 {
1212                         if(autocvar_chase_active)
1213                                 { this.beam_usevieworigin = 1; }
1214                         else // use view origin
1215                                 { this.beam_usevieworigin = 2; }
1216                 }
1217                 else
1218                 {
1219                         this.beam_usevieworigin = 0;
1220                 }
1221
1222                 this.sv_entnum = ReadByte();
1223         }
1224
1225         if(!this.beam_usevieworigin)
1226         {
1227                 // this.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
1228                 this.iflags = IFLAG_ORIGIN;
1229
1230                 InterpolateOrigin_Undo(this);
1231         }
1232
1233         if(sf & ARC_SF_START) // starting location
1234         {
1235                 this.origin = ReadVector();
1236         }
1237         else if(this.beam_usevieworigin) // infer the location from player location
1238         {
1239                 if(this.beam_usevieworigin == 2)
1240                 {
1241                         // use view origin
1242                         this.origin = view_origin;
1243                 }
1244                 else
1245                 {
1246                         // use player origin so that third person display still works
1247                         this.origin = entcs_receiver(player_localnum).origin + ('0 0 1' * STAT(VIEWHEIGHT));
1248                 }
1249         }
1250
1251         setorigin(this, this.origin);
1252
1253         if(sf & ARC_SF_WANTDIR) // want/aim direction
1254         {
1255                 this.v_angle = ReadVector();
1256         }
1257
1258         if(sf & ARC_SF_BEAMDIR) // beam direction
1259         {
1260                 this.angles_x = ReadAngle();
1261                 this.angles_y = ReadAngle();
1262                 this.angles_z = ReadAngle();
1263         }
1264
1265         if(sf & ARC_SF_BEAMTYPE) // beam type
1266         {
1267                 this.beam_type = ReadByte();
1268
1269                 vector beamcolor = ((autocvar_cl_arcbeam_teamcolor) ? colormapPaletteColor(entcs_GetClientColors(this.sv_entnum - 1) & 0x0F, true) : '1 1 1');
1270                 switch(this.beam_type)
1271                 {
1272                         case ARC_BT_MISS:
1273                         {
1274                                 this.beam_color = beamcolor;
1275                                 this.beam_alpha = 0.5;
1276                                 this.beam_thickness = 8;
1277                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1278                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1279                                 this.beam_hitlight[0] = 0;
1280                                 this.beam_hitlight[1] = 1;
1281                                 this.beam_hitlight[2] = 1;
1282                                 this.beam_hitlight[3] = 1;
1283                                 this.beam_muzzleeffect = EFFECT_Null;
1284                                 this.beam_muzzlelight[0] = 0;
1285                                 this.beam_muzzlelight[1] = 1;
1286                                 this.beam_muzzlelight[2] = 1;
1287                                 this.beam_muzzlelight[3] = 1;
1288                                 this.beam_image = "particles/lgbeam";
1289                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1290                                 {
1291                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1292                                         flash.alpha = this.beam_alpha;
1293                                         flash.colormod = this.beam_color;
1294                                         flash.scale = 0.35;
1295                                 }
1296                                 break;
1297                         }
1298                         case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
1299                         {
1300                                 this.beam_color = beamcolor;
1301                                 this.beam_alpha = 0.5;
1302                                 this.beam_thickness = 8;
1303                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1304                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1305                                 this.beam_hitlight[0] = 0;
1306                                 this.beam_hitlight[1] = 1;
1307                                 this.beam_hitlight[2] = 1;
1308                                 this.beam_hitlight[3] = 1;
1309                                 this.beam_muzzleeffect = EFFECT_Null; // (EFFECT_GRENADE_MUZZLEFLASH);
1310                                 this.beam_muzzlelight[0] = 0;
1311                                 this.beam_muzzlelight[1] = 1;
1312                                 this.beam_muzzlelight[2] = 1;
1313                                 this.beam_muzzlelight[3] = 1;
1314                                 this.beam_image = "particles/lgbeam";
1315                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1316                                 {
1317                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1318                                         flash.alpha = this.beam_alpha;
1319                                         flash.colormod = this.beam_color;
1320                                         flash.scale = 0.35;
1321                                 }
1322                                 break;
1323                         }
1324                         case ARC_BT_HEAL:
1325                         {
1326                                 this.beam_color = beamcolor;
1327                                 this.beam_alpha = 0.5;
1328                                 this.beam_thickness = 8;
1329                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1330                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT);
1331                                 this.beam_hitlight[0] = 0;
1332                                 this.beam_hitlight[1] = 1;
1333                                 this.beam_hitlight[2] = 1;
1334                                 this.beam_hitlight[3] = 1;
1335                                 this.beam_muzzleeffect = EFFECT_Null;
1336                                 this.beam_muzzlelight[0] = 0;
1337                                 this.beam_muzzlelight[1] = 1;
1338                                 this.beam_muzzlelight[2] = 1;
1339                                 this.beam_muzzlelight[3] = 1;
1340                                 this.beam_image = "particles/lgbeam";
1341                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1342                                 {
1343                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1344                                         flash.alpha = this.beam_alpha;
1345                                         flash.colormod = this.beam_color;
1346                                         flash.scale = 0.35;
1347                                 }
1348                                 break;
1349                         }
1350                         case ARC_BT_HIT:
1351                         {
1352                                 this.beam_color = beamcolor;
1353                                 this.beam_alpha = 0.5;
1354                                 this.beam_thickness = 8;
1355                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1356                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1357                                 this.beam_hitlight[0] = 20;
1358                                 this.beam_hitlight[1] = 1;
1359                                 this.beam_hitlight[2] = 0;
1360                                 this.beam_hitlight[3] = 0;
1361                                 this.beam_muzzleeffect = EFFECT_Null;
1362                                 this.beam_muzzlelight[0] = 50;
1363                                 this.beam_muzzlelight[1] = 1;
1364                                 this.beam_muzzlelight[2] = 0;
1365                                 this.beam_muzzlelight[3] = 0;
1366                                 this.beam_image = "particles/lgbeam";
1367                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1368                                 {
1369                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1370                                         flash.alpha = this.beam_alpha;
1371                                         flash.colormod = this.beam_color;
1372                                         flash.scale = 0.35;
1373                                 }
1374                                 break;
1375                         }
1376                         case ARC_BT_BURST_MISS:
1377                         {
1378                                 this.beam_color = beamcolor;
1379                                 this.beam_alpha = 0.5;
1380                                 this.beam_thickness = 14;
1381                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1382                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1383                                 this.beam_hitlight[0] = 0;
1384                                 this.beam_hitlight[1] = 1;
1385                                 this.beam_hitlight[2] = 1;
1386                                 this.beam_hitlight[3] = 1;
1387                                 this.beam_muzzleeffect = EFFECT_Null;
1388                                 this.beam_muzzlelight[0] = 0;
1389                                 this.beam_muzzlelight[1] = 1;
1390                                 this.beam_muzzlelight[2] = 1;
1391                                 this.beam_muzzlelight[3] = 1;
1392                                 this.beam_image = "particles/lgbeam";
1393                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1394                                 {
1395                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1396                                         flash.alpha = this.beam_alpha;
1397                                         flash.colormod = this.beam_color;
1398                                         flash.scale = 0.35;
1399                                 }
1400                                 break;
1401                         }
1402                         case ARC_BT_BURST_WALL:
1403                         {
1404                                 this.beam_color = beamcolor;
1405                                 this.beam_alpha = 0.5;
1406                                 this.beam_thickness = 14;
1407                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1408                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1409                                 this.beam_hitlight[0] = 0;
1410                                 this.beam_hitlight[1] = 1;
1411                                 this.beam_hitlight[2] = 1;
1412                                 this.beam_hitlight[3] = 1;
1413                                 this.beam_muzzleeffect = EFFECT_Null;
1414                                 this.beam_muzzlelight[0] = 0;
1415                                 this.beam_muzzlelight[1] = 1;
1416                                 this.beam_muzzlelight[2] = 1;
1417                                 this.beam_muzzlelight[3] = 1;
1418                                 this.beam_image = "particles/lgbeam";
1419                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1420                                 {
1421                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1422                                         flash.alpha = this.beam_alpha;
1423                                         flash.colormod = this.beam_color;
1424                                         flash.scale = 0.35;
1425                                 }
1426                                 break;
1427                         }
1428                         case ARC_BT_BURST_HEAL:
1429                         {
1430                                 this.beam_color = beamcolor;
1431                                 this.beam_alpha = 0.5;
1432                                 this.beam_thickness = 14;
1433                                 this.beam_traileffect = (EFFECT_ARC_BEAM_HEAL);
1434                                 this.beam_hiteffect = (EFFECT_ARC_BEAM_HEAL_IMPACT2);
1435                                 this.beam_hitlight[0] = 0;
1436                                 this.beam_hitlight[1] = 1;
1437                                 this.beam_hitlight[2] = 1;
1438                                 this.beam_hitlight[3] = 1;
1439                                 this.beam_muzzleeffect = EFFECT_Null;
1440                                 this.beam_muzzlelight[0] = 0;
1441                                 this.beam_muzzlelight[1] = 1;
1442                                 this.beam_muzzlelight[2] = 1;
1443                                 this.beam_muzzlelight[3] = 1;
1444                                 this.beam_image = "particles/lgbeam";
1445                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1446                                 {
1447                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1448                                         flash.alpha = this.beam_alpha;
1449                                         flash.colormod = this.beam_color;
1450                                         flash.scale = 0.35;
1451                                 }
1452                                 break;
1453                         }
1454                         case ARC_BT_BURST_HIT:
1455                         {
1456                                 this.beam_color = beamcolor;
1457                                 this.beam_alpha = 0.5;
1458                                 this.beam_thickness = 14;
1459                                 this.beam_traileffect = (EFFECT_ARC_BEAM);
1460                                 this.beam_hiteffect = (EFFECT_ARC_LIGHTNING);
1461                                 this.beam_hitlight[0] = 0;
1462                                 this.beam_hitlight[1] = 1;
1463                                 this.beam_hitlight[2] = 1;
1464                                 this.beam_hitlight[3] = 1;
1465                                 this.beam_muzzleeffect = EFFECT_Null;
1466                                 this.beam_muzzlelight[0] = 0;
1467                                 this.beam_muzzlelight[1] = 1;
1468                                 this.beam_muzzlelight[2] = 1;
1469                                 this.beam_muzzlelight[3] = 1;
1470                                 this.beam_image = "particles/lgbeam";
1471                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1472                                 {
1473                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1474                                         flash.alpha = this.beam_alpha;
1475                                         flash.colormod = this.beam_color;
1476                                         flash.scale = 0.35;
1477                                 }
1478                                 break;
1479                         }
1480
1481                         // shouldn't be possible, but lets make it colorful if it does :D
1482                         default:
1483                         {
1484                                 this.beam_color = randomvec();
1485                                 this.beam_alpha = 1;
1486                                 this.beam_thickness = 8;
1487                                 this.beam_traileffect = NULL;
1488                                 this.beam_hiteffect = NULL;
1489                                 this.beam_hitlight[0] = 0;
1490                                 this.beam_hitlight[1] = 1;
1491                                 this.beam_hitlight[2] = 1;
1492                                 this.beam_hitlight[3] = 1;
1493                                 this.beam_muzzleeffect = EFFECT_Null;
1494                                 this.beam_muzzlelight[0] = 0;
1495                                 this.beam_muzzlelight[1] = 1;
1496                                 this.beam_muzzlelight[2] = 1;
1497                                 this.beam_muzzlelight[3] = 1;
1498                                 this.beam_image = "particles/lgbeam";
1499                                 if(this.beam_muzzleeffect && autocvar_r_drawviewmodel)
1500                                 {
1501                                         setmodel(flash, MDL_ARC_MUZZLEFLASH);
1502                                         flash.alpha = this.beam_alpha;
1503                                         flash.colormod = this.beam_color;
1504                                         flash.scale = 0.35;
1505                                 }
1506                                 break;
1507                         }
1508                 }
1509         }
1510
1511         if(!this.beam_usevieworigin)
1512         {
1513                 InterpolateOrigin_Note(this);
1514         }
1515         return true;
1516 }
1517
1518 #endif