// {{{ #7: Arc
set g_balance_arc_primary_ammo 0
set g_balance_arc_primary_animtime 0
-set g_balance_arc_primary_damage 0
+set g_balance_arc_primary_damage 100
+set g_balance_arc_primary_degreespersegment 1
+set g_balance_arc_primary_distancepersegment 0
set g_balance_arc_primary_falloff_halflifedist 0
set g_balance_arc_primary_falloff_maxdist 0
set g_balance_arc_primary_falloff_mindist 0
set g_balance_arc_primary_force 0
-set g_balance_arc_primary_range 0
+set g_balance_arc_primary_maxangle 10
+set g_balance_arc_primary_range 700
set g_balance_arc_primary_refire 0
+set g_balance_arc_primary_returnspeed 8
set g_balance_arc_secondary_ammo 0
set g_balance_arc_switchdelay_drop 0.3
set g_balance_arc_switchdelay_raise 0.3
#ifdef ARC_DEBUG
printf("segment count: %d\n", segments);
- #endif
float hit_something = FALSE;
+ #endif
float segmentdist; // = WEP_CVAR_PRI(arc, range) / segments; // = vlen(self.beam_endpos - last_origin) * (1/segments);
float segmentblend;// = (1/segments);
vector last_origin = w_shotorg;
#ifdef ARC_DEBUG
te_lightning1(self.lg_ents[i - 1], last_origin, trace_endpos);
- #endif
-
+ te_customflash(trace_endpos, 80, 5, '1 0 0');
hit_something = TRUE;
+ #endif
break;
}
else if(trace_fraction != 1)
{
// we collided with geometry
+ #ifdef ARC_DEBUG
te_lightning1(self.lg_ents[i - 1], last_origin, trace_endpos);
+ te_customflash(trace_endpos, 40, 2, '0 0 1');
+ #endif
break;
}
else
}
}
- if(hit_something)
- {
- te_customflash(trace_endpos, 80, 5, '1 0 0');
- }
- else
+ #ifdef ARC_DEBUG
+ if(!hit_something)
{
te_customflash(trace_endpos, 40, 2, '1 1 1');
}
+ #endif
// draw effect
/*if(w_shotorg != self.hook_start)