jedi-academy/codemp/cgame/cg_weaponinit.c

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2013-04-19 02:52:48 +00:00
//
// cg_weaponinit.c -- events and effects dealing with weapons
#include "cg_local.h"
#include "fx_local.h"
/*
=================
CG_RegisterWeapon
The server says this item is used on this level
=================
*/
void CG_RegisterWeapon( int weaponNum) {
weaponInfo_t *weaponInfo;
gitem_t *item, *ammo;
char path[MAX_QPATH];
vec3_t mins, maxs;
int i;
weaponInfo = &cg_weapons[weaponNum];
if ( weaponNum == 0 ) {
return;
}
if ( weaponInfo->registered ) {
return;
}
memset( weaponInfo, 0, sizeof( *weaponInfo ) );
weaponInfo->registered = qtrue;
for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) {
weaponInfo->item = item;
break;
}
}
if ( !item->classname ) {
CG_Error( "Couldn't find weapon %i", weaponNum );
}
CG_RegisterItemVisuals( item - bg_itemlist );
// load cmodel before model so filecache works
weaponInfo->weaponModel = trap_R_RegisterModel( item->world_model[0] );
// load in-view model also
weaponInfo->viewModel = trap_R_RegisterModel(item->view_model);
// calc midpoint for rotation
trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs );
for ( i = 0 ; i < 3 ; i++ ) {
weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] );
}
weaponInfo->weaponIcon = trap_R_RegisterShader( item->icon );
weaponInfo->ammoIcon = trap_R_RegisterShader( item->icon );
for ( ammo = bg_itemlist + 1 ; ammo->classname ; ammo++ ) {
if ( ammo->giType == IT_AMMO && ammo->giTag == weaponNum ) {
break;
}
}
if ( ammo->classname && ammo->world_model[0] ) {
weaponInfo->ammoModel = trap_R_RegisterModel( ammo->world_model[0] );
}
// strcpy( path, item->view_model );
// COM_StripExtension( path, path );
// strcat( path, "_flash.md3" );
weaponInfo->flashModel = 0;//trap_R_RegisterModel( path );
if (weaponNum == WP_DISRUPTOR ||
weaponNum == WP_FLECHETTE ||
weaponNum == WP_REPEATER ||
weaponNum == WP_ROCKET_LAUNCHER)
{
strcpy( path, item->view_model );
COM_StripExtension( path, path );
strcat( path, "_barrel.md3" );
weaponInfo->barrelModel = trap_R_RegisterModel( path );
}
else if (weaponNum == WP_STUN_BATON)
{ //only weapon with more than 1 barrel..
trap_R_RegisterModel("models/weapons2/stun_baton/baton_barrel.md3");
trap_R_RegisterModel("models/weapons2/stun_baton/baton_barrel2.md3");
trap_R_RegisterModel("models/weapons2/stun_baton/baton_barrel3.md3");
}
else
{
weaponInfo->barrelModel = 0;
}
if (weaponNum != WP_SABER)
{
strcpy( path, item->view_model );
COM_StripExtension( path, path );
strcat( path, "_hand.md3" );
weaponInfo->handsModel = trap_R_RegisterModel( path );
}
else
{
weaponInfo->handsModel = 0;
}
// if ( !weaponInfo->handsModel ) {
// weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" );
// }
switch ( weaponNum ) {
case WP_STUN_BATON:
case WP_MELEE:
/* MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/saber/saberhum.wav" );
// weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav" );
*/
//trap_R_RegisterShader( "gfx/effects/stunPass" );
trap_FX_RegisterEffect( "stunBaton/flesh_impact" );
if (weaponNum == WP_STUN_BATON)
{
trap_S_RegisterSound( "sound/weapons/baton/idle.wav" );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/baton/fire.mp3" );
weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/baton/fire.mp3" );
}
else
{
/*
int j = 0;
while (j < 4)
{
weaponInfo->flashSound[j] = trap_S_RegisterSound( va("sound/weapons/melee/swing%i", j+1) );
weaponInfo->altFlashSound[j] = weaponInfo->flashSound[j];
j++;
}
*/
//No longer needed, animsound config plays them for us
}
break;
case WP_SABER:
MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/saber/saberhum1.wav" );
weaponInfo->missileModel = trap_R_RegisterModel( "models/weapons2/saber/saber_w.glm" );
break;
case WP_CONCUSSION:
weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/concussion/select.wav");
weaponInfo->flashSound[0] = NULL_SOUND;
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = NULL_SOUND;
weaponInfo->muzzleEffect = trap_FX_RegisterEffect( "concussion/muzzle_flash" );
weaponInfo->missileModel = NULL_HANDLE;
weaponInfo->missileSound = NULL_SOUND;
weaponInfo->missileDlight = 0;
//weaponInfo->missileDlightColor= {0,0,0};
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = FX_ConcussionProjectileThink;
weaponInfo->altFlashSound[0] = NULL_SOUND;
weaponInfo->altFiringSound = NULL_SOUND;
weaponInfo->altChargeSound = trap_S_RegisterSound( "sound/weapons/bryar/altcharge.wav");
weaponInfo->altMuzzleEffect = trap_FX_RegisterEffect( "concussion/altmuzzle_flash" );
weaponInfo->altMissileModel = NULL_HANDLE;
weaponInfo->altMissileSound = NULL_SOUND;
weaponInfo->altMissileDlight = 0;
//weaponInfo->altMissileDlightColor= {0,0,0};
weaponInfo->altMissileHitSound = NULL_SOUND;
weaponInfo->altMissileTrailFunc = FX_ConcussionProjectileThink;
cgs.effects.disruptorAltMissEffect = trap_FX_RegisterEffect( "disruptor/alt_miss" );
cgs.effects.concussionShotEffect = trap_FX_RegisterEffect( "concussion/shot" );
cgs.effects.concussionImpactEffect = trap_FX_RegisterEffect( "concussion/explosion" );
trap_R_RegisterShader("gfx/effects/blueLine");
trap_R_RegisterShader("gfx/misc/whiteline2");
break;
case WP_BRYAR_PISTOL:
case WP_BRYAR_OLD:
weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/bryar/select.wav");
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/bryar/fire.wav");
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = NULL_SOUND;
weaponInfo->muzzleEffect = trap_FX_RegisterEffect( "bryar/muzzle_flash" );
weaponInfo->missileModel = NULL_HANDLE;
weaponInfo->missileSound = NULL_SOUND;
weaponInfo->missileDlight = 0;
//weaponInfo->missileDlightColor= {0,0,0};
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = FX_BryarProjectileThink;
weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/bryar/alt_fire.wav");
weaponInfo->altFiringSound = NULL_SOUND;
weaponInfo->altChargeSound = trap_S_RegisterSound( "sound/weapons/bryar/altcharge.wav");
weaponInfo->altMuzzleEffect = trap_FX_RegisterEffect( "bryar/muzzle_flash" );
weaponInfo->altMissileModel = NULL_HANDLE;
weaponInfo->altMissileSound = NULL_SOUND;
weaponInfo->altMissileDlight = 0;
//weaponInfo->altMissileDlightColor= {0,0,0};
weaponInfo->altMissileHitSound = NULL_SOUND;
weaponInfo->altMissileTrailFunc = FX_BryarAltProjectileThink;
cgs.effects.bryarShotEffect = trap_FX_RegisterEffect( "bryar/shot" );
cgs.effects.bryarPowerupShotEffect = trap_FX_RegisterEffect( "bryar/crackleShot" );
cgs.effects.bryarWallImpactEffect = trap_FX_RegisterEffect( "bryar/wall_impact" );
cgs.effects.bryarWallImpactEffect2 = trap_FX_RegisterEffect( "bryar/wall_impact2" );
cgs.effects.bryarWallImpactEffect3 = trap_FX_RegisterEffect( "bryar/wall_impact3" );
cgs.effects.bryarFleshImpactEffect = trap_FX_RegisterEffect( "bryar/flesh_impact" );
cgs.effects.bryarDroidImpactEffect = trap_FX_RegisterEffect( "bryar/droid_impact" );
cgs.media.bryarFrontFlash = trap_R_RegisterShader( "gfx/effects/bryarFrontFlash" );
// Note these are temp shared effects
trap_FX_RegisterEffect("blaster/wall_impact.efx");
trap_FX_RegisterEffect("blaster/flesh_impact.efx");
break;
case WP_BLASTER:
case WP_EMPLACED_GUN: //rww - just use the same as this for now..
weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/blaster/select.wav");
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/blaster/fire.wav");
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = NULL_SOUND;
weaponInfo->muzzleEffect = trap_FX_RegisterEffect( "blaster/muzzle_flash" );
weaponInfo->missileModel = NULL_HANDLE;
weaponInfo->missileSound = NULL_SOUND;
weaponInfo->missileDlight = 0;
// weaponInfo->missileDlightColor = {0,0,0};
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = FX_BlasterProjectileThink;
weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/blaster/alt_fire.wav");
weaponInfo->altFiringSound = NULL_SOUND;
weaponInfo->altChargeSound = NULL_SOUND;
weaponInfo->altMuzzleEffect = trap_FX_RegisterEffect( "blaster/muzzle_flash" );
weaponInfo->altMissileModel = NULL_HANDLE;
weaponInfo->altMissileSound = NULL_SOUND;
weaponInfo->altMissileDlight = 0;
// weaponInfo->altMissileDlightColor= {0,0,0};
weaponInfo->altMissileHitSound = NULL_SOUND;
weaponInfo->altMissileTrailFunc = FX_BlasterProjectileThink;
trap_FX_RegisterEffect( "blaster/deflect" );
cgs.effects.blasterShotEffect = trap_FX_RegisterEffect( "blaster/shot" );
cgs.effects.blasterWallImpactEffect = trap_FX_RegisterEffect( "blaster/wall_impact" );
cgs.effects.blasterFleshImpactEffect = trap_FX_RegisterEffect( "blaster/flesh_impact" );
cgs.effects.blasterDroidImpactEffect = trap_FX_RegisterEffect( "blaster/droid_impact" );
break;
case WP_DISRUPTOR:
weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/disruptor/select.wav");
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/disruptor/fire.wav");
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = NULL_SOUND;
weaponInfo->muzzleEffect = trap_FX_RegisterEffect( "disruptor/muzzle_flash" );
weaponInfo->missileModel = NULL_HANDLE;
weaponInfo->missileSound = NULL_SOUND;
weaponInfo->missileDlight = 0;
// weaponInfo->missileDlightColor = {0,0,0};
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = 0;
weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/disruptor/alt_fire.wav");
weaponInfo->altFiringSound = NULL_SOUND;
weaponInfo->altChargeSound = trap_S_RegisterSound("sound/weapons/disruptor/altCharge.wav");
weaponInfo->altMuzzleEffect = trap_FX_RegisterEffect( "disruptor/muzzle_flash" );
weaponInfo->altMissileModel = NULL_HANDLE;
weaponInfo->altMissileSound = NULL_SOUND;
weaponInfo->altMissileDlight = 0;
// weaponInfo->altMissileDlightColor= {0,0,0};
weaponInfo->altMissileHitSound = NULL_SOUND;
weaponInfo->altMissileTrailFunc = 0;
cgs.effects.disruptorRingsEffect = trap_FX_RegisterEffect( "disruptor/rings" );
cgs.effects.disruptorProjectileEffect = trap_FX_RegisterEffect( "disruptor/projectile" );
cgs.effects.disruptorWallImpactEffect = trap_FX_RegisterEffect( "disruptor/wall_impact" );
cgs.effects.disruptorFleshImpactEffect = trap_FX_RegisterEffect( "disruptor/flesh_impact" );
cgs.effects.disruptorAltMissEffect = trap_FX_RegisterEffect( "disruptor/alt_miss" );
cgs.effects.disruptorAltHitEffect = trap_FX_RegisterEffect( "disruptor/alt_hit" );
trap_R_RegisterShader( "gfx/effects/redLine" );
trap_R_RegisterShader( "gfx/misc/whiteline2" );
trap_R_RegisterShader( "gfx/effects/smokeTrail" );
trap_S_RegisterSound("sound/weapons/disruptor/zoomstart.wav");
trap_S_RegisterSound("sound/weapons/disruptor/zoomend.wav");
// Disruptor gun zoom interface
cgs.media.disruptorMask = trap_R_RegisterShader( "gfx/2d/cropCircle2");
cgs.media.disruptorInsert = trap_R_RegisterShader( "gfx/2d/cropCircle");
cgs.media.disruptorLight = trap_R_RegisterShader( "gfx/2d/cropCircleGlow" );
cgs.media.disruptorInsertTick = trap_R_RegisterShader( "gfx/2d/insertTick" );
cgs.media.disruptorChargeShader = trap_R_RegisterShaderNoMip("gfx/2d/crop_charge");
cgs.media.disruptorZoomLoop = trap_S_RegisterSound( "sound/weapons/disruptor/zoomloop.wav" );
break;
case WP_BOWCASTER:
weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/bowcaster/select.wav");
weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/bowcaster/fire.wav");
weaponInfo->altFiringSound = NULL_SOUND;
weaponInfo->altChargeSound = NULL_SOUND;
weaponInfo->altMuzzleEffect = trap_FX_RegisterEffect( "bowcaster/muzzle_flash" );
weaponInfo->altMissileModel = NULL_HANDLE;
weaponInfo->altMissileSound = NULL_SOUND;
weaponInfo->altMissileDlight = 0;
// weaponInfo->altMissileDlightColor = {0,0,0};
weaponInfo->altMissileHitSound = NULL_SOUND;
weaponInfo->altMissileTrailFunc = FX_BowcasterProjectileThink;
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/bowcaster/fire.wav");
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = trap_S_RegisterSound( "sound/weapons/bowcaster/altcharge.wav");
weaponInfo->muzzleEffect = trap_FX_RegisterEffect( "bowcaster/muzzle_flash" );
weaponInfo->missileModel = NULL_HANDLE;
weaponInfo->missileSound = NULL_SOUND;
weaponInfo->missileDlight = 0;
// weaponInfo->missileDlightColor= {0,0,0};
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = FX_BowcasterAltProjectileThink;
cgs.effects.bowcasterShotEffect = trap_FX_RegisterEffect( "bowcaster/shot" );
cgs.effects.bowcasterImpactEffect = trap_FX_RegisterEffect( "bowcaster/explosion" );
trap_FX_RegisterEffect( "bowcaster/deflect" );
cgs.media.greenFrontFlash = trap_R_RegisterShader( "gfx/effects/greenFrontFlash" );
break;
case WP_REPEATER:
weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/repeater/select.wav");
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/repeater/fire.wav");
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = NULL_SOUND;
weaponInfo->muzzleEffect = trap_FX_RegisterEffect( "repeater/muzzle_flash" );
weaponInfo->missileModel = NULL_HANDLE;
weaponInfo->missileSound = NULL_SOUND;
weaponInfo->missileDlight = 0;
// weaponInfo->missileDlightColor = {0,0,0};
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = FX_RepeaterProjectileThink;
weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/repeater/alt_fire.wav");
weaponInfo->altFiringSound = NULL_SOUND;
weaponInfo->altChargeSound = NULL_SOUND;
weaponInfo->altMuzzleEffect = trap_FX_RegisterEffect( "repeater/muzzle_flash" );
weaponInfo->altMissileModel = NULL_HANDLE;
weaponInfo->altMissileSound = NULL_SOUND;
weaponInfo->altMissileDlight = 0;
// weaponInfo->altMissileDlightColor= {0,0,0};
weaponInfo->altMissileHitSound = NULL_SOUND;
weaponInfo->altMissileTrailFunc = FX_RepeaterAltProjectileThink;
cgs.effects.repeaterProjectileEffect = trap_FX_RegisterEffect( "repeater/projectile" );
cgs.effects.repeaterAltProjectileEffect = trap_FX_RegisterEffect( "repeater/alt_projectile" );
cgs.effects.repeaterWallImpactEffect = trap_FX_RegisterEffect( "repeater/wall_impact" );
cgs.effects.repeaterFleshImpactEffect = trap_FX_RegisterEffect( "repeater/flesh_impact" );
//cgs.effects.repeaterAltWallImpactEffect = trap_FX_RegisterEffect( "repeater/alt_wall_impact" );
cgs.effects.repeaterAltWallImpactEffect = trap_FX_RegisterEffect( "repeater/concussion" );
break;
case WP_DEMP2:
weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/demp2/select.wav");
weaponInfo->flashSound[0] = trap_S_RegisterSound("sound/weapons/demp2/fire.wav");
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = NULL_SOUND;
weaponInfo->muzzleEffect = trap_FX_RegisterEffect("demp2/muzzle_flash");
weaponInfo->missileModel = NULL_HANDLE;
weaponInfo->missileSound = NULL_SOUND;
weaponInfo->missileDlight = 0;
// weaponInfo->missileDlightColor = {0,0,0};
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = FX_DEMP2_ProjectileThink;
weaponInfo->altFlashSound[0] = trap_S_RegisterSound("sound/weapons/demp2/altfire.wav");
weaponInfo->altFiringSound = NULL_SOUND;
weaponInfo->altChargeSound = trap_S_RegisterSound("sound/weapons/demp2/altCharge.wav");
weaponInfo->altMuzzleEffect = trap_FX_RegisterEffect("demp2/muzzle_flash");
weaponInfo->altMissileModel = NULL_HANDLE;
weaponInfo->altMissileSound = NULL_SOUND;
weaponInfo->altMissileDlight = 0;
// weaponInfo->altMissileDlightColor= {0,0,0};
weaponInfo->altMissileHitSound = NULL_SOUND;
weaponInfo->altMissileTrailFunc = 0;
cgs.effects.demp2ProjectileEffect = trap_FX_RegisterEffect( "demp2/projectile" );
cgs.effects.demp2WallImpactEffect = trap_FX_RegisterEffect( "demp2/wall_impact" );
cgs.effects.demp2FleshImpactEffect = trap_FX_RegisterEffect( "demp2/flesh_impact" );
cgs.media.demp2Shell = trap_R_RegisterModel( "models/items/sphere.md3" );
cgs.media.demp2ShellShader = trap_R_RegisterShader( "gfx/effects/demp2shell" );
cgs.media.lightningFlash = trap_R_RegisterShader("gfx/misc/lightningFlash");
break;
case WP_FLECHETTE:
weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/flechette/select.wav");
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/flechette/fire.wav");
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = NULL_SOUND;
weaponInfo->muzzleEffect = trap_FX_RegisterEffect( "flechette/muzzle_flash" );
weaponInfo->missileModel = trap_R_RegisterModel("models/weapons2/golan_arms/projectileMain.md3");
weaponInfo->missileSound = NULL_SOUND;
weaponInfo->missileDlight = 0;
// weaponInfo->missileDlightColor = {0,0,0};
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = FX_FlechetteProjectileThink;
weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/flechette/alt_fire.wav");
weaponInfo->altFiringSound = NULL_SOUND;
weaponInfo->altChargeSound = NULL_SOUND;
weaponInfo->altMuzzleEffect = trap_FX_RegisterEffect( "flechette/muzzle_flash" );
weaponInfo->altMissileModel = trap_R_RegisterModel( "models/weapons2/golan_arms/projectile.md3" );
weaponInfo->altMissileSound = NULL_SOUND;
weaponInfo->altMissileDlight = 0;
// weaponInfo->altMissileDlightColor= {0,0,0};
weaponInfo->altMissileHitSound = NULL_SOUND;
weaponInfo->altMissileTrailFunc = FX_FlechetteAltProjectileThink;
cgs.effects.flechetteShotEffect = trap_FX_RegisterEffect( "flechette/shot" );
cgs.effects.flechetteAltShotEffect = trap_FX_RegisterEffect( "flechette/alt_shot" );
cgs.effects.flechetteWallImpactEffect = trap_FX_RegisterEffect( "flechette/wall_impact" );
cgs.effects.flechetteFleshImpactEffect = trap_FX_RegisterEffect( "flechette/flesh_impact" );
break;
case WP_ROCKET_LAUNCHER:
weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/rocket/select.wav");
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/fire.wav");
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = NULL_SOUND;
weaponInfo->muzzleEffect = trap_FX_RegisterEffect( "rocket/muzzle_flash" ); //trap_FX_RegisterEffect( "rocket/muzzle_flash2" );
//flash2 still looks crappy with the fx bolt stuff. Because the fx bolt stuff doesn't work entirely right.
weaponInfo->missileModel = trap_R_RegisterModel( "models/weapons2/merr_sonn/projectile.md3" );
weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/missleloop.wav");
weaponInfo->missileDlight = 125;
VectorSet(weaponInfo->missileDlightColor, 1.0, 1.0, 0.5);
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = FX_RocketProjectileThink;
weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/alt_fire.wav");
weaponInfo->altFiringSound = NULL_SOUND;
weaponInfo->altChargeSound = NULL_SOUND;
weaponInfo->altMuzzleEffect = trap_FX_RegisterEffect( "rocket/altmuzzle_flash" );
weaponInfo->altMissileModel = trap_R_RegisterModel( "models/weapons2/merr_sonn/projectile.md3" );
weaponInfo->altMissileSound = trap_S_RegisterSound( "sound/weapons/rocket/missleloop.wav");
weaponInfo->altMissileDlight = 125;
VectorSet(weaponInfo->altMissileDlightColor, 1.0, 1.0, 0.5);
weaponInfo->altMissileHitSound = NULL_SOUND;
weaponInfo->altMissileTrailFunc = FX_RocketAltProjectileThink;
cgs.effects.rocketShotEffect = trap_FX_RegisterEffect( "rocket/shot" );
cgs.effects.rocketExplosionEffect = trap_FX_RegisterEffect( "rocket/explosion" );
trap_R_RegisterShaderNoMip( "gfx/2d/wedge" );
trap_R_RegisterShaderNoMip( "gfx/2d/lock" );
trap_S_RegisterSound( "sound/weapons/rocket/lock.wav" );
trap_S_RegisterSound( "sound/weapons/rocket/tick.wav" );
break;
case WP_THERMAL:
weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/thermal/select.wav");
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/thermal/fire.wav");
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = trap_S_RegisterSound( "sound/weapons/thermal/charge.wav");
weaponInfo->muzzleEffect = NULL_FX;
weaponInfo->missileModel = trap_R_RegisterModel( "models/weapons2/thermal/thermal_proj.md3" );
weaponInfo->missileSound = NULL_SOUND;
weaponInfo->missileDlight = 0;
// weaponInfo->missileDlightColor = {0,0,0};
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = 0;
weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/thermal/fire.wav");
weaponInfo->altFiringSound = NULL_SOUND;
weaponInfo->altChargeSound = trap_S_RegisterSound( "sound/weapons/thermal/charge.wav");
weaponInfo->altMuzzleEffect = NULL_FX;
weaponInfo->altMissileModel = trap_R_RegisterModel( "models/weapons2/thermal/thermal_proj.md3" );
weaponInfo->altMissileSound = NULL_SOUND;
weaponInfo->altMissileDlight = 0;
// weaponInfo->altMissileDlightColor= {0,0,0};
weaponInfo->altMissileHitSound = NULL_SOUND;
weaponInfo->altMissileTrailFunc = 0;
cgs.effects.thermalExplosionEffect = trap_FX_RegisterEffect( "thermal/explosion" );
cgs.effects.thermalShockwaveEffect = trap_FX_RegisterEffect( "thermal/shockwave" );
cgs.media.grenadeBounce1 = trap_S_RegisterSound( "sound/weapons/thermal/bounce1.wav" );
cgs.media.grenadeBounce2 = trap_S_RegisterSound( "sound/weapons/thermal/bounce2.wav" );
trap_S_RegisterSound( "sound/weapons/thermal/thermloop.wav" );
trap_S_RegisterSound( "sound/weapons/thermal/warning.wav" );
break;
case WP_TRIP_MINE:
weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/detpack/select.wav");
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/laser_trap/fire.wav");
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = NULL_SOUND;
weaponInfo->muzzleEffect = NULL_FX;
weaponInfo->missileModel = 0;//trap_R_RegisterModel( "models/weapons2/laser_trap/laser_trap_w.md3" );
weaponInfo->missileSound = NULL_SOUND;
weaponInfo->missileDlight = 0;
// weaponInfo->missileDlightColor = {0,0,0};
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = 0;
weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/laser_trap/fire.wav");
weaponInfo->altFiringSound = NULL_SOUND;
weaponInfo->altChargeSound = NULL_SOUND;
weaponInfo->altMuzzleEffect = NULL_FX;
weaponInfo->altMissileModel = 0;//trap_R_RegisterModel( "models/weapons2/laser_trap/laser_trap_w.md3" );
weaponInfo->altMissileSound = NULL_SOUND;
weaponInfo->altMissileDlight = 0;
// weaponInfo->altMissileDlightColor= {0,0,0};
weaponInfo->altMissileHitSound = NULL_SOUND;
weaponInfo->altMissileTrailFunc = 0;
cgs.effects.tripmineLaserFX = trap_FX_RegisterEffect("tripMine/laserMP.efx");
cgs.effects.tripmineGlowFX = trap_FX_RegisterEffect("tripMine/glowbit.efx");
trap_FX_RegisterEffect( "tripMine/explosion" );
// NOTENOTE temp stuff
trap_S_RegisterSound( "sound/weapons/laser_trap/stick.wav" );
trap_S_RegisterSound( "sound/weapons/laser_trap/warning.wav" );
break;
case WP_DET_PACK:
weaponInfo->selectSound = trap_S_RegisterSound("sound/weapons/detpack/select.wav");
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/detpack/fire.wav");
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = NULL_SOUND;
weaponInfo->muzzleEffect = NULL_FX;
weaponInfo->missileModel = trap_R_RegisterModel( "models/weapons2/detpack/det_pack.md3" );
weaponInfo->missileSound = NULL_SOUND;
weaponInfo->missileDlight = 0;
// weaponInfo->missileDlightColor = {0,0,0};
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = 0;
weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/detpack/fire.wav");
weaponInfo->altFiringSound = NULL_SOUND;
weaponInfo->altChargeSound = NULL_SOUND;
weaponInfo->altMuzzleEffect = NULL_FX;
weaponInfo->altMissileModel = trap_R_RegisterModel( "models/weapons2/detpack/det_pack.md3" );
weaponInfo->altMissileSound = NULL_SOUND;
weaponInfo->altMissileDlight = 0;
// weaponInfo->altMissileDlightColor= {0,0,0};
weaponInfo->altMissileHitSound = NULL_SOUND;
weaponInfo->altMissileTrailFunc = 0;
trap_R_RegisterModel( "models/weapons2/detpack/det_pack.md3" );
trap_S_RegisterSound( "sound/weapons/detpack/stick.wav" );
trap_S_RegisterSound( "sound/weapons/detpack/warning.wav" );
trap_S_RegisterSound( "sound/weapons/explosions/explode5.wav" );
break;
case WP_TURRET:
weaponInfo->flashSound[0] = NULL_SOUND;
weaponInfo->firingSound = NULL_SOUND;
weaponInfo->chargeSound = NULL_SOUND;
weaponInfo->muzzleEffect = NULL_HANDLE;
weaponInfo->missileModel = NULL_HANDLE;
weaponInfo->missileSound = NULL_SOUND;
weaponInfo->missileDlight = 0;
weaponInfo->missileHitSound = NULL_SOUND;
weaponInfo->missileTrailFunc = FX_TurretProjectileThink;
trap_FX_RegisterEffect("effects/blaster/wall_impact.efx");
trap_FX_RegisterEffect("effects/blaster/flesh_impact.efx");
break;
default:
MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav" );
break;
}
}