2013-04-19 02:52:48 +00:00
// Blaster Weapon
// this line must stay at top so the whole PCH thing works...
# include "cg_headers.h"
# include "cg_local.h"
# include "cg_media.h"
# include "FxScheduler.h"
/*
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FX_BlasterProjectileThink
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*/
void FX_BlasterProjectileThink ( centity_t * cent , const struct weaponInfo_s * weapon )
{
vec3_t forward ;
if ( cent - > currentState . eFlags & EF_USE_ANGLEDELTA )
{
AngleVectors ( cent - > currentState . angles , forward , 0 , 0 ) ;
}
else
{
if ( VectorNormalize2 ( cent - > gent - > s . pos . trDelta , forward ) = = 0.0f )
{
if ( VectorNormalize2 ( cent - > currentState . pos . trDelta , forward ) = = 0.0f )
{
forward [ 2 ] = 1.0f ;
}
}
}
// hack the scale of the forward vector if we were just fired or bounced...this will shorten up the tail for a split second so tails don't clip so harshly
int dif = cg . time - cent - > gent - > s . pos . trTime ;
if ( dif < 75 )
{
if ( dif < 0 )
{
dif = 0 ;
}
float scale = ( dif / 75.0f ) * 0.95f + 0.05f ;
VectorScale ( forward , scale , forward ) ;
}
if ( cent - > gent & & cent - > gent - > owner & & cent - > gent - > owner - > s . number > 0 )
{
theFxScheduler . PlayEffect ( " blaster/NPCshot " , cent - > lerpOrigin , forward ) ;
}
else
{
theFxScheduler . PlayEffect ( cgs . effects . blasterShotEffect , cent - > lerpOrigin , forward ) ;
}
}
/*
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FX_BlasterAltFireThink
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*/
void FX_BlasterAltFireThink ( centity_t * cent , const struct weaponInfo_s * weapon )
{
FX_BlasterProjectileThink ( cent , weapon ) ;
}
/*
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FX_BlasterWeaponHitWall
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*/
void FX_BlasterWeaponHitWall ( vec3_t origin , vec3_t normal )
{
theFxScheduler . PlayEffect ( cgs . effects . blasterWallImpactEffect , origin , normal ) ;
}
/*
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FX_BlasterWeaponHitPlayer
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
void FX_BlasterWeaponHitPlayer ( gentity_t * hit , vec3_t origin , vec3_t normal , qboolean humanoid )
{
//temporary? just testing out the damage skin stuff -rww
if ( hit & & hit - > client & & hit - > ghoul2 . size ( ) )
{
CG_AddGhoul2Mark ( cgs . media . bdecal_burnmark1 , flrand ( 3.5 , 4.0 ) , origin , normal , hit - > s . number ,
hit - > client - > ps . origin , hit - > client - > renderInfo . legsYaw , hit - > ghoul2 , hit - > s . modelScale , Q_irand ( 10000 , 13000 ) ) ;
}
theFxScheduler . PlayEffect ( cgs . effects . blasterFleshImpactEffect , origin , normal ) ;
}