2013-04-19 02:52:48 +00:00
// Bryar Pistol Weapon Effects
// 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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MAIN FIRE
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FX_BryarProjectileThink
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*/
void FX_BryarProjectileThink ( centity_t * cent , const struct weaponInfo_s * weapon )
{
vec3_t forward ;
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 ( " bryar/NPCshot " , cent - > lerpOrigin , forward ) ;
}
else
{
theFxScheduler . PlayEffect ( cgs . effects . bryarShotEffect , cent - > lerpOrigin , forward ) ;
}
}
/*
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FX_BryarHitWall
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*/
void FX_BryarHitWall ( vec3_t origin , vec3_t normal )
{
theFxScheduler . PlayEffect ( cgs . effects . bryarWallImpactEffect , origin , normal ) ;
}
/*
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FX_BryarHitPlayer
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*/
void FX_BryarHitPlayer ( vec3_t origin , vec3_t normal , qboolean humanoid )
{
theFxScheduler . PlayEffect ( cgs . effects . bryarFleshImpactEffect , origin , normal ) ;
}
/*
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ALT FIRE
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FX_BryarAltProjectileThink
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*/
void FX_BryarAltProjectileThink ( centity_t * cent , const struct weaponInfo_s * weapon )
{
vec3_t forward ;
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 ) ;
}
// see if we have some sort of extra charge going on
for ( int t = 1 ; t < cent - > gent - > count ; t + + )
{
// just add ourselves over, and over, and over when we are charged
theFxScheduler . PlayEffect ( cgs . effects . bryarPowerupShotEffect , cent - > lerpOrigin , forward ) ;
}
theFxScheduler . PlayEffect ( cgs . effects . bryarShotEffect , cent - > lerpOrigin , forward ) ;
}
/*
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FX_BryarAltHitWall
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*/
void FX_BryarAltHitWall ( vec3_t origin , vec3_t normal , int power )
{
switch ( power )
{
case 4 :
case 5 :
theFxScheduler . PlayEffect ( cgs . effects . bryarWallImpactEffect3 , origin , normal ) ;
break ;
case 2 :
case 3 :
theFxScheduler . PlayEffect ( cgs . effects . bryarWallImpactEffect2 , origin , normal ) ;
break ;
default :
theFxScheduler . PlayEffect ( cgs . effects . bryarWallImpactEffect , origin , normal ) ;
break ;
}
}
/*
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FX_BryarAltHitPlayer
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*/
void FX_BryarAltHitPlayer ( vec3_t origin , vec3_t normal , qboolean humanoid )
{
theFxScheduler . PlayEffect ( cgs . effects . bryarFleshImpactEffect , origin , normal ) ;
}