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// Emplaced 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_EmplacedProjectileThink
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*/
void FX_EmplacedProjectileThink ( 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 tie-fighter missle use green shot.
if ( cent - > currentState . weapon = = WP_TIE_FIGHTER )
{
theFxScheduler . PlayEffect ( " ships/imp_blastershot " , cent - > lerpOrigin , forward ) ;
}
else
{
if ( cent - > gent & & cent - > gent - > owner & & cent - > gent - > owner - > activator & & cent - > gent - > owner - > activator - > s . number > 0 )
{
// NPC's do short shot
if ( cent - > gent - > alt_fire )
{
theFxScheduler . PlayEffect ( " eweb/shotNPC " , cent - > lerpOrigin , forward ) ;
}
else
{
theFxScheduler . PlayEffect ( " emplaced/shotNPC " , cent - > lerpOrigin , forward ) ;
}
}
else
{
// players do long shot
if ( cent - > gent & & cent - > gent - > alt_fire )
{
theFxScheduler . PlayEffect ( " eweb/shotNPC " , cent - > lerpOrigin , forward ) ;
}
else
{
theFxScheduler . PlayEffect ( " emplaced/shot " , cent - > lerpOrigin , forward ) ;
}
}
}
}
/*
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FX_EmplacedHitWall
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*/
void FX_EmplacedHitWall ( vec3_t origin , vec3_t normal , qboolean eweb )
{
if ( eweb )
{
theFxScheduler . PlayEffect ( " eweb/wall_impact " , origin , normal ) ;
}
else
{
theFxScheduler . PlayEffect ( " emplaced/wall_impact " , origin , normal ) ;
}
}
/*
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FX_EmplacedHitPlayer
- - - - - - - - - - - - - - - - - - - - - - - - - - -
*/
void FX_EmplacedHitPlayer ( vec3_t origin , vec3_t normal , qboolean eweb )
{
if ( eweb )
{
theFxScheduler . PlayEffect ( " eweb/flesh_impact " , origin , normal ) ;
}
else
{
theFxScheduler . PlayEffect ( " emplaced/wall_impact " , origin , normal ) ;
}
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - - - -
FX_TurretProjectileThink
- - - - - - - - - - - - - - - - - - - - - - - - - - -
*/
void FX_TurretProjectileThink ( 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 ) ;
}
theFxScheduler . PlayEffect ( " turret/shot " , cent - > lerpOrigin , forward ) ;
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}