2013-04-19 02:52:48 +00:00
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//
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// fx_*.c
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//
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// NOTENOTE This is not the best, DO NOT CHANGE THESE!
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#define FX_ALPHA_LINEAR 0x00000001
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#define FX_SIZE_LINEAR 0x00000100
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// Bryar
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void FX_BryarProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_BryarAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_BryarHitWall( vec3_t origin, vec3_t normal );
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void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power );
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void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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// Blaster
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void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal );
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void FX_BlasterWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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// Disruptor
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void FX_DisruptorMainShot( vec3_t start, vec3_t end );
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void FX_DisruptorAltShot( vec3_t start, vec3_t end, qboolean fullCharge );
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void FX_DisruptorAltMiss( vec3_t origin, vec3_t normal );
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void FX_DisruptorAltHit( vec3_t origin, vec3_t normal );
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void FX_DisruptorHitWall( vec3_t origin, vec3_t normal );
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void FX_DisruptorHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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// Bowcaster
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void FX_BowcasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_BowcasterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_BowcasterHitWall( vec3_t origin, vec3_t normal );
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void FX_BowcasterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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// Heavy Repeater
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void FX_RepeaterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_RepeaterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_RepeaterHitWall( vec3_t origin, vec3_t normal );
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void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal );
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void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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// DEMP2
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void FX_DEMP2_ProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal );
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void FX_DEMP2_HitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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void FX_DEMP2_AltDetonate( vec3_t org, float size );
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// Golan Arms Flechette
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void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal );
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void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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void FX_FlechetteAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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// Personal Rocket Launcher
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void FX_RocketProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_RocketAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_RocketHitWall( vec3_t origin, vec3_t normal );
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void FX_RocketHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );
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