2013-04-19 02:52:48 +00:00
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// Golan Arms Flechette Weapon
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#include "cg_local.h"
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/*
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-------------------------
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FX_FlechetteProjectileThink
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-------------------------
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*/
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void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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trap_FX_PlayEffectID( cgs.effects.flechetteShotEffect, cent->lerpOrigin, forward, -1, -1 );
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}
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/*
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-------------------------
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FX_FlechetteWeaponHitWall
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-------------------------
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*/
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void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal )
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{
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trap_FX_PlayEffectID( cgs.effects.flechetteWallImpactEffect, origin, normal, -1, -1 );
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}
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/*
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-------------------------
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FX_FlechetteWeaponHitPlayer
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-------------------------
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*/
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void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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// if ( humanoid )
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// {
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trap_FX_PlayEffectID( cgs.effects.flechetteFleshImpactEffect, origin, normal, -1, -1 );
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// }
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// else
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// {
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// trap_FX_PlayEffect( "blaster/droid_impact", origin, normal );
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// }
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}
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/*
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-------------------------
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FX_FlechetteProjectileThink
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-------------------------
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*/
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void FX_FlechetteAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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trap_FX_PlayEffectID( cgs.effects.flechetteAltShotEffect, cent->lerpOrigin, forward, -1, -1 );
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}
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