// Rocket Launcher 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" /* --------------------------- FX_RocketProjectileThink --------------------------- */ void FX_RocketProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t forward; if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) { forward[2] = 1.0f; } theFxScheduler.PlayEffect( "rocket/shot", cent->lerpOrigin, forward ); } /* --------------------------- FX_RocketHitWall --------------------------- */ void FX_RocketHitWall( vec3_t origin, vec3_t normal ) { theFxScheduler.PlayEffect( "rocket/explosion", origin, normal ); } /* --------------------------- FX_RocketHitPlayer --------------------------- */ void FX_RocketHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { theFxScheduler.PlayEffect( "rocket/explosion", origin, normal ); } /* --------------------------- FX_RocketAltProjectileThink --------------------------- */ void FX_RocketAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t forward; if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) { forward[2] = 1.0f; } theFxScheduler.PlayEffect( "rocket/shot", cent->lerpOrigin, forward ); }