// Bowcaster 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_BowcasterProjectileThink --------------------------- */ void FX_BowcasterProjectileThink( 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( cgs.effects.bowcasterShotEffect, cent->lerpOrigin, forward ); } /* --------------------------- FX_BowcasterHitWall --------------------------- */ void FX_BowcasterHitWall( vec3_t origin, vec3_t normal ) { theFxScheduler.PlayEffect( cgs.effects.bowcasterImpactEffect, origin, normal ); } /* --------------------------- FX_BowcasterHitPlayer --------------------------- */ void FX_BowcasterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { theFxScheduler.PlayEffect( cgs.effects.bowcasterImpactEffect, origin, normal ); }