// Blaster 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_BlasterProjectileThink ------------------------- */ void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t forward; if (cent->currentState.eFlags & EF_USE_ANGLEDELTA) { AngleVectors(cent->currentState.angles, forward, 0, 0); } else { 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 ( cent->gent && cent->gent->owner && cent->gent->owner->s.number > 0 ) { theFxScheduler.PlayEffect( "blaster/NPCshot", cent->lerpOrigin, forward ); } else { theFxScheduler.PlayEffect( cgs.effects.blasterShotEffect, cent->lerpOrigin, forward ); } } /* ------------------------- FX_BlasterAltFireThink ------------------------- */ void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon ) { FX_BlasterProjectileThink( cent, weapon ); } /* ------------------------- FX_BlasterWeaponHitWall ------------------------- */ void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal ) { theFxScheduler.PlayEffect( cgs.effects.blasterWallImpactEffect, origin, normal ); } /* ------------------------- FX_BlasterWeaponHitPlayer ------------------------- */ void FX_BlasterWeaponHitPlayer( gentity_t *hit, vec3_t origin, vec3_t normal, qboolean humanoid ) { //temporary? just testing out the damage skin stuff -rww if ( hit && hit->client && hit->ghoul2.size() ) { CG_AddGhoul2Mark(cgs.media.bdecal_burnmark1, flrand(3.5, 4.0), origin, normal, hit->s.number, hit->client->ps.origin, hit->client->renderInfo.legsYaw, hit->ghoul2, hit->s.modelScale, Q_irand(10000, 13000)); } theFxScheduler.PlayEffect( cgs.effects.blasterFleshImpactEffect, origin, normal ); }