// Golan Arms Flechette 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_FlechetteProjectileThink ------------------------- */ void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t forward; EvaluateTrajectoryDelta( ¢->gent->s.pos, cg.time, forward ); if ( VectorNormalize( forward ) == 0.0f ) { forward[2] = 1.0f; } theFxScheduler.PlayEffect( cgs.effects.flechetteShotEffect, cent->lerpOrigin, forward ); } /* ------------------------- FX_FlechetteWeaponHitWall ------------------------- */ void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal ) { theFxScheduler.PlayEffect( cgs.effects.flechetteShotDeathEffect, origin, normal ); } /* ------------------------- FX_BlasterWeaponHitPlayer ------------------------- */ void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { // if ( humanoid ) // { theFxScheduler.PlayEffect( cgs.effects.flechetteFleshImpactEffect, origin, normal ); // } // else // { // theFxScheduler.PlayEffect( "blaster/droid_impact", origin, normal ); // } } /* ------------------------- FX_FlechetteProjectileThink ------------------------- */ void FX_FlechetteAltProjectileThink( 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( cgs.effects.flechetteAltShotEffect, cent->lerpOrigin, forward ); }