mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 20:31:26 +00:00
66 lines
No EOL
1.5 KiB
C++
66 lines
No EOL
1.5 KiB
C++
// 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 );
|
|
} |