mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 07:22:23 +00:00
156 lines
3.5 KiB
C++
156 lines
3.5 KiB
C++
// Bryar Pistol Weapon Effects
|
|
|
|
// 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"
|
|
|
|
/*
|
|
-------------------------
|
|
|
|
MAIN FIRE
|
|
|
|
-------------------------
|
|
FX_BryarProjectileThink
|
|
-------------------------
|
|
*/
|
|
void FX_BryarProjectileThink( 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 );
|
|
}
|
|
|
|
if ( cent->gent && cent->gent->owner && cent->gent->owner->s.number > 0 )
|
|
{
|
|
theFxScheduler.PlayEffect( "bryar/NPCshot", cent->lerpOrigin, forward );
|
|
}
|
|
else
|
|
{
|
|
theFxScheduler.PlayEffect( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward );
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
FX_BryarHitWall
|
|
-------------------------
|
|
*/
|
|
void FX_BryarHitWall( vec3_t origin, vec3_t normal )
|
|
{
|
|
theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect, origin, normal );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
FX_BryarHitPlayer
|
|
-------------------------
|
|
*/
|
|
void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
|
|
{
|
|
theFxScheduler.PlayEffect( cgs.effects.bryarFleshImpactEffect, origin, normal );
|
|
}
|
|
|
|
|
|
/*
|
|
-------------------------
|
|
|
|
ALT FIRE
|
|
|
|
-------------------------
|
|
FX_BryarAltProjectileThink
|
|
-------------------------
|
|
*/
|
|
void FX_BryarAltProjectileThink( 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 );
|
|
}
|
|
|
|
// see if we have some sort of extra charge going on
|
|
for ( int t = 1; t < cent->gent->count; t++ )
|
|
{
|
|
// just add ourselves over, and over, and over when we are charged
|
|
theFxScheduler.PlayEffect( cgs.effects.bryarPowerupShotEffect, cent->lerpOrigin, forward );
|
|
}
|
|
|
|
theFxScheduler.PlayEffect( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
FX_BryarAltHitWall
|
|
-------------------------
|
|
*/
|
|
void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power )
|
|
{
|
|
switch( power )
|
|
{
|
|
case 4:
|
|
case 5:
|
|
theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect3, origin, normal );
|
|
break;
|
|
|
|
case 2:
|
|
case 3:
|
|
theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect2, origin, normal );
|
|
break;
|
|
|
|
default:
|
|
theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect, origin, normal );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
FX_BryarAltHitPlayer
|
|
-------------------------
|
|
*/
|
|
void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
|
|
{
|
|
theFxScheduler.PlayEffect( cgs.effects.bryarFleshImpactEffect, origin, normal );
|
|
}
|