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https://github.com/ioquake/jedi-academy.git
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237 lines
5.3 KiB
C
237 lines
5.3 KiB
C
// Bryar Pistol Weapon Effects
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#include "cg_local.h"
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#include "fx_local.h"
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/*
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-------------------------
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MAIN FIRE
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-------------------------
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FX_BryarProjectileThink
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-------------------------
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*/
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void FX_BryarProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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trap_FX_PlayEffectID( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward, -1, -1 );
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}
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/*
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-------------------------
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FX_BryarHitWall
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-------------------------
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*/
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void FX_BryarHitWall( vec3_t origin, vec3_t normal )
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{
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trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect, origin, normal, -1, -1 );
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}
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/*
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-------------------------
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FX_BryarHitPlayer
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-------------------------
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*/
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void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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if ( humanoid )
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{
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trap_FX_PlayEffectID( cgs.effects.bryarFleshImpactEffect, origin, normal, -1, -1 );
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}
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else
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{
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trap_FX_PlayEffectID( cgs.effects.bryarDroidImpactEffect, origin, normal, -1, -1 );
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}
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}
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/*
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-------------------------
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ALT FIRE
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-------------------------
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FX_BryarAltProjectileThink
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-------------------------
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*/
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void FX_BryarAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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int t;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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// see if we have some sort of extra charge going on
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for (t = 1; t < cent->currentState.generic1; t++ )
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{
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// just add ourselves over, and over, and over when we are charged
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trap_FX_PlayEffectID( cgs.effects.bryarPowerupShotEffect, cent->lerpOrigin, forward, -1, -1 );
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}
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// for ( int t = 1; t < cent->gent->count; t++ ) // The single player stores the charge in count, which isn't accessible on the client
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trap_FX_PlayEffectID( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward, -1, -1 );
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}
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/*
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-------------------------
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FX_BryarAltHitWall
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-------------------------
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*/
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void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power )
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{
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switch( power )
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{
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case 4:
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case 5:
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trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect3, origin, normal, -1, -1 );
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break;
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case 2:
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case 3:
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trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect2, origin, normal, -1, -1 );
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break;
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default:
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trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect, origin, normal, -1, -1 );
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break;
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}
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}
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/*
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-------------------------
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FX_BryarAltHitPlayer
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-------------------------
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*/
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void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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if ( humanoid )
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{
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trap_FX_PlayEffectID( cgs.effects.bryarFleshImpactEffect, origin, normal, -1, -1 );
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}
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else
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{
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trap_FX_PlayEffectID( cgs.effects.bryarDroidImpactEffect, origin, normal, -1, -1 );
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}
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}
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//TURRET
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/*
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-------------------------
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FX_TurretProjectileThink
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-------------------------
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*/
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void FX_TurretProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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trap_FX_PlayEffectID( cgs.effects.turretShotEffect, cent->lerpOrigin, forward, -1, -1 );
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}
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/*
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-------------------------
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FX_TurretHitWall
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-------------------------
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*/
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void FX_TurretHitWall( vec3_t origin, vec3_t normal )
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{
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trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect, origin, normal, -1, -1 );
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}
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/*
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-------------------------
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FX_TurretHitPlayer
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-------------------------
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*/
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void FX_TurretHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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if ( humanoid )
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{
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trap_FX_PlayEffectID( cgs.effects.bryarFleshImpactEffect, origin, normal, -1, -1 );
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}
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else
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{
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trap_FX_PlayEffectID( cgs.effects.bryarDroidImpactEffect, origin, normal, -1, -1 );
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}
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}
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//CONCUSSION (yeah, should probably make a new file for this.. or maybe just move all these stupid semi-redundant fx_ functions into one file)
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/*
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-------------------------
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FX_ConcussionHitWall
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-------------------------
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*/
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void FX_ConcussionHitWall( vec3_t origin, vec3_t normal )
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{
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trap_FX_PlayEffectID( cgs.effects.concussionImpactEffect, origin, normal, -1, -1 );
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}
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/*
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-------------------------
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FX_ConcussionHitPlayer
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-------------------------
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*/
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void FX_ConcussionHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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trap_FX_PlayEffectID( cgs.effects.concussionImpactEffect, origin, normal, -1, -1 );
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}
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/*
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-------------------------
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FX_ConcussionProjectileThink
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-------------------------
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*/
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void FX_ConcussionProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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trap_FX_PlayEffectID( cgs.effects.concussionShotEffect, cent->lerpOrigin, forward, -1, -1 );
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}
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/*
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---------------------------
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FX_ConcAltShot
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---------------------------
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*/
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static vec3_t WHITE ={1.0f,1.0f,1.0f};
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static vec3_t BRIGHT={0.75f,0.5f,1.0f};
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void FX_ConcAltShot( vec3_t start, vec3_t end )
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{
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//"concussion/beam"
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trap_FX_AddLine( start, end, 0.1f, 10.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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WHITE, WHITE, 0.0f,
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175, trap_R_RegisterShader( "gfx/effects/blueLine" ),
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FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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// add some beef
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trap_FX_AddLine( start, end, 0.1f, 7.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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BRIGHT, BRIGHT, 0.0f,
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150, trap_R_RegisterShader( "gfx/misc/whiteline2" ),
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FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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}
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