mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-26 22:21:10 +00:00
105 lines
2.3 KiB
C++
105 lines
2.3 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_ATSTMainProjectileThink
|
|
---------------------------
|
|
*/
|
|
void FX_ATSTMainProjectileThink( 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 < 30 )
|
|
{
|
|
if ( dif < 0 )
|
|
{
|
|
dif = 0;
|
|
}
|
|
|
|
float scale = ( dif / 30.0f ) * 0.95f + 0.05f;
|
|
|
|
VectorScale( forward, scale, forward );
|
|
}
|
|
|
|
theFxScheduler.PlayEffect( "atst/shot", cent->lerpOrigin, forward );
|
|
}
|
|
|
|
/*
|
|
---------------------------
|
|
FX_ATSTMainHitWall
|
|
---------------------------
|
|
*/
|
|
void FX_ATSTMainHitWall( vec3_t origin, vec3_t normal )
|
|
{
|
|
theFxScheduler.PlayEffect( "atst/wall_impact", origin, normal );
|
|
}
|
|
|
|
/*
|
|
---------------------------
|
|
FX_ATSTMainHitPlayer
|
|
---------------------------
|
|
*/
|
|
void FX_ATSTMainHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
|
|
{
|
|
if ( humanoid )
|
|
{
|
|
theFxScheduler.PlayEffect( "atst/flesh_impact", origin, normal );
|
|
}
|
|
else
|
|
{
|
|
theFxScheduler.PlayEffect( "atst/droid_impact", origin, normal );
|
|
}
|
|
}
|
|
|
|
/*
|
|
---------------------------
|
|
FX_ATSTSideAltProjectileThink
|
|
---------------------------
|
|
*/
|
|
void FX_ATSTSideAltProjectileThink( 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( "atst/side_alt_shot", cent->lerpOrigin, forward );
|
|
}
|
|
|
|
/*
|
|
---------------------------
|
|
FX_ATSTSideMainProjectileThink
|
|
---------------------------
|
|
*/
|
|
void FX_ATSTSideMainProjectileThink( 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( "atst/side_main_shot", cent->lerpOrigin, forward );
|
|
}
|