jedi-academy/code/cgame/FX_Emplaced.cpp

146 lines
3.1 KiB
C++

// Emplaced 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_EmplacedProjectileThink
---------------------------
*/
void FX_EmplacedProjectileThink( 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 tie-fighter missle use green shot.
if ( cent->currentState.weapon == WP_TIE_FIGHTER )
{
theFxScheduler.PlayEffect( "ships/imp_blastershot", cent->lerpOrigin, forward );
}
else
{
if ( cent->gent && cent->gent->owner && cent->gent->owner->activator && cent->gent->owner->activator->s.number > 0 )
{
// NPC's do short shot
if ( cent->gent->alt_fire )
{
theFxScheduler.PlayEffect( "eweb/shotNPC", cent->lerpOrigin, forward );
}
else
{
theFxScheduler.PlayEffect( "emplaced/shotNPC", cent->lerpOrigin, forward );
}
}
else
{
// players do long shot
if ( cent->gent && cent->gent->alt_fire )
{
theFxScheduler.PlayEffect( "eweb/shotNPC", cent->lerpOrigin, forward );
}
else
{
theFxScheduler.PlayEffect( "emplaced/shot", cent->lerpOrigin, forward );
}
}
}
}
/*
---------------------------
FX_EmplacedHitWall
---------------------------
*/
void FX_EmplacedHitWall( vec3_t origin, vec3_t normal, qboolean eweb )
{
if ( eweb )
{
theFxScheduler.PlayEffect( "eweb/wall_impact", origin, normal );
}
else
{
theFxScheduler.PlayEffect( "emplaced/wall_impact", origin, normal );
}
}
/*
---------------------------
FX_EmplacedHitPlayer
---------------------------
*/
void FX_EmplacedHitPlayer( vec3_t origin, vec3_t normal, qboolean eweb )
{
if ( eweb )
{
theFxScheduler.PlayEffect( "eweb/flesh_impact", origin, normal );
}
else
{
theFxScheduler.PlayEffect( "emplaced/wall_impact", origin, normal );
}
}
/*
---------------------------
FX_TurretProjectileThink
---------------------------
*/
void FX_TurretProjectileThink( 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( "turret/shot", cent->lerpOrigin, forward );
}