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https://github.com/ioquake/jedi-academy.git
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92 lines
No EOL
2.1 KiB
C++
92 lines
No EOL
2.1 KiB
C++
// Heavy Repeater Weapon
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// this line must stay at top so the whole PCH thing works...
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#include "cg_headers.h"
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//#include "cg_local.h"
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#include "cg_media.h"
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#include "FxScheduler.h"
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/*
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---------------------------
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FX_RepeaterProjectileThink
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---------------------------
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*/
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void FX_RepeaterProjectileThink( 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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theFxScheduler.PlayEffect( "repeater/projectile", cent->lerpOrigin, forward );
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}
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/*
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------------------------
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FX_RepeaterHitWall
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------------------------
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*/
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void FX_RepeaterHitWall( vec3_t origin, vec3_t normal )
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{
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theFxScheduler.PlayEffect( "repeater/wall_impact", origin, normal );
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}
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/*
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------------------------
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FX_RepeaterHitPlayer
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------------------------
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*/
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void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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theFxScheduler.PlayEffect( "repeater/wall_impact", origin, normal );
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// theFxScheduler.PlayEffect( "repeater/flesh_impact", origin, normal );
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}
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/*
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------------------------------
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FX_RepeaterAltProjectileThink
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-----------------------------
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*/
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void FX_RepeaterAltProjectileThink( 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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theFxScheduler.PlayEffect( "repeater/alt_projectile", cent->lerpOrigin, forward );
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// theFxScheduler.PlayEffect( "repeater/alt_projectile", cent->lerpOrigin, forward );
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}
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/*
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------------------------
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FX_RepeaterAltHitWall
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------------------------
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*/
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void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal )
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{
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theFxScheduler.PlayEffect( "repeater/concussion", origin, normal );
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// theFxScheduler.PlayEffect( "repeater/alt_wall_impact2", origin, normal );
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}
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/*
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------------------------
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FX_RepeaterAltHitPlayer
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------------------------
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*/
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void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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theFxScheduler.PlayEffect( "repeater/concussion", origin );
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// theFxScheduler.PlayEffect( "repeater/alt_wall_impact2", origin, normal );
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} |