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65 lines
1.4 KiB
C
65 lines
1.4 KiB
C
// Blaster Weapon
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#include "cg_local.h"
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/*
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-------------------------
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FX_BlasterProjectileThink
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-------------------------
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*/
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void FX_BlasterProjectileThink( 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.blasterShotEffect, cent->lerpOrigin, forward, -1, -1 );
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}
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/*
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-------------------------
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FX_BlasterAltFireThink
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-------------------------
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*/
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void FX_BlasterAltFireThink( 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.blasterShotEffect, cent->lerpOrigin, forward, -1, -1 );
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}
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/*
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-------------------------
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FX_BlasterWeaponHitWall
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-------------------------
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*/
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void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal )
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{
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trap_FX_PlayEffectID( cgs.effects.blasterWallImpactEffect, origin, normal, -1, -1 );
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}
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/*
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-------------------------
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FX_BlasterWeaponHitPlayer
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-------------------------
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*/
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void FX_BlasterWeaponHitPlayer( 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.blasterFleshImpactEffect, 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.blasterDroidImpactEffect, origin, normal, -1, -1 );
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}
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}
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