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https://github.com/ioquake/jedi-academy.git
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146 lines
No EOL
3.1 KiB
C++
146 lines
No EOL
3.1 KiB
C++
// Emplaced 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_EmplacedProjectileThink
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---------------------------
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*/
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void FX_EmplacedProjectileThink( 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->gent->s.pos.trDelta, forward ) == 0.0f )
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{
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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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}
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// 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
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int dif = cg.time - cent->gent->s.pos.trTime;
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if ( dif < 75 )
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{
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if ( dif < 0 )
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{
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dif = 0;
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}
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float scale = ( dif / 75.0f ) * 0.95f + 0.05f;
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VectorScale( forward, scale, forward );
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}
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// If tie-fighter missle use green shot.
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if ( cent->currentState.weapon == WP_TIE_FIGHTER )
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{
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theFxScheduler.PlayEffect( "ships/imp_blastershot", cent->lerpOrigin, forward );
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}
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else
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{
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if ( cent->gent && cent->gent->owner && cent->gent->owner->activator && cent->gent->owner->activator->s.number > 0 )
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{
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// NPC's do short shot
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if ( cent->gent->alt_fire )
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{
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theFxScheduler.PlayEffect( "eweb/shotNPC", cent->lerpOrigin, forward );
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}
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else
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{
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theFxScheduler.PlayEffect( "emplaced/shotNPC", cent->lerpOrigin, forward );
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}
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}
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else
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{
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// players do long shot
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if ( cent->gent && cent->gent->alt_fire )
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{
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theFxScheduler.PlayEffect( "eweb/shotNPC", cent->lerpOrigin, forward );
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}
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else
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{
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theFxScheduler.PlayEffect( "emplaced/shot", cent->lerpOrigin, forward );
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}
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}
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}
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}
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/*
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---------------------------
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FX_EmplacedHitWall
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---------------------------
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*/
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void FX_EmplacedHitWall( vec3_t origin, vec3_t normal, qboolean eweb )
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{
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if ( eweb )
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{
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theFxScheduler.PlayEffect( "eweb/wall_impact", origin, normal );
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}
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else
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{
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theFxScheduler.PlayEffect( "emplaced/wall_impact", origin, normal );
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}
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}
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/*
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---------------------------
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FX_EmplacedHitPlayer
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---------------------------
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*/
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void FX_EmplacedHitPlayer( vec3_t origin, vec3_t normal, qboolean eweb )
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{
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if ( eweb )
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{
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theFxScheduler.PlayEffect( "eweb/flesh_impact", origin, normal );
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}
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else
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{
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theFxScheduler.PlayEffect( "emplaced/wall_impact", origin, normal );
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}
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}
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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->gent->s.pos.trDelta, forward ) == 0.0f )
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{
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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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}
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// 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
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int dif = cg.time - cent->gent->s.pos.trTime;
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if ( dif < 75 )
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{
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if ( dif < 0 )
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{
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dif = 0;
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}
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float scale = ( dif / 75.0f ) * 0.95f + 0.05f;
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VectorScale( forward, scale, forward );
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}
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theFxScheduler.PlayEffect( "turret/shot", cent->lerpOrigin, forward );
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} |