// Blaster 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_BlasterProjectileThink
-------------------------
*/

void FX_BlasterProjectileThink( 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 ( cent->gent && cent->gent->owner && cent->gent->owner->s.number > 0 )
	{
		theFxScheduler.PlayEffect( "blaster/NPCshot", cent->lerpOrigin, forward );
	}
	else
	{
		theFxScheduler.PlayEffect( cgs.effects.blasterShotEffect, cent->lerpOrigin, forward );
	}
}

/*
-------------------------
FX_BlasterAltFireThink
-------------------------
*/
void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
	FX_BlasterProjectileThink( cent, weapon );
}

/*
-------------------------
FX_BlasterWeaponHitWall
-------------------------
*/
void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal )
{
	theFxScheduler.PlayEffect( cgs.effects.blasterWallImpactEffect, origin, normal );
}

/*
-------------------------
FX_BlasterWeaponHitPlayer
-------------------------
*/
void FX_BlasterWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
	theFxScheduler.PlayEffect( cgs.effects.blasterFleshImpactEffect, origin, normal );
}
