// Golan Arms Flechette Weapon #include "cg_local.h" /* ------------------------- FX_FlechetteProjectileThink ------------------------- */ void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t forward; if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) { forward[2] = 1.0f; } trap_FX_PlayEffectID( cgs.effects.flechetteShotEffect, cent->lerpOrigin, forward ); } /* ------------------------- FX_FlechetteWeaponHitWall ------------------------- */ void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal ) { trap_FX_PlayEffectID( cgs.effects.flechetteWallImpactEffect, origin, normal ); } /* ------------------------- FX_FlechetteWeaponHitPlayer ------------------------- */ void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { // if ( humanoid ) // { trap_FX_PlayEffectID( cgs.effects.flechetteFleshImpactEffect, origin, normal ); // } // else // { // trap_FX_PlayEffect( "blaster/droid_impact", origin, normal ); // } } /* ------------------------- FX_FlechetteProjectileThink ------------------------- */ void FX_FlechetteAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t forward; if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) { forward[2] = 1.0f; } trap_FX_PlayEffectID( cgs.effects.flechetteAltShotEffect, cent->lerpOrigin, forward ); }