// // fx_*.c // // NOTENOTE This is not the best, DO NOT CHANGE THESE! #define FX_ALPHA_LINEAR 0x00000001 #define FX_SIZE_LINEAR 0x00000100 // Bryar void FX_BryarProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_BryarAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_BryarHitWall( vec3_t origin, vec3_t normal ); void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power ); void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); // Blaster void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal ); void FX_BlasterWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); // Disruptor void FX_DisruptorMainShot( vec3_t start, vec3_t end ); void FX_DisruptorAltShot( vec3_t start, vec3_t end, qboolean fullCharge ); void FX_DisruptorAltMiss( vec3_t origin, vec3_t normal ); void FX_DisruptorAltHit( vec3_t origin, vec3_t normal ); void FX_DisruptorHitWall( vec3_t origin, vec3_t normal ); void FX_DisruptorHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); // Bowcaster void FX_BowcasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_BowcasterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_BowcasterHitWall( vec3_t origin, vec3_t normal ); void FX_BowcasterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); // Heavy Repeater void FX_RepeaterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_RepeaterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_RepeaterHitWall( vec3_t origin, vec3_t normal ); void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal ); void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); // DEMP2 void FX_DEMP2_ProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal ); void FX_DEMP2_HitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); void FX_DEMP2_AltDetonate( vec3_t org, float size ); // Golan Arms Flechette void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal ); void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ); void FX_FlechetteAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); // Personal Rocket Launcher void FX_RocketProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_RocketAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ); void FX_RocketHitWall( vec3_t origin, vec3_t normal ); void FX_RocketHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid );