q3rally/engine/code/cgame/cg_rally_rearweapons.c
2011-02-18 14:31:32 +00:00

129 lines
2.9 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
This file is part of q3rally source code.
q3rally source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
q3rally source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "cg_local.h"
/*
===================================================================================================
REAR WEAPON EVENTS
===================================================================================================
*/
/*
================
CG_FireRearWeapon
Caused by an EV_FIRE_REARWEAPON event
================
*/
void CG_FireRearWeapon( centity_t *cent, int weapon ) {
entityState_t *ent;
int c;
weaponInfo_t *weap;
ent = &cent->currentState;
if ( weapon < RWP_SMOKE ) {
return;
}
if ( weapon >= WP_NUM_WEAPONS ) {
CG_Error( "CG_FireRearWeapon: weapon >= WP_NUM_WEAPONS" );
return;
}
weap = &cg_weapons[ weapon ];
// play a sound
for ( c = 0 ; c < 4 ; c++ ) {
if ( !weap->flashSound[c] ) {
break;
}
}
if ( c > 0 ) {
c = rand() % c;
if ( weap->flashSound[c] ) {
trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->flashSound[c] );
}
}
switch( weapon ){
default:
case RWP_SMOKE:
CG_StartSmokeScreen( cent );
break;
case RWP_OIL:
CG_DropOil( cent );
break;
case RWP_FLAME:
CG_StartFlameTrail( cent );
break;
case RWP_BIO:
CG_DropBio( cent );
break;
}
}
/*
================
CG_StartSmokeScreen
Sets up the centity to spit out smoke for 600 milliseconds after this is called.
================
*/
void CG_StartSmokeScreen( centity_t *cent ){
}
/*
================
CG_StartFlameTrail
Sets up the centity to spit out flame for 600 milliseconds after this is called.
================
*/
void CG_StartFlameTrail( centity_t *cent ){
}
/*
================
CG_DropOil
Sets up the centity to drop a single pool of oil. If there is another pool
nearby it will add to that one instead.
================
*/
void CG_DropOil( centity_t *cent ){
}
/*
================
CG_DropBio
Sets up the centity to drop a single pool of bio. If there is another pool
nearby it will add to that one instead.
================
*/
void CG_DropBio( centity_t *cent ){
}