// Bryar Pistol Weapon Effects #include "cg_local.h" #include "fx_local.h" /* ------------------------- MAIN FIRE ------------------------- FX_BryarProjectileThink ------------------------- */ void FX_BryarProjectileThink( 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.bryarShotEffect, cent->lerpOrigin, forward, -1, -1 ); } /* ------------------------- FX_BryarHitWall ------------------------- */ void FX_BryarHitWall( vec3_t origin, vec3_t normal ) { trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect, origin, normal, -1, -1 ); } /* ------------------------- FX_BryarHitPlayer ------------------------- */ void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { if ( humanoid ) { trap_FX_PlayEffectID( cgs.effects.bryarFleshImpactEffect, origin, normal, -1, -1 ); } else { trap_FX_PlayEffectID( cgs.effects.bryarDroidImpactEffect, origin, normal, -1, -1 ); } } /* ------------------------- ALT FIRE ------------------------- FX_BryarAltProjectileThink ------------------------- */ void FX_BryarAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t forward; int t; if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) { forward[2] = 1.0f; } // see if we have some sort of extra charge going on for (t = 1; t < cent->currentState.generic1; t++ ) { // just add ourselves over, and over, and over when we are charged trap_FX_PlayEffectID( cgs.effects.bryarPowerupShotEffect, cent->lerpOrigin, forward, -1, -1 ); } // for ( int t = 1; t < cent->gent->count; t++ ) // The single player stores the charge in count, which isn't accessible on the client trap_FX_PlayEffectID( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward, -1, -1 ); } /* ------------------------- FX_BryarAltHitWall ------------------------- */ void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power ) { switch( power ) { case 4: case 5: trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect3, origin, normal, -1, -1 ); break; case 2: case 3: trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect2, origin, normal, -1, -1 ); break; default: trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect, origin, normal, -1, -1 ); break; } } /* ------------------------- FX_BryarAltHitPlayer ------------------------- */ void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { if ( humanoid ) { trap_FX_PlayEffectID( cgs.effects.bryarFleshImpactEffect, origin, normal, -1, -1 ); } else { trap_FX_PlayEffectID( cgs.effects.bryarDroidImpactEffect, origin, normal, -1, -1 ); } } //TURRET /* ------------------------- FX_TurretProjectileThink ------------------------- */ void FX_TurretProjectileThink( 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.turretShotEffect, cent->lerpOrigin, forward, -1, -1 ); } /* ------------------------- FX_TurretHitWall ------------------------- */ void FX_TurretHitWall( vec3_t origin, vec3_t normal ) { trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect, origin, normal, -1, -1 ); } /* ------------------------- FX_TurretHitPlayer ------------------------- */ void FX_TurretHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { if ( humanoid ) { trap_FX_PlayEffectID( cgs.effects.bryarFleshImpactEffect, origin, normal, -1, -1 ); } else { trap_FX_PlayEffectID( cgs.effects.bryarDroidImpactEffect, origin, normal, -1, -1 ); } } //CONCUSSION (yeah, should probably make a new file for this.. or maybe just move all these stupid semi-redundant fx_ functions into one file) /* ------------------------- FX_ConcussionHitWall ------------------------- */ void FX_ConcussionHitWall( vec3_t origin, vec3_t normal ) { trap_FX_PlayEffectID( cgs.effects.concussionImpactEffect, origin, normal, -1, -1 ); } /* ------------------------- FX_ConcussionHitPlayer ------------------------- */ void FX_ConcussionHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { trap_FX_PlayEffectID( cgs.effects.concussionImpactEffect, origin, normal, -1, -1 ); } /* ------------------------- FX_ConcussionProjectileThink ------------------------- */ void FX_ConcussionProjectileThink( 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.concussionShotEffect, cent->lerpOrigin, forward, -1, -1 ); } /* --------------------------- FX_ConcAltShot --------------------------- */ static vec3_t WHITE ={1.0f,1.0f,1.0f}; static vec3_t BRIGHT={0.75f,0.5f,1.0f}; void FX_ConcAltShot( vec3_t start, vec3_t end ) { //"concussion/beam" trap_FX_AddLine( start, end, 0.1f, 10.0f, 0.0f, 1.0f, 0.0f, 0.0f, WHITE, WHITE, 0.0f, 175, trap_R_RegisterShader( "gfx/effects/blueLine" ), FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); // add some beef trap_FX_AddLine( start, end, 0.1f, 7.0f, 0.0f, 1.0f, 0.0f, 0.0f, BRIGHT, BRIGHT, 0.0f, 150, trap_R_RegisterShader( "gfx/misc/whiteline2" ), FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); }