// Blaster Weapon #include "cg_local.h" /* ------------------------- FX_BlasterProjectileThink ------------------------- */ void FX_BlasterProjectileThink( 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.blasterShotEffect, cent->lerpOrigin, forward, -1, -1 ); } /* ------------------------- FX_BlasterAltFireThink ------------------------- */ void FX_BlasterAltFireThink( 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.blasterShotEffect, cent->lerpOrigin, forward, -1, -1 ); } /* ------------------------- FX_BlasterWeaponHitWall ------------------------- */ void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal ) { trap_FX_PlayEffectID( cgs.effects.blasterWallImpactEffect, origin, normal, -1, -1 ); } /* ------------------------- FX_BlasterWeaponHitPlayer ------------------------- */ void FX_BlasterWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { if ( humanoid ) { trap_FX_PlayEffectID( cgs.effects.blasterFleshImpactEffect, origin, normal, -1, -1 ); } else { trap_FX_PlayEffectID( cgs.effects.blasterDroidImpactEffect, origin, normal, -1, -1 ); } }