jediacademy/codemp/cgame/fx_bryarpistol.c
2013-04-04 17:35:38 -05:00

237 lines
5.6 KiB
C

// 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 );
}