82 lines
1.8 KiB
C++
82 lines
1.8 KiB
C++
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// Emplaced Weapon
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// this line must stay at top so the whole PCH thing works...
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#include "cg_headers.h"
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//#include "cg_local.h"
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#include "cg_media.h"
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#include "FxScheduler.h"
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/*
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---------------------------
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FX_EmplacedProjectileThink
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---------------------------
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*/
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void FX_EmplacedProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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if ( cent->gent && cent->gent->owner && cent->gent->owner->activator && cent->gent->owner->activator->s.number > 0 )
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{
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// NPC's do short shot
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theFxScheduler.PlayEffect( "emplaced/shotNPC", cent->lerpOrigin, forward );
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}
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else
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{
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// players do long shot
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theFxScheduler.PlayEffect( "emplaced/shot", cent->lerpOrigin, forward );
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}
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}
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/*
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---------------------------
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FX_EmplacedHitWall
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---------------------------
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*/
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void FX_EmplacedHitWall( vec3_t origin, vec3_t normal )
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{
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theFxScheduler.PlayEffect( "emplaced/wall_impact", origin, normal );
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}
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/*
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---------------------------
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FX_EmplacedHitPlayer
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---------------------------
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*/
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void FX_EmplacedHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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if ( humanoid )
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{
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theFxScheduler.PlayEffect( "emplaced/flesh_impact", origin, normal );
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}
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else
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{
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theFxScheduler.PlayEffect( "emplaced/droid_impact", origin, normal );
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}
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}
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/*
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---------------------------
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FX_TurretProjectileThink
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---------------------------
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*/
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void FX_TurretProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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theFxScheduler.PlayEffect( "turret/shot", cent->lerpOrigin, forward );
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}
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