jedioutcast/CODE-mp/cgame/fx_heavyrepeater.c

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2013-04-04 14:52:42 +00:00
// Heavy Repeater Weapon
#include "cg_local.h"
/*
---------------------------
FX_RepeaterProjectileThink
---------------------------
*/
void FX_RepeaterProjectileThink( 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.repeaterProjectileEffect, cent->lerpOrigin, forward );
}
/*
------------------------
FX_RepeaterHitWall
------------------------
*/
void FX_RepeaterHitWall( vec3_t origin, vec3_t normal )
{
trap_FX_PlayEffectID( cgs.effects.repeaterWallImpactEffect, origin, normal );
}
/*
------------------------
FX_RepeaterHitPlayer
------------------------
*/
void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
trap_FX_PlayEffectID( cgs.effects.repeaterFleshImpactEffect, origin, normal );
}
/*
------------------------------
FX_RepeaterAltProjectileThink
-----------------------------
*/
void FX_RepeaterAltProjectileThink( 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.repeaterAltProjectileEffect, cent->lerpOrigin, forward );
}
/*
------------------------
FX_RepeaterAltHitWall
------------------------
*/
void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal )
{
trap_FX_PlayEffectID( cgs.effects.repeaterAltWallImpactEffect, origin, normal );
}
/*
------------------------
FX_RepeaterAltHitPlayer
------------------------
*/
void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
trap_FX_PlayEffectID( cgs.effects.repeaterAltWallImpactEffect, origin, normal );
}