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// Bowcaster Weapon
// this line must stay at top so the whole PCH thing works...
# include "cg_headers.h"
//#include "cg_local.h"
# include "cg_media.h"
# include "FxScheduler.h"
/*
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FX_BowcasterProjectileThink
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*/
void FX_BowcasterProjectileThink ( centity_t * cent , const struct weaponInfo_s * weapon )
{
vec3_t forward ;
if ( VectorNormalize2 ( cent - > gent - > s . pos . trDelta , forward ) = = 0.0f )
{
if ( VectorNormalize2 ( cent - > currentState . pos . trDelta , forward ) = = 0.0f )
{
forward [ 2 ] = 1.0f ;
}
}
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// hack the scale of the forward vector if we were just fired or bounced...this will shorten up the tail for a split second so tails don't clip so harshly
int dif = cg . time - cent - > gent - > s . pos . trTime ;
if ( dif < 75 )
{
if ( dif < 0 )
{
dif = 0 ;
}
float scale = ( dif / 75.0f ) * 0.95f + 0.05f ;
VectorScale ( forward , scale , forward ) ;
}
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theFxScheduler . PlayEffect ( cgs . effects . bowcasterShotEffect , cent - > lerpOrigin , forward ) ;
}
/*
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FX_BowcasterHitWall
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*/
void FX_BowcasterHitWall ( vec3_t origin , vec3_t normal )
{
theFxScheduler . PlayEffect ( cgs . effects . bowcasterImpactEffect , origin , normal ) ;
}
/*
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FX_BowcasterHitPlayer
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*/
void FX_BowcasterHitPlayer ( vec3_t origin , vec3_t normal , qboolean humanoid )
{
theFxScheduler . PlayEffect ( cgs . effects . bowcasterImpactEffect , origin , normal ) ;
}