jedioutcast/code/cgame/FX_BryarPistol.cpp

157 lines
3.6 KiB
C++
Raw Normal View History

2013-04-04 14:52:42 +00:00
// Bryar Pistol Weapon Effects
// 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"
/*
-------------------------
MAIN FIRE
-------------------------
FX_BryarProjectileThink
-------------------------
*/
void FX_BryarProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
vec3_t forward;
2013-04-04 18:02:27 +00:00
if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f )
2013-04-04 14:52:42 +00:00
{
2013-04-04 18:02:27 +00:00
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
{
forward[2] = 1.0f;
}
}
// 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 );
2013-04-04 14:52:42 +00:00
}
if ( cent->gent && cent->gent->owner && cent->gent->owner->s.number > 0 )
{
theFxScheduler.PlayEffect( "bryar/NPCshot", cent->lerpOrigin, forward );
}
else
{
theFxScheduler.PlayEffect( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward );
}
}
/*
-------------------------
FX_BryarHitWall
-------------------------
*/
void FX_BryarHitWall( vec3_t origin, vec3_t normal )
{
theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect, origin, normal );
}
/*
-------------------------
FX_BryarHitPlayer
-------------------------
*/
void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
theFxScheduler.PlayEffect( cgs.effects.bryarFleshImpactEffect, origin, normal );
}
/*
-------------------------
ALT FIRE
-------------------------
FX_BryarAltProjectileThink
-------------------------
*/
void FX_BryarAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
vec3_t forward;
2013-04-04 18:02:27 +00:00
if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f )
2013-04-04 14:52:42 +00:00
{
2013-04-04 18:02:27 +00:00
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
{
forward[2] = 1.0f;
}
}
// 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 );
2013-04-04 14:52:42 +00:00
}
// see if we have some sort of extra charge going on
for ( int t = 1; t < cent->gent->count; t++ )
{
// just add ourselves over, and over, and over when we are charged
theFxScheduler.PlayEffect( cgs.effects.bryarPowerupShotEffect, cent->lerpOrigin, forward );
}
theFxScheduler.PlayEffect( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward );
}
/*
-------------------------
FX_BryarAltHitWall
-------------------------
*/
void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power )
{
switch( power )
{
case 4:
case 5:
theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect3, origin, normal );
break;
case 2:
case 3:
theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect2, origin, normal );
break;
default:
theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect, origin, normal );
break;
}
}
/*
-------------------------
FX_BryarAltHitPlayer
-------------------------
*/
void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
theFxScheduler.PlayEffect( cgs.effects.bryarFleshImpactEffect, origin, normal );
}