jedioutcast/CODE-mp/cgame/fx_bryarpistol.c

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2013-04-04 14:52:42 +00:00
// Bryar Pistol Weapon Effects
#include "cg_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 );
}
/*
-------------------------
FX_BryarHitWall
-------------------------
*/
void FX_BryarHitWall( vec3_t origin, vec3_t normal )
{
trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect, origin, normal );
}
/*
-------------------------
FX_BryarHitPlayer
-------------------------
*/
void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
if ( humanoid )
{
trap_FX_PlayEffectID( cgs.effects.bryarFleshImpactEffect, origin, normal );
}
else
{
trap_FX_PlayEffectID( cgs.effects.bryarDroidImpactEffect, origin, normal );
}
}
/*
-------------------------
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 );
}
// 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 );
}
/*
-------------------------
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 );
break;
case 2:
case 3:
trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect2, origin, normal );
break;
default:
trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect, origin, normal );
break;
}
}
/*
-------------------------
FX_BryarAltHitPlayer
-------------------------
*/
void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
if ( humanoid )
{
trap_FX_PlayEffectID( cgs.effects.bryarFleshImpactEffect, origin, normal );
}
else
{
trap_FX_PlayEffectID( cgs.effects.bryarDroidImpactEffect, origin, normal );
}
}
//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 );
}
/*
-------------------------
FX_TurretHitWall
-------------------------
*/
void FX_TurretHitWall( vec3_t origin, vec3_t normal )
{
trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect, origin, normal );
}
/*
-------------------------
FX_TurretHitPlayer
-------------------------
*/
void FX_TurretHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
if ( humanoid )
{
trap_FX_PlayEffectID( cgs.effects.bryarFleshImpactEffect, origin, normal );
}
else
{
trap_FX_PlayEffectID( cgs.effects.bryarDroidImpactEffect, origin, normal );
}
}