// Blaster 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" /* ------------------------- FX_BlasterProjectileThink ------------------------- */ void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t forward; if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) { forward[2] = 1.0f; } if ( cent->gent && cent->gent->owner && cent->gent->owner->s.number > 0 ) { theFxScheduler.PlayEffect( "blaster/NPCshot", cent->lerpOrigin, forward ); } else { theFxScheduler.PlayEffect( cgs.effects.blasterShotEffect, cent->lerpOrigin, forward ); } } /* ------------------------- FX_BlasterAltFireThink ------------------------- */ void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon ) { FX_BlasterProjectileThink( cent, weapon ); } /* ------------------------- FX_BlasterWeaponHitWall ------------------------- */ void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal ) { theFxScheduler.PlayEffect( cgs.effects.blasterWallImpactEffect, origin, normal ); } /* ------------------------- FX_BlasterWeaponHitPlayer ------------------------- */ void FX_BlasterWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { theFxScheduler.PlayEffect( cgs.effects.blasterFleshImpactEffect, origin, normal ); }