// 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" /* --------------------------- FX_BowcasterProjectileThink --------------------------- */ 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; } } theFxScheduler.PlayEffect( cgs.effects.bowcasterShotEffect, cent->lerpOrigin, forward ); } /* --------------------------- FX_BowcasterHitWall --------------------------- */ void FX_BowcasterHitWall( vec3_t origin, vec3_t normal ) { theFxScheduler.PlayEffect( cgs.effects.bowcasterImpactEffect, origin, normal ); } /* --------------------------- FX_BowcasterHitPlayer --------------------------- */ void FX_BowcasterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { theFxScheduler.PlayEffect( cgs.effects.bowcasterImpactEffect, origin, normal ); }