// Disruptor 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_DisruptorMainShot --------------------------- */ static vec3_t WHITE ={1.0f,1.0f,1.0f}; void FX_DisruptorMainShot( vec3_t start, vec3_t end ) { FX_AddLine( start, end, 0.1f, 4.0f, 0.0f, 1.0f, 0.0f, 0.0f, WHITE, WHITE, 0.0f, 120, cgi_R_RegisterShader( "gfx/effects/redLine" ), FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); } /* --------------------------- FX_DisruptorAltShot --------------------------- */ void FX_DisruptorAltShot( vec3_t start, vec3_t end, qboolean fullCharge ) { FX_AddLine( start, end, 0.1f, 10.0f, 0.0f, 1.0f, 0.0f, 0.0f, WHITE, WHITE, 0.0f, 175, cgi_R_RegisterShader( "gfx/effects/redLine" ), FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); if ( fullCharge ) { vec3_t YELLER={0.8f,0.7f,0.0f}; // add some beef FX_AddLine( start, end, 0.1f, 7.0f, 0.0f, 1.0f, 0.0f, 0.0f, YELLER, YELLER, 0.0f, 150, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); } } /* --------------------------- FX_DisruptorAltShot --------------------------- */ void FX_DisruptorAltMiss( vec3_t origin, vec3_t normal ) { vec3_t pos, c1, c2; VectorMA( origin, 4.0f, normal, c1 ); VectorCopy( c1, c2 ); c1[2] += 4; c2[2] += 12; VectorAdd( origin, normal, pos ); pos[2] += 28; FX_AddBezier( origin, pos, c1, vec3_origin, c2, vec3_origin, 6.0f, 6.0f, 0.0f, 0.0f, 0.2f, 0.5f, WHITE, WHITE, 0.0f, 4000, cgi_R_RegisterShader( "gfx/effects/smokeTrail" ), FX_ALPHA_WAVE ); theFxScheduler.PlayEffect( "disruptor/alt_miss", origin, normal ); }