// Emplaced 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_EmplacedProjectileThink --------------------------- */ void FX_EmplacedProjectileThink( 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->activator && cent->gent->owner->activator->s.number > 0 ) { // NPC's do short shot theFxScheduler.PlayEffect( "emplaced/shotNPC", cent->lerpOrigin, forward ); } else { // players do long shot theFxScheduler.PlayEffect( "emplaced/shot", cent->lerpOrigin, forward ); } } /* --------------------------- FX_EmplacedHitWall --------------------------- */ void FX_EmplacedHitWall( vec3_t origin, vec3_t normal ) { theFxScheduler.PlayEffect( "emplaced/wall_impact", origin, normal ); } /* --------------------------- FX_EmplacedHitPlayer --------------------------- */ void FX_EmplacedHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { if ( humanoid ) { theFxScheduler.PlayEffect( "emplaced/flesh_impact", origin, normal ); } else { theFxScheduler.PlayEffect( "emplaced/droid_impact", origin, normal ); } } /* --------------------------- 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; } theFxScheduler.PlayEffect( "turret/shot", cent->lerpOrigin, forward ); }