jedioutcast/code/cgame/FX_Blaster.cpp
2013-04-04 09:52:42 -05:00

63 lines
1.5 KiB
C++

// 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 );
}