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

73 lines
No EOL
1.7 KiB
C++

// Golan Arms Flechette 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_FlechetteProjectileThink
-------------------------
*/
void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
vec3_t forward;
EvaluateTrajectoryDelta( &cent->gent->s.pos, cg.time, forward );
if ( VectorNormalize( forward ) == 0.0f )
{
forward[2] = 1.0f;
}
theFxScheduler.PlayEffect( cgs.effects.flechetteShotEffect, cent->lerpOrigin, forward );
}
/*
-------------------------
FX_FlechetteWeaponHitWall
-------------------------
*/
void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal )
{
theFxScheduler.PlayEffect( cgs.effects.flechetteShotDeathEffect, origin, normal );
}
/*
-------------------------
FX_BlasterWeaponHitPlayer
-------------------------
*/
void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
// if ( humanoid )
// {
theFxScheduler.PlayEffect( cgs.effects.flechetteFleshImpactEffect, origin, normal );
// }
// else
// {
// theFxScheduler.PlayEffect( "blaster/droid_impact", origin, normal );
// }
}
/*
-------------------------
FX_FlechetteProjectileThink
-------------------------
*/
void FX_FlechetteAltProjectileThink( 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( cgs.effects.flechetteAltShotEffect, cent->lerpOrigin, forward );
}