jedioutcast/code/cgame/FX_HeavyRepeater.cpp
2013-04-04 13:24:26 -05:00

92 lines
No EOL
2.2 KiB
C++

// Heavy Repeater 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_RepeaterProjectileThink
---------------------------
*/
void FX_RepeaterProjectileThink( 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( "repeater/projectile", cent->lerpOrigin, forward );
}
/*
------------------------
FX_RepeaterHitWall
------------------------
*/
void FX_RepeaterHitWall( vec3_t origin, vec3_t normal )
{
theFxScheduler.PlayEffect( "repeater/wall_impact", origin, normal );
}
/*
------------------------
FX_RepeaterHitPlayer
------------------------
*/
void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
theFxScheduler.PlayEffect( "repeater/wall_impact", origin, normal );
// theFxScheduler.PlayEffect( "repeater/flesh_impact", origin, normal );
}
/*
------------------------------
FX_RepeaterAltProjectileThink
-----------------------------
*/
void FX_RepeaterAltProjectileThink( 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( "repeater/alt_projectile", cent->lerpOrigin, forward );
// theFxScheduler.PlayEffect( "repeater/alt_projectile", cent->lerpOrigin, forward );
}
/*
------------------------
FX_RepeaterAltHitWall
------------------------
*/
void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal )
{
theFxScheduler.PlayEffect( "repeater/concussion", origin, normal );
// theFxScheduler.PlayEffect( "repeater/alt_wall_impact2", origin, normal );
}
/*
------------------------
FX_RepeaterAltHitPlayer
------------------------
*/
void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
theFxScheduler.PlayEffect( "repeater/concussion", origin );
// theFxScheduler.PlayEffect( "repeater/alt_wall_impact2", origin, normal );
}