45 lines
1.8 KiB
C++
45 lines
1.8 KiB
C++
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// Reever weapon effects
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#include "cg_local.h"
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#include "fx_public.h"
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/*
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-----------------------------------------------------------------------
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REAVER
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-----------------------------------------------------------------------
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*/
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//------------------------------------------------
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void FX_ForgeProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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//------------------------------------------------
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{
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vec3_t forward, rgb;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0 )
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forward[2] = 1;
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VectorSet( rgb, 1.0f, 0.5f, 0.2f ); // orange
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FX_AddSprite( cent->lerpOrigin, NULL, NULL, 12.0f + random() * 16.0f, 0.0f, 0.6f, 0.0f, random()*360, 0.0f, 1.0f, cgs.media.sunnyFlareShader );
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FX_AddSprite( cent->lerpOrigin, NULL, NULL, 16.0f + random() * 16.0f, 0.0f, 0.6f, 0.0f, random()*360, 0.0f, 1.0f, cgs.media.dkorangeParticleShader );
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FX_AddSprite( cent->lerpOrigin, NULL, NULL, 38.0f + random() * 8.0f, 0.0f, 0.2f, 0.2f, rgb, rgb, 0.0f, 0.0f, 1.0f, cgs.media.whiteRingShader );
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FX_AddTrail( cent->lerpOrigin, forward, NULL, 64, 0, 4.0f + random(), 0, 0.7f, 0, 0, 1, cgs.media.orangeTrailShader );
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}
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//------------------------------------------------
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void FX_ForgeProjHitPlayer( vec3_t origin, vec3_t dir )
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//------------------------------------------------
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{
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//Sound
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cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_FORGE_PROJ].missileHitSound );
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}
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//------------------------------------------------
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void FX_ForgeProjHitWall( vec3_t origin, vec3_t dir )
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//------------------------------------------------
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{
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FX_AddQuad( origin, dir, NULL, NULL, 25.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 250, cgs.media.orangeParticleShader );
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//Sound
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cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_FORGE_PROJ].missileHitSound );
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}
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