jkxr/Projects/Android/jni/OpenJK/codeJK2/cgame/FX_Flechette.cpp

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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// Golan Arms Flechette Weapon
#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 );
}