mirror of
https://github.com/DrBeef/JKXR.git
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86 lines
2.1 KiB
C++
86 lines
2.1 KiB
C++
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/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// Rocket Launcher Weapon
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#include "cg_local.h"
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#include "cg_media.h"
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#include "FxScheduler.h"
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/*
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---------------------------
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FX_RocketProjectileThink
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---------------------------
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*/
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void FX_RocketProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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theFxScheduler.PlayEffect( "rocket/shot", cent->lerpOrigin, forward );
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}
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/*
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---------------------------
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FX_RocketHitWall
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---------------------------
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*/
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void FX_RocketHitWall( vec3_t origin, vec3_t normal )
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{
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theFxScheduler.PlayEffect( "rocket/explosion", origin, normal );
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}
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/*
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---------------------------
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FX_RocketHitPlayer
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---------------------------
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*/
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void FX_RocketHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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theFxScheduler.PlayEffect( "rocket/explosion", origin, normal );
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}
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/*
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---------------------------
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FX_RocketAltProjectileThink
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---------------------------
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*/
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void FX_RocketAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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theFxScheduler.PlayEffect( "rocket/shot", cent->lerpOrigin, forward );
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}
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