mirror of
https://github.com/DrBeef/JKXR.git
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119 lines
2.9 KiB
C++
119 lines
2.9 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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// Concussion Rifle Weapon
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#include "cg_headers.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_ConcProjectileThink
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---------------------------
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*/
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void FX_ConcProjectileThink( 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( "concussion/shot", cent->lerpOrigin, forward );
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}
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/*
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---------------------------
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FX_ConcHitWall
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---------------------------
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*/
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void FX_ConcHitWall( vec3_t origin, vec3_t normal )
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{
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theFxScheduler.PlayEffect( "concussion/explosion", origin, normal );
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}
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/*
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---------------------------
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FX_ConcHitPlayer
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---------------------------
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*/
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void FX_ConcHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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theFxScheduler.PlayEffect( "concussion/explosion", origin, normal );
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}
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/*
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---------------------------
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FX_ConcAltShot
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---------------------------
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*/
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static vec3_t WHITE ={1.0f,1.0f,1.0f};
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void FX_ConcAltShot( vec3_t start, vec3_t end )
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{
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//"concussion/beam"
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FX_AddLine( -1, start, end, 0.1f, 10.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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WHITE, WHITE, 0.0f,
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175, cgi_R_RegisterShader( "gfx/effects/blueLine" ),
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0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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vec3_t BRIGHT={0.75f,0.5f,1.0f};
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// add some beef
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FX_AddLine( -1, start, end, 0.1f, 7.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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BRIGHT, BRIGHT, 0.0f,
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150, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
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0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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}
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/*
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---------------------------
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FX_ConcAltMiss
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---------------------------
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*/
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void FX_ConcAltMiss( vec3_t origin, vec3_t normal )
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{
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vec3_t pos, c1, c2;
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VectorMA( origin, 4.0f, normal, c1 );
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VectorCopy( c1, c2 );
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c1[2] += 4;
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c2[2] += 12;
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VectorAdd( origin, normal, pos );
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pos[2] += 28;
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FX_AddBezier( origin, pos, c1, vec3_origin, c2, vec3_origin, 6.0f, 6.0f, 0.0f, 0.0f, 0.2f, 0.5f, WHITE, WHITE, 0.0f, 4000, cgi_R_RegisterShader( "gfx/effects/smokeTrail" ), FX_ALPHA_WAVE );
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theFxScheduler.PlayEffect( "concussion/alt_miss", origin, normal );
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}
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