mirror of
https://github.com/DrBeef/JKXR.git
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117 lines
3.1 KiB
C++
117 lines
3.1 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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// Blaster Weapon
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#include "cg_headers.h"
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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_BlasterProjectileThink
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-------------------------
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*/
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void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if (cent->currentState.eFlags & EF_USE_ANGLEDELTA)
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{
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AngleVectors(cent->currentState.angles, forward, 0, 0);
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}
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else
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{
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if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f )
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{
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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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}
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}
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// hack the scale of the forward vector if we were just fired or bounced...this will shorten up the tail for a split second so tails don't clip so harshly
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int dif = cg.time - cent->gent->s.pos.trTime;
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if ( dif < 75 )
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{
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if ( dif < 0 )
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{
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dif = 0;
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}
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float scale = ( dif / 75.0f ) * 0.95f + 0.05f;
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VectorScale( forward, scale, forward );
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}
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if ( cent->gent && cent->gent->owner && cent->gent->owner->s.number > 0 )
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{
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theFxScheduler.PlayEffect( "blaster/NPCshot", cent->lerpOrigin, forward );
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}
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else
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{
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theFxScheduler.PlayEffect( cgs.effects.blasterShotEffect, cent->lerpOrigin, forward );
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}
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}
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/*
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-------------------------
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FX_BlasterAltFireThink
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-------------------------
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*/
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void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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FX_BlasterProjectileThink( cent, weapon );
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}
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/*
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-------------------------
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FX_BlasterWeaponHitWall
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-------------------------
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*/
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void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal )
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{
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theFxScheduler.PlayEffect( cgs.effects.blasterWallImpactEffect, origin, normal );
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}
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/*
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-------------------------
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FX_BlasterWeaponHitPlayer
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-------------------------
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*/
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void FX_BlasterWeaponHitPlayer( gentity_t *hit, vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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//temporary? just testing out the damage skin stuff -rww
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if ( hit && hit->client && hit->ghoul2.size() )
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{
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CG_AddGhoul2Mark(cgs.media.bdecal_burnmark1, flrand(3.5, 4.0), origin, normal, hit->s.number,
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hit->client->ps.origin, hit->client->renderInfo.legsYaw, hit->ghoul2, hit->s.modelScale, Q_irand(10000, 13000));
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}
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theFxScheduler.PlayEffect( cgs.effects.blasterFleshImpactEffect, origin, normal );
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}
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