mirror of
https://github.com/DrBeef/JKXR.git
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88 lines
2.3 KiB
C
88 lines
2.3 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_local.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 ( 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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trap->FX_PlayEffectID( cgs.effects.blasterShotEffect, cent->lerpOrigin, forward, -1, -1, qfalse );
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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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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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trap->FX_PlayEffectID( cgs.effects.blasterShotEffect, cent->lerpOrigin, forward, -1, -1, qfalse );
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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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trap->FX_PlayEffectID( cgs.effects.blasterWallImpactEffect, origin, normal, -1, -1, qfalse );
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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( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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if ( humanoid )
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{
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trap->FX_PlayEffectID( cgs.effects.blasterFleshImpactEffect, origin, normal, -1, -1, qfalse );
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}
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else
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{
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trap->FX_PlayEffectID( cgs.effects.blasterDroidImpactEffect, origin, normal, -1, -1, qfalse );
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}
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}
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