mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-27 06:22:02 +00:00
119 lines
2.9 KiB
C++
119 lines
2.9 KiB
C++
|
/*
|
||
|
===========================================================================
|
||
|
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/>.
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
// Concussion Rifle Weapon
|
||
|
|
||
|
#include "cg_headers.h"
|
||
|
|
||
|
#include "cg_media.h"
|
||
|
#include "FxScheduler.h"
|
||
|
|
||
|
/*
|
||
|
---------------------------
|
||
|
FX_ConcProjectileThink
|
||
|
---------------------------
|
||
|
*/
|
||
|
|
||
|
void FX_ConcProjectileThink( 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( "concussion/shot", cent->lerpOrigin, forward );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
---------------------------
|
||
|
FX_ConcHitWall
|
||
|
---------------------------
|
||
|
*/
|
||
|
|
||
|
void FX_ConcHitWall( vec3_t origin, vec3_t normal )
|
||
|
{
|
||
|
theFxScheduler.PlayEffect( "concussion/explosion", origin, normal );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
---------------------------
|
||
|
FX_ConcHitPlayer
|
||
|
---------------------------
|
||
|
*/
|
||
|
|
||
|
void FX_ConcHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
|
||
|
{
|
||
|
theFxScheduler.PlayEffect( "concussion/explosion", origin, normal );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
---------------------------
|
||
|
FX_ConcAltShot
|
||
|
---------------------------
|
||
|
*/
|
||
|
static vec3_t WHITE ={1.0f,1.0f,1.0f};
|
||
|
|
||
|
void FX_ConcAltShot( vec3_t start, vec3_t end )
|
||
|
{
|
||
|
//"concussion/beam"
|
||
|
FX_AddLine( -1, start, end, 0.1f, 10.0f, 0.0f,
|
||
|
1.0f, 0.0f, 0.0f,
|
||
|
WHITE, WHITE, 0.0f,
|
||
|
175, cgi_R_RegisterShader( "gfx/effects/blueLine" ),
|
||
|
0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
|
||
|
|
||
|
vec3_t BRIGHT={0.75f,0.5f,1.0f};
|
||
|
|
||
|
// add some beef
|
||
|
FX_AddLine( -1, start, end, 0.1f, 7.0f, 0.0f,
|
||
|
1.0f, 0.0f, 0.0f,
|
||
|
BRIGHT, BRIGHT, 0.0f,
|
||
|
150, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
|
||
|
0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
---------------------------
|
||
|
FX_ConcAltMiss
|
||
|
---------------------------
|
||
|
*/
|
||
|
|
||
|
void FX_ConcAltMiss( vec3_t origin, vec3_t normal )
|
||
|
{
|
||
|
vec3_t pos, c1, c2;
|
||
|
|
||
|
VectorMA( origin, 4.0f, normal, c1 );
|
||
|
VectorCopy( c1, c2 );
|
||
|
c1[2] += 4;
|
||
|
c2[2] += 12;
|
||
|
|
||
|
VectorAdd( origin, normal, pos );
|
||
|
pos[2] += 28;
|
||
|
|
||
|
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 );
|
||
|
|
||
|
theFxScheduler.PlayEffect( "concussion/alt_miss", origin, normal );
|
||
|
}
|