/* =========================================================================== 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 . =========================================================================== */ // Blaster Weapon #include "cg_local.h" /* ------------------------- FX_BlasterProjectileThink ------------------------- */ void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t forward; if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) { forward[2] = 1.0f; } trap->FX_PlayEffectID( cgs.effects.blasterShotEffect, cent->lerpOrigin, forward, -1, -1, qfalse ); } /* ------------------------- FX_BlasterAltFireThink ------------------------- */ void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t forward; if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) { forward[2] = 1.0f; } trap->FX_PlayEffectID( cgs.effects.blasterShotEffect, cent->lerpOrigin, forward, -1, -1, qfalse ); } /* ------------------------- FX_BlasterWeaponHitWall ------------------------- */ void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal ) { trap->FX_PlayEffectID( cgs.effects.blasterWallImpactEffect, origin, normal, -1, -1, qfalse ); } /* ------------------------- FX_BlasterWeaponHitPlayer ------------------------- */ void FX_BlasterWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { if ( humanoid ) { trap->FX_PlayEffectID( cgs.effects.blasterFleshImpactEffect, origin, normal, -1, -1, qfalse ); } else { trap->FX_PlayEffectID( cgs.effects.blasterDroidImpactEffect, origin, normal, -1, -1, qfalse ); } }