/* =========================================================================== 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 . =========================================================================== */ // DEMP2 Weapon #include "cg_headers.h" #include "cg_media.h" #include "FxScheduler.h" #include "FxUtil.h" /* --------------------------- FX_DEMP2_ProjectileThink --------------------------- */ void FX_DEMP2_ProjectileThink( 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( "demp2/shot", cent->lerpOrigin, forward ); // theFxScheduler.PlayEffect( "demp2/shot2", cent->lerpOrigin, forward ); theFxScheduler.PlayEffect( "demp2/projectile", cent->lerpOrigin, forward ); } /* --------------------------- FX_DEMP2_HitWall --------------------------- */ void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal ) { theFxScheduler.PlayEffect( "demp2/wall_impact", origin, normal ); } /* --------------------------- FX_DEMP2_HitPlayer --------------------------- */ void FX_DEMP2_HitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { theFxScheduler.PlayEffect( "demp2/flesh_impact", origin, normal ); } /* --------------------------- FX_DEMP2_AltProjectileThink --------------------------- */ void FX_DEMP2_AltProjectileThink( 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( "demp2/projectile", cent->lerpOrigin, forward ); } //--------------------------------------------- void FX_DEMP2_AltDetonate( vec3_t org, float size ) { localEntity_t *ex; ex = CG_AllocLocalEntity(); ex->leType = LE_FADE_SCALE_MODEL; memset( &ex->refEntity, 0, sizeof( refEntity_t )); ex->refEntity.renderfx |= RF_VOLUMETRIC; ex->startTime = cg.time; ex->endTime = ex->startTime + 1300; ex->radius = size; ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/effects/demp2shell" ); ex->refEntity.hModel = cgi_R_RegisterModel( "models/items/sphere.md3" ); VectorCopy( org, ex->refEntity.origin ); ex->color[0] = ex->color[1] = ex->color[2] = 255.0f; }