/* =========================================================================== 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 . =========================================================================== */ // Bowcaster Weapon #include "cg_headers.h" #include "cg_media.h" #include "FxScheduler.h" /* --------------------------- FX_ATSTMainProjectileThink --------------------------- */ void FX_ATSTMainProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t forward; if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f ) { if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f ) { forward[2] = 1.0f; } } // 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 int dif = cg.time - cent->gent->s.pos.trTime; if ( dif < 30 ) { if ( dif < 0 ) { dif = 0; } float scale = ( dif / 30.0f ) * 0.95f + 0.05f; VectorScale( forward, scale, forward ); } theFxScheduler.PlayEffect( "atst/shot", cent->lerpOrigin, forward ); } /* --------------------------- FX_ATSTMainHitWall --------------------------- */ void FX_ATSTMainHitWall( vec3_t origin, vec3_t normal ) { theFxScheduler.PlayEffect( "atst/wall_impact", origin, normal ); } /* --------------------------- FX_ATSTMainHitPlayer --------------------------- */ void FX_ATSTMainHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { if ( humanoid ) { theFxScheduler.PlayEffect( "atst/flesh_impact", origin, normal ); } else { theFxScheduler.PlayEffect( "atst/droid_impact", origin, normal ); } } /* --------------------------- FX_ATSTSideAltProjectileThink --------------------------- */ void FX_ATSTSideAltProjectileThink( 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( "atst/side_alt_shot", cent->lerpOrigin, forward ); } /* --------------------------- FX_ATSTSideMainProjectileThink --------------------------- */ void FX_ATSTSideMainProjectileThink( 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( "atst/side_main_shot", cent->lerpOrigin, forward ); }