/* =========================================================================== 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 . =========================================================================== */ // Heavy Repeater Weapon #include "cg_local.h" #include "cg_media.h" #include "FxScheduler.h" /* --------------------------- FX_RepeaterProjectileThink --------------------------- */ void FX_RepeaterProjectileThink( 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( "repeater/projectile", cent->lerpOrigin, forward ); } /* ------------------------ FX_RepeaterHitWall ------------------------ */ void FX_RepeaterHitWall( vec3_t origin, vec3_t normal ) { theFxScheduler.PlayEffect( "repeater/wall_impact", origin, normal ); } /* ------------------------ FX_RepeaterHitPlayer ------------------------ */ void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { theFxScheduler.PlayEffect( "repeater/wall_impact", origin, normal ); // theFxScheduler.PlayEffect( "repeater/flesh_impact", origin, normal ); } /* ------------------------------ FX_RepeaterAltProjectileThink ----------------------------- */ void FX_RepeaterAltProjectileThink( 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( "repeater/alt_projectile", cent->lerpOrigin, forward ); // theFxScheduler.PlayEffect( "repeater/alt_projectile", cent->lerpOrigin, forward ); } /* ------------------------ FX_RepeaterAltHitWall ------------------------ */ void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal ) { theFxScheduler.PlayEffect( "repeater/concussion", origin, normal ); // theFxScheduler.PlayEffect( "repeater/alt_wall_impact2", origin, normal ); } /* ------------------------ FX_RepeaterAltHitPlayer ------------------------ */ void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid ) { theFxScheduler.PlayEffect( "repeater/concussion", origin ); // theFxScheduler.PlayEffect( "repeater/alt_wall_impact2", origin, normal ); }