/* =========================================================================== 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 . =========================================================================== */ // 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 ); }