/* =========================================================================== 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 . =========================================================================== */ // Emplaced Weapon #include "cg_headers.h" #include "cg_media.h" #include "FxScheduler.h" /* --------------------------- FX_EmplacedProjectileThink --------------------------- */ void FX_EmplacedProjectileThink( 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 < 75 ) { if ( dif < 0 ) { dif = 0; } float scale = ( dif / 75.0f ) * 0.95f + 0.05f; VectorScale( forward, scale, forward ); } // If tie-fighter missle use green shot. if ( cent->currentState.weapon == WP_TIE_FIGHTER ) { theFxScheduler.PlayEffect( "ships/imp_blastershot", cent->lerpOrigin, forward ); } else { if ( cent->gent && cent->gent->owner && cent->gent->owner->activator && cent->gent->owner->activator->s.number > 0 ) { // NPC's do short shot if ( cent->gent->alt_fire ) { theFxScheduler.PlayEffect( "eweb/shotNPC", cent->lerpOrigin, forward ); } else { theFxScheduler.PlayEffect( "emplaced/shotNPC", cent->lerpOrigin, forward ); } } else { // players do long shot if ( cent->gent && cent->gent->alt_fire ) { theFxScheduler.PlayEffect( "eweb/shotNPC", cent->lerpOrigin, forward ); } else { theFxScheduler.PlayEffect( "emplaced/shot", cent->lerpOrigin, forward ); } } } } /* --------------------------- FX_EmplacedHitWall --------------------------- */ void FX_EmplacedHitWall( vec3_t origin, vec3_t normal, qboolean eweb ) { if ( eweb ) { theFxScheduler.PlayEffect( "eweb/wall_impact", origin, normal ); } else { theFxScheduler.PlayEffect( "emplaced/wall_impact", origin, normal ); } } /* --------------------------- FX_EmplacedHitPlayer --------------------------- */ void FX_EmplacedHitPlayer( vec3_t origin, vec3_t normal, qboolean eweb ) { if ( eweb ) { theFxScheduler.PlayEffect( "eweb/flesh_impact", origin, normal ); } else { theFxScheduler.PlayEffect( "emplaced/wall_impact", origin, normal ); } } /* --------------------------- FX_TurretProjectileThink --------------------------- */ void FX_TurretProjectileThink( 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 < 75 ) { if ( dif < 0 ) { dif = 0; } float scale = ( dif / 75.0f ) * 0.95f + 0.05f; VectorScale( forward, scale, forward ); } theFxScheduler.PlayEffect( "turret/shot", cent->lerpOrigin, forward ); }