jkxr/Projects/Android/jni/OpenJK/code/cgame/FX_HeavyRepeater.cpp
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

112 lines
2.9 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
===========================================================================
*/
// Heavy Repeater Weapon
#include "cg_headers.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 );
}