mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-15 08:52:15 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
119 lines
No EOL
3 KiB
C++
119 lines
No EOL
3 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/>.
|
|
===========================================================================
|
|
*/
|
|
|
|
// Emplaced Weapon
|
|
|
|
#include "cg_local.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 ( cent->gent && cent->gent->owner && cent->gent->owner->activator && cent->gent->owner->activator->s.number > 0 )
|
|
{
|
|
// NPC's do short shot
|
|
theFxScheduler.PlayEffect( "emplaced/shotNPC", cent->lerpOrigin, forward );
|
|
}
|
|
else
|
|
{
|
|
// players do long shot
|
|
theFxScheduler.PlayEffect( "emplaced/shot", cent->lerpOrigin, forward );
|
|
}
|
|
}
|
|
|
|
/*
|
|
---------------------------
|
|
FX_EmplacedHitWall
|
|
---------------------------
|
|
*/
|
|
|
|
void FX_EmplacedHitWall( vec3_t origin, vec3_t normal )
|
|
{
|
|
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 );
|
|
} |