mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-23 04:22:27 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
112 lines
2.9 KiB
C++
112 lines
2.9 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// Heavy Repeater Weapon
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#include "cg_headers.h"
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#include "cg_media.h"
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#include "FxScheduler.h"
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/*
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---------------------------
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FX_RepeaterProjectileThink
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---------------------------
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*/
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void FX_RepeaterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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theFxScheduler.PlayEffect( "repeater/projectile", cent->lerpOrigin, forward );
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}
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/*
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------------------------
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FX_RepeaterHitWall
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------------------------
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*/
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void FX_RepeaterHitWall( vec3_t origin, vec3_t normal )
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{
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theFxScheduler.PlayEffect( "repeater/wall_impact", origin, normal );
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}
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/*
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------------------------
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FX_RepeaterHitPlayer
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------------------------
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*/
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void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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theFxScheduler.PlayEffect( "repeater/wall_impact", origin, normal );
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// theFxScheduler.PlayEffect( "repeater/flesh_impact", origin, normal );
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}
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/*
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------------------------------
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FX_RepeaterAltProjectileThink
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-----------------------------
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*/
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void FX_RepeaterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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theFxScheduler.PlayEffect( "repeater/alt_projectile", cent->lerpOrigin, forward );
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// theFxScheduler.PlayEffect( "repeater/alt_projectile", cent->lerpOrigin, forward );
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}
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/*
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------------------------
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FX_RepeaterAltHitWall
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------------------------
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*/
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void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal )
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{
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theFxScheduler.PlayEffect( "repeater/concussion", origin, normal );
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// theFxScheduler.PlayEffect( "repeater/alt_wall_impact2", origin, normal );
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}
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/*
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------------------------
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FX_RepeaterAltHitPlayer
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------------------------
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*/
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void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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theFxScheduler.PlayEffect( "repeater/concussion", origin );
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// theFxScheduler.PlayEffect( "repeater/alt_wall_impact2", origin, normal );
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}
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