mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
124 lines
3 KiB
C++
124 lines
3 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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// Bowcaster Weapon
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#include "cg_local.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_ATSTMainProjectileThink
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---------------------------
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*/
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void FX_ATSTMainProjectileThink( 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->gent->s.pos.trDelta, forward ) == 0.0f )
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{
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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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}
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// 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
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int dif = cg.time - cent->gent->s.pos.trTime;
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if ( dif < 30 )
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{
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if ( dif < 0 )
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{
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dif = 0;
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}
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float scale = ( dif / 30.0f ) * 0.95f + 0.05f;
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VectorScale( forward, scale, forward );
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}
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theFxScheduler.PlayEffect( "atst/shot", cent->lerpOrigin, forward );
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}
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/*
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---------------------------
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FX_ATSTMainHitWall
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---------------------------
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*/
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void FX_ATSTMainHitWall( vec3_t origin, vec3_t normal )
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{
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theFxScheduler.PlayEffect( "atst/wall_impact", origin, normal );
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}
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/*
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---------------------------
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FX_ATSTMainHitPlayer
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---------------------------
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*/
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void FX_ATSTMainHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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if ( humanoid )
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{
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theFxScheduler.PlayEffect( "atst/flesh_impact", origin, normal );
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}
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else
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{
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theFxScheduler.PlayEffect( "atst/droid_impact", origin, normal );
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}
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}
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/*
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---------------------------
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FX_ATSTSideAltProjectileThink
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---------------------------
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*/
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void FX_ATSTSideAltProjectileThink( 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( "atst/side_alt_shot", cent->lerpOrigin, forward );
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}
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/*
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---------------------------
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FX_ATSTSideMainProjectileThink
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---------------------------
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*/
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void FX_ATSTSideMainProjectileThink( 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( "atst/side_main_shot", cent->lerpOrigin, forward );
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}
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