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!)
111 lines
2.9 KiB
C++
111 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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// DEMP2 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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#include "FxUtil.h"
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/*
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---------------------------
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FX_DEMP2_ProjectileThink
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---------------------------
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*/
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void FX_DEMP2_ProjectileThink( 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( "demp2/shot", cent->lerpOrigin, forward );
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// theFxScheduler.PlayEffect( "demp2/shot2", cent->lerpOrigin, forward );
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theFxScheduler.PlayEffect( "demp2/projectile", cent->lerpOrigin, forward );
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}
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/*
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---------------------------
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FX_DEMP2_HitWall
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---------------------------
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*/
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void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal )
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{
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theFxScheduler.PlayEffect( "demp2/wall_impact", origin, normal );
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}
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/*
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---------------------------
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FX_DEMP2_HitPlayer
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---------------------------
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*/
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void FX_DEMP2_HitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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theFxScheduler.PlayEffect( "demp2/flesh_impact", origin, normal );
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}
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/*
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---------------------------
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FX_DEMP2_AltProjectileThink
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---------------------------
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*/
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void FX_DEMP2_AltProjectileThink( 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( "demp2/projectile", cent->lerpOrigin, forward );
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}
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//---------------------------------------------
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void FX_DEMP2_AltDetonate( vec3_t org, float size )
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{
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localEntity_t *ex;
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ex = CG_AllocLocalEntity();
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ex->leType = LE_FADE_SCALE_MODEL;
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memset( &ex->refEntity, 0, sizeof( refEntity_t ));
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ex->refEntity.renderfx |= RF_VOLUMETRIC;
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ex->startTime = cg.time;
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ex->endTime = ex->startTime + 1300;
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ex->radius = size;
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ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/effects/demp2shell" );
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ex->refEntity.hModel = cgi_R_RegisterModel( "models/items/sphere.md3" );
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VectorCopy( org, ex->refEntity.origin );
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ex->color[0] = ex->color[1] = ex->color[2] = 255.0f;
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}
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