jkxr/Projects/Android/jni/OpenJK/codeJK2/cgame/FX_BryarPistol.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

174 lines
4.2 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/>.
===========================================================================
*/
// Bryar Pistol Weapon Effects
#include "cg_local.h"
#include "cg_media.h"
#include "FxScheduler.h"
/*
-------------------------
MAIN FIRE
-------------------------
FX_BryarProjectileThink
-------------------------
*/
void FX_BryarProjectileThink( 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->s.number > 0 )
{
theFxScheduler.PlayEffect( "bryar/NPCshot", cent->lerpOrigin, forward );
}
else
{
theFxScheduler.PlayEffect( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward );
}
}
/*
-------------------------
FX_BryarHitWall
-------------------------
*/
void FX_BryarHitWall( vec3_t origin, vec3_t normal )
{
theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect, origin, normal );
}
/*
-------------------------
FX_BryarHitPlayer
-------------------------
*/
void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
theFxScheduler.PlayEffect( cgs.effects.bryarFleshImpactEffect, origin, normal );
}
/*
-------------------------
ALT FIRE
-------------------------
FX_BryarAltProjectileThink
-------------------------
*/
void FX_BryarAltProjectileThink( 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 );
}
// see if we have some sort of extra charge going on
for ( int t = 1; t < cent->gent->count; t++ )
{
// just add ourselves over, and over, and over when we are charged
theFxScheduler.PlayEffect( cgs.effects.bryarPowerupShotEffect, cent->lerpOrigin, forward );
}
theFxScheduler.PlayEffect( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward );
}
/*
-------------------------
FX_BryarAltHitWall
-------------------------
*/
void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power )
{
switch( power )
{
case 4:
case 5:
theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect3, origin, normal );
break;
case 2:
case 3:
theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect2, origin, normal );
break;
default:
theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect, origin, normal );
break;
}
}
/*
-------------------------
FX_BryarAltHitPlayer
-------------------------
*/
void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
theFxScheduler.PlayEffect( cgs.effects.bryarFleshImpactEffect, origin, normal );
}