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!)
174 lines
4.2 KiB
C++
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 );
|
|
}
|