mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-12-12 21:52:08 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
92 lines
No EOL
2.4 KiB
C++
92 lines
No EOL
2.4 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/>.
|
|
===========================================================================
|
|
*/
|
|
|
|
// Golan Arms Flechette Weapon
|
|
|
|
#include "cg_local.h"
|
|
#include "cg_media.h"
|
|
#include "FxScheduler.h"
|
|
|
|
/*
|
|
-------------------------
|
|
FX_FlechetteProjectileThink
|
|
-------------------------
|
|
*/
|
|
|
|
void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
|
|
{
|
|
vec3_t forward;
|
|
|
|
EvaluateTrajectoryDelta( ¢->gent->s.pos, cg.time, forward );
|
|
|
|
if ( VectorNormalize( forward ) == 0.0f )
|
|
{
|
|
forward[2] = 1.0f;
|
|
}
|
|
|
|
theFxScheduler.PlayEffect( cgs.effects.flechetteShotEffect, cent->lerpOrigin, forward );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
FX_FlechetteWeaponHitWall
|
|
-------------------------
|
|
*/
|
|
void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal )
|
|
{
|
|
theFxScheduler.PlayEffect( cgs.effects.flechetteShotDeathEffect, origin, normal );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
FX_BlasterWeaponHitPlayer
|
|
-------------------------
|
|
*/
|
|
void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
|
|
{
|
|
// if ( humanoid )
|
|
// {
|
|
theFxScheduler.PlayEffect( cgs.effects.flechetteFleshImpactEffect, origin, normal );
|
|
// }
|
|
// else
|
|
// {
|
|
// theFxScheduler.PlayEffect( "blaster/droid_impact", origin, normal );
|
|
// }
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
FX_FlechetteProjectileThink
|
|
-------------------------
|
|
*/
|
|
|
|
void FX_FlechetteAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
|
|
{
|
|
vec3_t forward;
|
|
|
|
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
|
|
{
|
|
forward[2] = 1.0f;
|
|
}
|
|
|
|
theFxScheduler.PlayEffect( cgs.effects.flechetteAltShotEffect, cent->lerpOrigin, forward );
|
|
} |