/* =========================================================================== 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 . =========================================================================== */ // 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 ); }