1 /*
2 ===========================================================================
3 Copyright (C) 2000 - 2013, Raven Software, Inc.
4 Copyright (C) 2001 - 2013, Activision, Inc.
5 Copyright (C) 2013 - 2015, OpenJK contributors
6
7 This file is part of the OpenJK source code.
8
9 OpenJK is free software; you can redistribute it and/or modify it
10 under the terms of the GNU General Public License version 2 as
11 published by the Free Software Foundation.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, see <http://www.gnu.org/licenses/>.
20 ===========================================================================
21 */
22
23 // Bryar Pistol Weapon Effects
24
25 #include "cg_headers.h"
26
27 #include "cg_media.h"
28 #include "FxScheduler.h"
29
30 /*
31 -------------------------
32
33 MAIN FIRE
34
35 -------------------------
36 FX_BryarProjectileThink
37 -------------------------
38 */
FX_BryarProjectileThink(centity_t * cent,const struct weaponInfo_s * weapon)39 void FX_BryarProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
40 {
41 vec3_t forward;
42
43 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f )
44 {
45 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
46 {
47 forward[2] = 1.0f;
48 }
49 }
50
51 // 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
52 int dif = cg.time - cent->gent->s.pos.trTime;
53
54 if ( dif < 75 )
55 {
56 if ( dif < 0 )
57 {
58 dif = 0;
59 }
60
61 float scale = ( dif / 75.0f ) * 0.95f + 0.05f;
62
63 VectorScale( forward, scale, forward );
64 }
65
66 if ( cent->gent && cent->gent->owner && cent->gent->owner->s.number > 0 )
67 {
68 theFxScheduler.PlayEffect( "bryar/NPCshot", cent->lerpOrigin, forward );
69 }
70 else
71 {
72 theFxScheduler.PlayEffect( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward );
73 }
74 }
75
76 /*
77 -------------------------
78 FX_BryarHitWall
79 -------------------------
80 */
FX_BryarHitWall(vec3_t origin,vec3_t normal)81 void FX_BryarHitWall( vec3_t origin, vec3_t normal )
82 {
83 theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect, origin, normal );
84 }
85
86 /*
87 -------------------------
88 FX_BryarHitPlayer
89 -------------------------
90 */
FX_BryarHitPlayer(vec3_t origin,vec3_t normal,qboolean humanoid)91 void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
92 {
93 theFxScheduler.PlayEffect( cgs.effects.bryarFleshImpactEffect, origin, normal );
94 }
95
96
97 /*
98 -------------------------
99
100 ALT FIRE
101
102 -------------------------
103 FX_BryarAltProjectileThink
104 -------------------------
105 */
FX_BryarAltProjectileThink(centity_t * cent,const struct weaponInfo_s * weapon)106 void FX_BryarAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
107 {
108 vec3_t forward;
109
110 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f )
111 {
112 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
113 {
114 forward[2] = 1.0f;
115 }
116 }
117
118 // 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
119 int dif = cg.time - cent->gent->s.pos.trTime;
120
121 if ( dif < 75 )
122 {
123 if ( dif < 0 )
124 {
125 dif = 0;
126 }
127
128 float scale = ( dif / 75.0f ) * 0.95f + 0.05f;
129
130 VectorScale( forward, scale, forward );
131 }
132
133 // see if we have some sort of extra charge going on
134 for ( int t = 1; t < cent->gent->count; t++ )
135 {
136 // just add ourselves over, and over, and over when we are charged
137 theFxScheduler.PlayEffect( cgs.effects.bryarPowerupShotEffect, cent->lerpOrigin, forward );
138 }
139
140 theFxScheduler.PlayEffect( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward );
141 }
142
143 /*
144 -------------------------
145 FX_BryarAltHitWall
146 -------------------------
147 */
FX_BryarAltHitWall(vec3_t origin,vec3_t normal,int power)148 void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power )
149 {
150 switch( power )
151 {
152 case 4:
153 case 5:
154 theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect3, origin, normal );
155 break;
156
157 case 2:
158 case 3:
159 theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect2, origin, normal );
160 break;
161
162 default:
163 theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect, origin, normal );
164 break;
165 }
166 }
167
168 /*
169 -------------------------
170 FX_BryarAltHitPlayer
171 -------------------------
172 */
FX_BryarAltHitPlayer(vec3_t origin,vec3_t normal,qboolean humanoid)173 void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
174 {
175 theFxScheduler.PlayEffect( cgs.effects.bryarFleshImpactEffect, origin, normal );
176 }
177