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 #include "cg_local.h"
25 #include "cg_media.h"
26 #include "FxScheduler.h"
27
28 /*
29 -------------------------
30
31 MAIN FIRE
32
33 -------------------------
34 FX_BryarProjectileThink
35 -------------------------
36 */
FX_BryarProjectileThink(centity_t * cent,const struct weaponInfo_s * weapon)37 void FX_BryarProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
38 {
39 vec3_t forward;
40
41 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f )
42 {
43 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
44 {
45 forward[2] = 1.0f;
46 }
47 }
48
49 // 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
50 int dif = cg.time - cent->gent->s.pos.trTime;
51
52 if ( dif < 75 )
53 {
54 if ( dif < 0 )
55 {
56 dif = 0;
57 }
58
59 float scale = ( dif / 75.0f ) * 0.95f + 0.05f;
60
61 VectorScale( forward, scale, forward );
62 }
63
64 if ( cent->gent && cent->gent->owner && cent->gent->owner->s.number > 0 )
65 {
66 theFxScheduler.PlayEffect( "bryar/NPCshot", cent->lerpOrigin, forward );
67 }
68 else
69 {
70 theFxScheduler.PlayEffect( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward );
71 }
72 }
73
74 /*
75 -------------------------
76 FX_BryarHitWall
77 -------------------------
78 */
FX_BryarHitWall(vec3_t origin,vec3_t normal)79 void FX_BryarHitWall( vec3_t origin, vec3_t normal )
80 {
81 theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect, origin, normal );
82 }
83
84 /*
85 -------------------------
86 FX_BryarHitPlayer
87 -------------------------
88 */
FX_BryarHitPlayer(vec3_t origin,vec3_t normal,qboolean humanoid)89 void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
90 {
91 theFxScheduler.PlayEffect( cgs.effects.bryarFleshImpactEffect, origin, normal );
92 }
93
94
95 /*
96 -------------------------
97
98 ALT FIRE
99
100 -------------------------
101 FX_BryarAltProjectileThink
102 -------------------------
103 */
FX_BryarAltProjectileThink(centity_t * cent,const struct weaponInfo_s * weapon)104 void FX_BryarAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
105 {
106 vec3_t forward;
107
108 if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f )
109 {
110 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
111 {
112 forward[2] = 1.0f;
113 }
114 }
115
116 // 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
117 int dif = cg.time - cent->gent->s.pos.trTime;
118
119 if ( dif < 75 )
120 {
121 if ( dif < 0 )
122 {
123 dif = 0;
124 }
125
126 float scale = ( dif / 75.0f ) * 0.95f + 0.05f;
127
128 VectorScale( forward, scale, forward );
129 }
130
131 // see if we have some sort of extra charge going on
132 for ( int t = 1; t < cent->gent->count; t++ )
133 {
134 // just add ourselves over, and over, and over when we are charged
135 theFxScheduler.PlayEffect( cgs.effects.bryarPowerupShotEffect, cent->lerpOrigin, forward );
136 }
137
138 theFxScheduler.PlayEffect( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward );
139 }
140
141 /*
142 -------------------------
143 FX_BryarAltHitWall
144 -------------------------
145 */
FX_BryarAltHitWall(vec3_t origin,vec3_t normal,int power)146 void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power )
147 {
148 switch( power )
149 {
150 case 4:
151 case 5:
152 theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect3, origin, normal );
153 break;
154
155 case 2:
156 case 3:
157 theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect2, origin, normal );
158 break;
159
160 default:
161 theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect, origin, normal );
162 break;
163 }
164 }
165
166 /*
167 -------------------------
168 FX_BryarAltHitPlayer
169 -------------------------
170 */
FX_BryarAltHitPlayer(vec3_t origin,vec3_t normal,qboolean humanoid)171 void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
172 {
173 theFxScheduler.PlayEffect( cgs.effects.bryarFleshImpactEffect, origin, normal );
174 }
175