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156
code/cgame/FX_BryarPistol.cpp
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156
code/cgame/FX_BryarPistol.cpp
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// Bryar Pistol Weapon Effects
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// this line must stay at top so the whole PCH thing works...
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#include "cg_headers.h"
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//#include "cg_local.h"
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#include "cg_media.h"
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#include "FxScheduler.h"
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/*
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-------------------------
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MAIN FIRE
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-------------------------
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FX_BryarProjectileThink
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-------------------------
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*/
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void FX_BryarProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f )
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{
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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}
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// 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
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int dif = cg.time - cent->gent->s.pos.trTime;
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if ( dif < 75 )
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{
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if ( dif < 0 )
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{
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dif = 0;
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}
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float scale = ( dif / 75.0f ) * 0.95f + 0.05f;
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VectorScale( forward, scale, forward );
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}
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if ( cent->gent && cent->gent->owner && cent->gent->owner->s.number > 0 )
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{
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theFxScheduler.PlayEffect( "bryar/NPCshot", cent->lerpOrigin, forward );
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}
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else
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{
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theFxScheduler.PlayEffect( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward );
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}
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}
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/*
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-------------------------
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FX_BryarHitWall
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-------------------------
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*/
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void FX_BryarHitWall( vec3_t origin, vec3_t normal )
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{
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theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect, origin, normal );
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}
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/*
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-------------------------
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FX_BryarHitPlayer
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-------------------------
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*/
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void FX_BryarHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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theFxScheduler.PlayEffect( cgs.effects.bryarFleshImpactEffect, origin, normal );
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}
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/*
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-------------------------
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ALT FIRE
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-------------------------
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FX_BryarAltProjectileThink
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-------------------------
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*/
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void FX_BryarAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f )
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{
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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}
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// 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
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int dif = cg.time - cent->gent->s.pos.trTime;
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if ( dif < 75 )
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{
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if ( dif < 0 )
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{
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dif = 0;
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}
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float scale = ( dif / 75.0f ) * 0.95f + 0.05f;
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VectorScale( forward, scale, forward );
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}
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// see if we have some sort of extra charge going on
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for ( int t = 1; t < cent->gent->count; t++ )
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{
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// just add ourselves over, and over, and over when we are charged
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theFxScheduler.PlayEffect( cgs.effects.bryarPowerupShotEffect, cent->lerpOrigin, forward );
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}
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theFxScheduler.PlayEffect( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward );
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}
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/*
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-------------------------
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FX_BryarAltHitWall
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-------------------------
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*/
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void FX_BryarAltHitWall( vec3_t origin, vec3_t normal, int power )
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{
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switch( power )
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{
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case 4:
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case 5:
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theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect3, origin, normal );
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break;
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case 2:
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case 3:
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theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect2, origin, normal );
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break;
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default:
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theFxScheduler.PlayEffect( cgs.effects.bryarWallImpactEffect, origin, normal );
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break;
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}
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}
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/*
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-------------------------
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FX_BryarAltHitPlayer
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-------------------------
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*/
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void FX_BryarAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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theFxScheduler.PlayEffect( cgs.effects.bryarFleshImpactEffect, origin, normal );
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}
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