Initial commit.
This commit is contained in:
98
code/cgame/FX_Concussion.cpp
Normal file
98
code/cgame/FX_Concussion.cpp
Normal file
@@ -0,0 +1,98 @@
|
||||
// Concussion Rifle Weapon
|
||||
|
||||
// this line must stay at top so the whole PCH thing works...
|
||||
#include "cg_headers.h"
|
||||
|
||||
//#include "cg_local.h"
|
||||
#include "cg_media.h"
|
||||
#include "FxScheduler.h"
|
||||
|
||||
/*
|
||||
---------------------------
|
||||
FX_ConcProjectileThink
|
||||
---------------------------
|
||||
*/
|
||||
|
||||
void FX_ConcProjectileThink( 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( "concussion/shot", cent->lerpOrigin, forward );
|
||||
}
|
||||
|
||||
/*
|
||||
---------------------------
|
||||
FX_ConcHitWall
|
||||
---------------------------
|
||||
*/
|
||||
|
||||
void FX_ConcHitWall( vec3_t origin, vec3_t normal )
|
||||
{
|
||||
theFxScheduler.PlayEffect( "concussion/explosion", origin, normal );
|
||||
}
|
||||
|
||||
/*
|
||||
---------------------------
|
||||
FX_ConcHitPlayer
|
||||
---------------------------
|
||||
*/
|
||||
|
||||
void FX_ConcHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
|
||||
{
|
||||
theFxScheduler.PlayEffect( "concussion/explosion", origin, normal );
|
||||
}
|
||||
|
||||
/*
|
||||
---------------------------
|
||||
FX_ConcAltShot
|
||||
---------------------------
|
||||
*/
|
||||
static vec3_t WHITE ={1.0f,1.0f,1.0f};
|
||||
|
||||
void FX_ConcAltShot( vec3_t start, vec3_t end )
|
||||
{
|
||||
//"concussion/beam"
|
||||
FX_AddLine( -1, start, end, 0.1f, 10.0f, 0.0f,
|
||||
1.0f, 0.0f, 0.0f,
|
||||
WHITE, WHITE, 0.0f,
|
||||
175, cgi_R_RegisterShader( "gfx/effects/blueLine" ),
|
||||
0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
|
||||
|
||||
vec3_t BRIGHT={0.75f,0.5f,1.0f};
|
||||
|
||||
// add some beef
|
||||
FX_AddLine( -1, start, end, 0.1f, 7.0f, 0.0f,
|
||||
1.0f, 0.0f, 0.0f,
|
||||
BRIGHT, BRIGHT, 0.0f,
|
||||
150, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
|
||||
0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
---------------------------
|
||||
FX_ConcAltMiss
|
||||
---------------------------
|
||||
*/
|
||||
|
||||
void FX_ConcAltMiss( vec3_t origin, vec3_t normal )
|
||||
{
|
||||
vec3_t pos, c1, c2;
|
||||
|
||||
VectorMA( origin, 4.0f, normal, c1 );
|
||||
VectorCopy( c1, c2 );
|
||||
c1[2] += 4;
|
||||
c2[2] += 12;
|
||||
|
||||
VectorAdd( origin, normal, pos );
|
||||
pos[2] += 28;
|
||||
|
||||
FX_AddBezier( origin, pos, c1, vec3_origin, c2, vec3_origin, 6.0f, 6.0f, 0.0f, 0.0f, 0.2f, 0.5f, WHITE, WHITE, 0.0f, 4000, cgi_R_RegisterShader( "gfx/effects/smokeTrail" ), FX_ALPHA_WAVE );
|
||||
|
||||
theFxScheduler.PlayEffect( "concussion/alt_miss", origin, normal );
|
||||
}
|
||||
Reference in New Issue
Block a user