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98
code/cgame/FX_Disruptor.cpp
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98
code/cgame/FX_Disruptor.cpp
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// Disruptor Weapon
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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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FX_DisruptorMainShot
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---------------------------
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*/
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static vec3_t WHITE ={1.0f,1.0f,1.0f};
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void FX_DisruptorMainShot( vec3_t start, vec3_t end )
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{
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FX_AddLine( -1, start, end, 0.1f, 4.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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WHITE, WHITE, 0.0f,
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120, cgi_R_RegisterShader( "gfx/effects/redLine" ),
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0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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}
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/*
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---------------------------
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FX_DisruptorAltShot
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---------------------------
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*/
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void FX_DisruptorAltShot( vec3_t start, vec3_t end, qboolean fullCharge )
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{
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FX_AddLine( -1, start, end, 0.1f, 10.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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WHITE, WHITE, 0.0f,
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175, cgi_R_RegisterShader( "gfx/effects/redLine" ),
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0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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if ( fullCharge )
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{
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vec3_t YELLER={0.8f,0.7f,0.0f};
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// add some beef
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FX_AddLine( -1, start, end, 0.1f, 7.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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YELLER, YELLER, 0.0f,
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150, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
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0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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}
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}
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/*
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---------------------------
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FX_DisruptorAltMiss
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---------------------------
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*/
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void FX_DisruptorAltMiss( vec3_t origin, vec3_t normal )
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{
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vec3_t pos, c1, c2;
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VectorMA( origin, 4.0f, normal, c1 );
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VectorCopy( c1, c2 );
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c1[2] += 4;
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c2[2] += 12;
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VectorAdd( origin, normal, pos );
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pos[2] += 28;
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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 );
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theFxScheduler.PlayEffect( "disruptor/alt_miss", origin, normal );
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}
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/*
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---------------------------
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FX_KothosBeam
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---------------------------
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*/
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void FX_KothosBeam( vec3_t start, vec3_t end )
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{
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FX_AddLine( -1, start, end, 0.1f, 10.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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WHITE, WHITE, 0.0f,
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175, cgi_R_RegisterShader( "gfx/misc/dr1" ),
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0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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vec3_t YELLER={0.8f,0.7f,0.0f};
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// add some beef
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FX_AddLine( -1, start, end, 0.1f, 7.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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YELLER, YELLER, 0.0f,
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150, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
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0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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}
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