Initial commit.
This commit is contained in:
146
code/cgame/FX_Emplaced.cpp
Normal file
146
code/cgame/FX_Emplaced.cpp
Normal file
@@ -0,0 +1,146 @@
|
||||
// Emplaced 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_EmplacedProjectileThink
|
||||
---------------------------
|
||||
*/
|
||||
|
||||
void FX_EmplacedProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
|
||||
{
|
||||
vec3_t forward;
|
||||
|
||||
if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f )
|
||||
{
|
||||
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
|
||||
{
|
||||
forward[2] = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
int dif = cg.time - cent->gent->s.pos.trTime;
|
||||
|
||||
if ( dif < 75 )
|
||||
{
|
||||
if ( dif < 0 )
|
||||
{
|
||||
dif = 0;
|
||||
}
|
||||
|
||||
float scale = ( dif / 75.0f ) * 0.95f + 0.05f;
|
||||
|
||||
VectorScale( forward, scale, forward );
|
||||
}
|
||||
|
||||
// If tie-fighter missle use green shot.
|
||||
if ( cent->currentState.weapon == WP_TIE_FIGHTER )
|
||||
{
|
||||
theFxScheduler.PlayEffect( "ships/imp_blastershot", cent->lerpOrigin, forward );
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( cent->gent && cent->gent->owner && cent->gent->owner->activator && cent->gent->owner->activator->s.number > 0 )
|
||||
{
|
||||
// NPC's do short shot
|
||||
if ( cent->gent->alt_fire )
|
||||
{
|
||||
theFxScheduler.PlayEffect( "eweb/shotNPC", cent->lerpOrigin, forward );
|
||||
}
|
||||
else
|
||||
{
|
||||
theFxScheduler.PlayEffect( "emplaced/shotNPC", cent->lerpOrigin, forward );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// players do long shot
|
||||
if ( cent->gent && cent->gent->alt_fire )
|
||||
{
|
||||
theFxScheduler.PlayEffect( "eweb/shotNPC", cent->lerpOrigin, forward );
|
||||
}
|
||||
else
|
||||
{
|
||||
theFxScheduler.PlayEffect( "emplaced/shot", cent->lerpOrigin, forward );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
---------------------------
|
||||
FX_EmplacedHitWall
|
||||
---------------------------
|
||||
*/
|
||||
|
||||
void FX_EmplacedHitWall( vec3_t origin, vec3_t normal, qboolean eweb )
|
||||
{
|
||||
if ( eweb )
|
||||
{
|
||||
theFxScheduler.PlayEffect( "eweb/wall_impact", origin, normal );
|
||||
}
|
||||
else
|
||||
{
|
||||
theFxScheduler.PlayEffect( "emplaced/wall_impact", origin, normal );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
---------------------------
|
||||
FX_EmplacedHitPlayer
|
||||
---------------------------
|
||||
*/
|
||||
|
||||
void FX_EmplacedHitPlayer( vec3_t origin, vec3_t normal, qboolean eweb )
|
||||
{
|
||||
if ( eweb )
|
||||
{
|
||||
theFxScheduler.PlayEffect( "eweb/flesh_impact", origin, normal );
|
||||
}
|
||||
else
|
||||
{
|
||||
theFxScheduler.PlayEffect( "emplaced/wall_impact", origin, normal );
|
||||
}
|
||||
}
|
||||
/*
|
||||
---------------------------
|
||||
FX_TurretProjectileThink
|
||||
---------------------------
|
||||
*/
|
||||
|
||||
void FX_TurretProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
|
||||
{
|
||||
vec3_t forward;
|
||||
|
||||
if ( VectorNormalize2( cent->gent->s.pos.trDelta, forward ) == 0.0f )
|
||||
{
|
||||
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
|
||||
{
|
||||
forward[2] = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
int dif = cg.time - cent->gent->s.pos.trTime;
|
||||
|
||||
if ( dif < 75 )
|
||||
{
|
||||
if ( dif < 0 )
|
||||
{
|
||||
dif = 0;
|
||||
}
|
||||
|
||||
float scale = ( dif / 75.0f ) * 0.95f + 0.05f;
|
||||
|
||||
VectorScale( forward, scale, forward );
|
||||
}
|
||||
|
||||
theFxScheduler.PlayEffect( "turret/shot", cent->lerpOrigin, forward );
|
||||
}
|
||||
Reference in New Issue
Block a user