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73
code/cgame/FX_Flechette.cpp
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73
code/cgame/FX_Flechette.cpp
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// Golan Arms Flechette 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_FlechetteProjectileThink
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-------------------------
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*/
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void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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EvaluateTrajectoryDelta( ¢->gent->s.pos, cg.time, forward );
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if ( VectorNormalize( forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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theFxScheduler.PlayEffect( cgs.effects.flechetteShotEffect, cent->lerpOrigin, forward );
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}
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/*
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-------------------------
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FX_FlechetteWeaponHitWall
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-------------------------
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*/
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void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal )
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{
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theFxScheduler.PlayEffect( cgs.effects.flechetteShotDeathEffect, origin, normal );
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}
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/*
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-------------------------
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FX_BlasterWeaponHitPlayer
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-------------------------
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*/
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void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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// if ( humanoid )
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// {
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theFxScheduler.PlayEffect( cgs.effects.flechetteFleshImpactEffect, origin, normal );
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// }
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// else
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// {
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// theFxScheduler.PlayEffect( "blaster/droid_impact", origin, normal );
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// }
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}
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/*
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-------------------------
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FX_FlechetteProjectileThink
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-------------------------
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*/
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void FX_FlechetteAltProjectileThink( 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->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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theFxScheduler.PlayEffect( cgs.effects.flechetteAltShotEffect, cent->lerpOrigin, forward );
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}
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