// Tusken Rifle

// 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_TuskenShotProjectileThink
-------------------------
*/

void FX_TuskenShotProjectileThink( 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( "tusken/shot", cent->lerpOrigin, forward );
}

/*
-------------------------
FX_TuskenShotWeaponHitWall
-------------------------
*/
void FX_TuskenShotWeaponHitWall( vec3_t origin, vec3_t normal )
{
	theFxScheduler.PlayEffect( "tusken/hitwall", origin, normal );
}
/*
-------------------------
FX_TuskenShotWeaponHitPlayer
-------------------------
*/
void FX_TuskenShotWeaponHitPlayer( gentity_t *hit, vec3_t origin, vec3_t normal, qboolean humanoid )
{
	//temporary? just testing out the damage skin stuff -rww
	if ( hit && hit->client && hit->ghoul2.size() )
	{
		CG_AddGhoul2Mark(cgs.media.bdecal_burnmark1, flrand(3.5, 4.0), origin, normal, hit->s.number,
			hit->client->ps.origin, hit->client->renderInfo.legsYaw, hit->ghoul2, hit->s.modelScale, Q_irand(10000, 13000));
	}
        
	theFxScheduler.PlayEffect( "tusken/hit", origin, normal );
}
