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FX_Blaster.cpp
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/*
This file is part of Jedi Academy.
Jedi Academy is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
Jedi Academy is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Jedi Academy. If not, see <http://www.gnu.org/licenses/>.
*/
// Copyright 2001-2013 Raven Software
// Blaster 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_BlasterProjectileThink
-------------------------
*/
void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
vec3_t forward;
if (cent->currentState.eFlags & EF_USE_ANGLEDELTA)
{
AngleVectors(cent->currentState.angles, forward, 0, 0);
}
else
{
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 ( cent->gent && cent->gent->owner && cent->gent->owner->s.number > 0 )
{
theFxScheduler.PlayEffect( "blaster/NPCshot", cent->lerpOrigin, forward );
}
else
{
theFxScheduler.PlayEffect( cgs.effects.blasterShotEffect, cent->lerpOrigin, forward );
}
}
/*
-------------------------
FX_BlasterAltFireThink
-------------------------
*/
void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
FX_BlasterProjectileThink( cent, weapon );
}
/*
-------------------------
FX_BlasterWeaponHitWall
-------------------------
*/
void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal )
{
theFxScheduler.PlayEffect( cgs.effects.blasterWallImpactEffect, origin, normal );
}
/*
-------------------------
FX_BlasterWeaponHitPlayer
-------------------------
*/
void FX_BlasterWeaponHitPlayer( 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( cgs.effects.blasterFleshImpactEffect, origin, normal );
}