00001
00002
00003 #include "cg_local.h"
00004
00005
00006
00007
00008
00009
00010
00011 void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
00012 {
00013 vec3_t forward;
00014
00015 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
00016 {
00017 forward[2] = 1.0f;
00018 }
00019
00020 trap_FX_PlayEffectID( cgs.effects.blasterShotEffect, cent->lerpOrigin, forward, -1, -1 );
00021 }
00022
00023
00024
00025
00026
00027
00028 void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon )
00029 {
00030 vec3_t forward;
00031
00032 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
00033 {
00034 forward[2] = 1.0f;
00035 }
00036
00037 trap_FX_PlayEffectID( cgs.effects.blasterShotEffect, cent->lerpOrigin, forward, -1, -1 );
00038 }
00039
00040
00041
00042
00043
00044
00045 void FX_BlasterWeaponHitWall( vec3_t origin, vec3_t normal )
00046 {
00047 trap_FX_PlayEffectID( cgs.effects.blasterWallImpactEffect, origin, normal, -1, -1 );
00048 }
00049
00050
00051
00052
00053
00054
00055 void FX_BlasterWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
00056 {
00057 if ( humanoid )
00058 {
00059 trap_FX_PlayEffectID( cgs.effects.blasterFleshImpactEffect, origin, normal, -1, -1 );
00060 }
00061 else
00062 {
00063 trap_FX_PlayEffectID( cgs.effects.blasterDroidImpactEffect, origin, normal, -1, -1 );
00064 }
00065 }