#include "cg_local.h"#include "fx_local.h"Go to the source code of this file.
Functions | |
| void | FX_BryarProjectileThink (centity_t *cent, const struct weaponInfo_s *weapon) |
| void | FX_BryarHitWall (vec3_t origin, vec3_t normal) |
| void | FX_BryarHitPlayer (vec3_t origin, vec3_t normal, qboolean humanoid) |
| void | FX_BryarAltProjectileThink (centity_t *cent, const struct weaponInfo_s *weapon) |
| void | FX_BryarAltHitWall (vec3_t origin, vec3_t normal, int power) |
| void | FX_BryarAltHitPlayer (vec3_t origin, vec3_t normal, qboolean humanoid) |
| void | FX_TurretProjectileThink (centity_t *cent, const struct weaponInfo_s *weapon) |
| void | FX_TurretHitWall (vec3_t origin, vec3_t normal) |
| void | FX_TurretHitPlayer (vec3_t origin, vec3_t normal, qboolean humanoid) |
| void | FX_ConcussionHitWall (vec3_t origin, vec3_t normal) |
| void | FX_ConcussionHitPlayer (vec3_t origin, vec3_t normal, qboolean humanoid) |
| void | FX_ConcussionProjectileThink (centity_t *cent, const struct weaponInfo_s *weapon) |
| void | FX_ConcAltShot (vec3_t start, vec3_t end) |
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Definition at line 116 of file fx_bryarpistol.c. References cgEffects_t::bryarDroidImpactEffect, cgEffects_t::bryarFleshImpactEffect, cgs, cgs_t::effects, trap_FX_PlayEffectID(), and vec3_t. Referenced by CG_MissileHitPlayer().
00117 {
00118 if ( humanoid )
00119 {
00120 trap_FX_PlayEffectID( cgs.effects.bryarFleshImpactEffect, origin, normal, -1, -1 );
00121 }
00122 else
00123 {
00124 trap_FX_PlayEffectID( cgs.effects.bryarDroidImpactEffect, origin, normal, -1, -1 );
00125 }
00126 }
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Definition at line 91 of file fx_bryarpistol.c. References cgEffects_t::bryarWallImpactEffect, cgEffects_t::bryarWallImpactEffect2, cgEffects_t::bryarWallImpactEffect3, cgs, cgs_t::effects, trap_FX_PlayEffectID(), and vec3_t. Referenced by CG_MissileHitWall().
00092 {
00093 switch( power )
00094 {
00095 case 4:
00096 case 5:
00097 trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect3, origin, normal, -1, -1 );
00098 break;
00099
00100 case 2:
00101 case 3:
00102 trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect2, origin, normal, -1, -1 );
00103 break;
00104
00105 default:
00106 trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect, origin, normal, -1, -1 );
00107 break;
00108 }
00109 }
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Definition at line 64 of file fx_bryarpistol.c. References cgEffects_t::bryarPowerupShotEffect, cgEffects_t::bryarShotEffect, centity_t, cgs, centity_s::currentState, cgs_t::effects, entityState_s::generic1, centity_s::lerpOrigin, entityState_s::pos, trap_FX_PlayEffectID(), trajectory_t::trDelta, vec3_t, and VectorNormalize2(). Referenced by CG_RegisterWeapon().
00065 {
00066 vec3_t forward;
00067 int t;
00068
00069 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
00070 {
00071 forward[2] = 1.0f;
00072 }
00073
00074 // see if we have some sort of extra charge going on
00075 for (t = 1; t < cent->currentState.generic1; t++ )
00076 {
00077 // just add ourselves over, and over, and over when we are charged
00078 trap_FX_PlayEffectID( cgs.effects.bryarPowerupShotEffect, cent->lerpOrigin, forward, -1, -1 );
00079 }
00080
00081 // for ( int t = 1; t < cent->gent->count; t++ ) // The single player stores the charge in count, which isn't accessible on the client
00082
00083 trap_FX_PlayEffectID( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward, -1, -1 );
00084 }
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Definition at line 42 of file fx_bryarpistol.c. References cgEffects_t::bryarDroidImpactEffect, cgEffects_t::bryarFleshImpactEffect, cgs, cgs_t::effects, trap_FX_PlayEffectID(), and vec3_t. Referenced by CG_MissileHitPlayer().
00043 {
00044 if ( humanoid )
00045 {
00046 trap_FX_PlayEffectID( cgs.effects.bryarFleshImpactEffect, origin, normal, -1, -1 );
00047 }
00048 else
00049 {
00050 trap_FX_PlayEffectID( cgs.effects.bryarDroidImpactEffect, origin, normal, -1, -1 );
00051 }
00052 }
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Definition at line 32 of file fx_bryarpistol.c. References cgEffects_t::bryarWallImpactEffect, cgs, cgs_t::effects, trap_FX_PlayEffectID(), and vec3_t. Referenced by CG_MissileHitWall().
00033 {
00034 trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect, origin, normal, -1, -1 );
00035 }
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Definition at line 15 of file fx_bryarpistol.c. References cgEffects_t::bryarShotEffect, centity_t, cgs, centity_s::currentState, cgs_t::effects, centity_s::lerpOrigin, entityState_s::pos, trap_FX_PlayEffectID(), trajectory_t::trDelta, vec3_t, and VectorNormalize2(). Referenced by CG_RegisterWeapon().
00016 {
00017 vec3_t forward;
00018
00019 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
00020 {
00021 forward[2] = 1.0f;
00022 }
00023
00024 trap_FX_PlayEffectID( cgs.effects.bryarShotEffect, cent->lerpOrigin, forward, -1, -1 );
00025 }
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Definition at line 222 of file fx_bryarpistol.c. References FX_ALPHA_LINEAR, FX_SIZE_LINEAR, trap_FX_AddLine(), trap_R_RegisterShader(), and vec3_t. Referenced by CG_EntityEvent().
00223 {
00224 //"concussion/beam"
00225 trap_FX_AddLine( start, end, 0.1f, 10.0f, 0.0f,
00226 1.0f, 0.0f, 0.0f,
00227 WHITE, WHITE, 0.0f,
00228 175, trap_R_RegisterShader( "gfx/effects/blueLine" ),
00229 FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
00230
00231 // add some beef
00232 trap_FX_AddLine( start, end, 0.1f, 7.0f, 0.0f,
00233 1.0f, 0.0f, 0.0f,
00234 BRIGHT, BRIGHT, 0.0f,
00235 150, trap_R_RegisterShader( "gfx/misc/whiteline2" ),
00236 FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
00237 }
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Definition at line 192 of file fx_bryarpistol.c. References cgs, cgEffects_t::concussionImpactEffect, cgs_t::effects, trap_FX_PlayEffectID(), and vec3_t. Referenced by CG_MissileHitPlayer().
00193 {
00194 trap_FX_PlayEffectID( cgs.effects.concussionImpactEffect, origin, normal, -1, -1 );
00195 }
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Definition at line 182 of file fx_bryarpistol.c. References cgs, cgEffects_t::concussionImpactEffect, cgs_t::effects, trap_FX_PlayEffectID(), and vec3_t. Referenced by CG_MissileHitWall().
00183 {
00184 trap_FX_PlayEffectID( cgs.effects.concussionImpactEffect, origin, normal, -1, -1 );
00185 }
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Definition at line 202 of file fx_bryarpistol.c. References centity_t, cgs, cgEffects_t::concussionShotEffect, centity_s::currentState, cgs_t::effects, centity_s::lerpOrigin, entityState_s::pos, trap_FX_PlayEffectID(), trajectory_t::trDelta, vec3_t, and VectorNormalize2(). Referenced by CG_RegisterWeapon().
00203 {
00204 vec3_t forward;
00205
00206 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
00207 {
00208 forward[2] = 1.0f;
00209 }
00210
00211 trap_FX_PlayEffectID( cgs.effects.concussionShotEffect, cent->lerpOrigin, forward, -1, -1 );
00212 }
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Definition at line 162 of file fx_bryarpistol.c. References cgEffects_t::bryarDroidImpactEffect, cgEffects_t::bryarFleshImpactEffect, cgs, cgs_t::effects, trap_FX_PlayEffectID(), and vec3_t. Referenced by CG_MissileHitPlayer().
00163 {
00164 if ( humanoid )
00165 {
00166 trap_FX_PlayEffectID( cgs.effects.bryarFleshImpactEffect, origin, normal, -1, -1 );
00167 }
00168 else
00169 {
00170 trap_FX_PlayEffectID( cgs.effects.bryarDroidImpactEffect, origin, normal, -1, -1 );
00171 }
00172 }
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Definition at line 152 of file fx_bryarpistol.c. References cgEffects_t::bryarWallImpactEffect, cgs, cgs_t::effects, trap_FX_PlayEffectID(), and vec3_t. Referenced by CG_MissileHitWall().
00153 {
00154 trap_FX_PlayEffectID( cgs.effects.bryarWallImpactEffect, origin, normal, -1, -1 );
00155 }
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Definition at line 135 of file fx_bryarpistol.c. References centity_t, cgs, centity_s::currentState, cgs_t::effects, centity_s::lerpOrigin, entityState_s::pos, trap_FX_PlayEffectID(), trajectory_t::trDelta, cgEffects_t::turretShotEffect, vec3_t, and VectorNormalize2(). Referenced by CG_RegisterWeapon().
00136 {
00137 vec3_t forward;
00138
00139 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
00140 {
00141 forward[2] = 1.0f;
00142 }
00143
00144 trap_FX_PlayEffectID( cgs.effects.turretShotEffect, cent->lerpOrigin, forward, -1, -1 );
00145 }
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