00001
00002
00003 #include "cg_local.h"
00004
00005
00006
00007
00008
00009
00010
00011 void FX_FlechetteProjectileThink( 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.flechetteShotEffect, cent->lerpOrigin, forward, -1, -1 );
00021 }
00022
00023
00024
00025
00026
00027
00028 void FX_FlechetteWeaponHitWall( vec3_t origin, vec3_t normal )
00029 {
00030 trap_FX_PlayEffectID( cgs.effects.flechetteWallImpactEffect, origin, normal, -1, -1 );
00031 }
00032
00033
00034
00035
00036
00037
00038 void FX_FlechetteWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
00039 {
00040
00041
00042 trap_FX_PlayEffectID( cgs.effects.flechetteFleshImpactEffect, origin, normal, -1, -1 );
00043
00044
00045
00046
00047
00048 }
00049
00050
00051
00052
00053
00054
00055
00056
00057 void FX_FlechetteAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
00058 {
00059 vec3_t forward;
00060
00061 if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
00062 {
00063 forward[2] = 1.0f;
00064 }
00065
00066 trap_FX_PlayEffectID( cgs.effects.flechetteAltShotEffect, cent->lerpOrigin, forward, -1, -1 );
00067 }