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