diff options
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r-- | src/cgame/cg_weapons.c | 28 |
1 files changed, 27 insertions, 1 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index 50a97655..fc425d7f 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -662,6 +662,14 @@ void CG_RegisterWeapon( int weaponNum ) { cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" ); break; + case WP_MASS_DRIVER: + MAKERGB( weaponInfo->flashDlightColor, 0, 0, 1 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse ); + weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse ); + weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse ); + weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse ); + break; + case WP_CHAINGUN: MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse ); @@ -730,6 +738,14 @@ void CG_RegisterWeapon( int weaponNum ) { cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" ); break; + case WP_PULSE_RIFLE: + weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse ); + MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse ); + cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" ); + cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" ); + break; + case WP_RAILGUN: weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/railgun/rg_hum.wav", qfalse ); MAKERGB( weaponInfo->flashDlightColor, 1, 0.5f, 0 ); @@ -767,7 +783,6 @@ void CG_RegisterWeapon( int weaponNum ) { case WP_DBUILD2: case WP_HBUILD: case WP_HBUILD2: - case WP_SCANNER: //nowt break; @@ -1850,6 +1865,13 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im mark = cgs.media.energyMarkShader; radius = 16; break; + case WP_PULSE_RIFLE: + mod = cgs.media.ringFlashModel; + shader = cgs.media.plasmaExplosionShader; + sfx = cgs.media.sfx_plasmaexp; + mark = cgs.media.energyMarkShader; + radius = 16; + break; case WP_BFG: mod = cgs.media.dishFlashModel; shader = cgs.media.bfgExplosionShader; @@ -1865,6 +1887,10 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im sfx = 0; radius = 4; break; + case WP_MASS_DRIVER: + shader = cgs.media.bulletExplosionShader; + mark = cgs.media.bulletMarkShader; + break; case WP_MACHINEGUN: mod = cgs.media.bulletFlashModel; shader = cgs.media.bulletExplosionShader; |