diff options
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r-- | src/cgame/cg_weapons.c | 44 |
1 files changed, 43 insertions, 1 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index 4d66f626..7245a870 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -727,6 +727,12 @@ void CG_RegisterWeapon( int weaponNum ) cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" ); break; + case WP_LAS_GUN: + MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse ); + cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" ); + break; + case WP_LUCIFER_CANON: weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/bfg/bfg_hum.wav", qfalse ); MAKERGB( weaponInfo->flashDlightColor, 1, 0.7f, 1 ); @@ -741,6 +747,11 @@ void CG_RegisterWeapon( int weaponNum ) weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); break; + case WP_PAIN_SAW: + MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); + break; + case WP_GRAB_CLAW: MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); @@ -1911,6 +1922,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im break; case WP_MACHINEGUN: case WP_CHAINGUN: + case WP_LAS_GUN: mod = cgs.media.bulletFlashModel; shader = cgs.media.bulletExplosionShader; mark = cgs.media.bulletMarkShader; @@ -2270,6 +2282,37 @@ static qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ) { /* ====================== +CG_LasGunHit + +Renders las gun effects. +====================== +*/ +void CG_LasGunHit( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ) +{ + trace_t trace; + vec3_t start; + + // if the shooter is currently valid, calc a source point and possibly + // do trail effects + if( sourceEntityNum >= 0 && cg_tracerChance.value > 0 ) + { + if( CG_CalcMuzzlePoint( sourceEntityNum, start ) ) + { + // draw a tracer + if( random() < cg_tracerChance.value ) + CG_Tracer( start, end ); + } + } + + // impact splash and mark + if( flesh ) + CG_Bleed( end, fleshEntityNum ); + else + CG_MissileHitWall( WP_LAS_GUN, 0, end, normal, IMPACTSOUND_DEFAULT, 0 ); +} + +/* +====================== CG_Bullet Renders bullet effects. @@ -2315,5 +2358,4 @@ void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, } else { CG_MissileHitWall( WP_MACHINEGUN, 0, end, normal, IMPACTSOUND_DEFAULT, 0 ); } - } |