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-rw-r--r--src/cgame/cg_ents.c12
-rw-r--r--src/cgame/cg_playerstate.c2
-rw-r--r--src/cgame/cg_weapons.c28
3 files changed, 17 insertions, 25 deletions
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index ddac7a13..df34af3c 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -443,18 +443,6 @@ static void CG_Missile( centity_t *cent )
return;
break;
- case WP_SAWBLADE_LAUNCHER:
- ent.hModel = weapon->missileModel;
-
- // convert direction of travel into axis
- AngleVectors( s1->angles, NULL, NULL, up );
- if( VectorNormalize2( up, ent.axis[ 0 ] ) == 0 )
- ent.axis[ 0 ][ 2 ] = 1;
-
- // spin as it moves
- RotateAroundDirection( ent.axis, cg.time );
- break;
-
default:
// flicker between two skins
ent.skinNum = cg.clientFrame & 1;
diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c
index c31216b2..ec4df684 100644
--- a/src/cgame/cg_playerstate.c
+++ b/src/cgame/cg_playerstate.c
@@ -55,7 +55,7 @@ void CG_CheckAmmo( void ) {
switch ( i ) {
case WP_ROCKET_LAUNCHER:
- case WP_SAWBLADE_LAUNCHER:
+ case WP_LOCKBLOB_LAUNCHER:
case WP_GRENADE_LAUNCHER:
case WP_RAILGUN:
case WP_SHOTGUN:
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 3d665e07..fbf44067 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -691,10 +691,10 @@ void CG_RegisterWeapon( int weaponNum ) {
cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" );
break;
- case WP_SAWBLADE_LAUNCHER:
+ case WP_LOCKBLOB_LAUNCHER:
weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/sawblade/sawblade.md3" );
- weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
-/* weaponInfo->missileTrailFunc = CG_RocketTrail;
+/* weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
+ weaponInfo->missileTrailFunc = CG_RocketTrail;
weaponInfo->missileDlight = 200;
weaponInfo->wiTrailTime = 2000;
weaponInfo->trailRadius = 64;
@@ -1825,13 +1825,11 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
CG_ParticleExplosion( "explode1", sprOrg, sprVel, 1400, 20, 30 );
}
break;
- case WP_SAWBLADE_LAUNCHER:
- mod = cgs.media.dishFlashModel;
-/* shader = cgs.media.rocketExplosionShader;
- sfx = cgs.media.sfx_rockexp;
- mark = cgs.media.burnMarkShader;
+ case WP_LOCKBLOB_LAUNCHER:
+ sfx = cgs.media.gibBounce1Sound;
+ mark = cgs.media.greenBloodMarkShader;
radius = 64;
- isSprite = qtrue;*/
+ isSprite = qtrue;
break;
case WP_RAILGUN:
mod = cgs.media.ringFlashModel;
@@ -1914,14 +1912,20 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
//
// impact mark
//
- alphaFade = (mark == cgs.media.energyMarkShader); // plasma fades alpha, all others fade color
- if ( weapon == WP_RAILGUN ) {
+ // plasma fades alpha, all others fade color
+ alphaFade = ( mark == cgs.media.energyMarkShader ||
+ mark == cgs.media.greenBloodMarkShader );
+
+ if( weapon == WP_RAILGUN )
+ {
float *color;
// colorize with client color
color = cgs.clientinfo[clientNum].color2;
CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse );
- } else {
+ }
+ else
+ {
CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse );
}
}