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From Concussion to Destruction (Help)


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@@Asgarath83 Imagine the Concussion Rifle without Concussion/Shot.efx; That's what's happening with Destruction right now. Everything else is working fine, which means there's something else I'm missing in the actual SP code.

mmm, i got a similar problem after i have registereed the new effect of my force effects and i used theFXscheduler for play the effects. try with the Gplayeffect and the address of the effect of projectile. Please post  the code about the show of the destruction shot efx projectile. maybe i have an idea of what is wrong, beucase i get the same error with all my effects after i edited and register new effect with force lightning.

the other weapons effects and blade effects of the saber and the other weapons shooted by the enemy works fine? or also they not show the efx?

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@@Asgarath83

@@eezstreet

 

FX_Destruction.cpp:

 

 
void FX_DestructProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
vec3_t forward;
 
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
{
forward[2] = 1.0f;
}
 
theFxScheduler.PlayEffect( "force/destruction", cent->lerpOrigin, forward );
}
 
/*
---------------------------
FX_DestructHitWall
---------------------------
*/
 
void FX_DestructHitWall( vec3_t origin, vec3_t normal )
{
theFxScheduler.PlayEffect( "force/destruction_explode", origin, normal );
}
 
/*
---------------------------
FX_DestructHitPlayer
---------------------------
*/
 
void FX_DestructHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
theFxScheduler.PlayEffect( "force/destruction_explode", origin, normal );
}
 

 

cg_weapons.cpp:

 

 
case WP_SABER:
theFxScheduler.RegisterEffect( "force/destruction" );
theFxScheduler.RegisterEffect( "force/destruction_explode" );
 
Asgarath83 likes this
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Ah yes... that problem. i got too. for some unknown reason (i ask aslo on Jacoders to @@ent about that )

rregistering and playing and efx on theFxScheduler can cause that issue. i registered and played with fxscheduler dozens of effect only for see... nothing! XD all effects of blades, projectile of weapons and force power disapperead! And at the end of a long debug, i see that the cause of the problem is theFxscheduler itself.

how to fix:

1 On cgweapons: put thefxscheduler after case WP_SABER into /* */ so they are green and code not read.

2: on FxDestruction.cpp.

 

Replace that:

"theFxScheduler.PlayEffect( "force/destruction", cent->lerpOrigin, forward );"

with

"G_PlayEffect( "force/destruction", cent->lerpOrigin, forward );"

 

that

"theFxScheduler.PlayEffect( "force/destruction_explode", origin, normal );"

with

"G_PlayEffect( "force/destruction_explode", origin, normal );"

and

that

"theFxScheduler.PlayEffect( "force/destruction_explode", origin, normal );"

with

"G_PlayEffect( "force/destruction_explode", origin, normal );"

 

 

Now should work, i hope. :) with my force power this method works for drain, lightning, rage, heal, telepathy.

@@JediBantha

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Have you tested that in-game?

for me it's working without problem. register sound and effect is not necessary for play an effect, and to me has got a large amount of issue. with Gplay in my coide work. with Fxscheduler not work. i not know why but for some strange reason registering effect on cg_weapons on fxscheduler cause trouble to effects visualizzation. i show that issue also to @@ent and @@ensiform  .

also , i know that a not precached sound \ efx increase the time of loading of mod and maps.  and also that is not tecnically correct, but for me it works. O.o

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the same of the force effect rage. :)

 

Cgmedia

// Stored FX handles
//--------------------
typedef struct
{
    // BRYAR PISTOL
    fxHandle_t    bryarShotEffect;
    fxHandle_t    bryarPowerupShotEffect;
    fxHandle_t    bryarWallImpactEffect;
    fxHandle_t    bryarWallImpactEffect2;
    fxHandle_t    bryarWallImpactEffect3;
    fxHandle_t    bryarFleshImpactEffect;

    // BLASTER
    fxHandle_t    blasterShotEffect;
    fxHandle_t    blasterOverchargeEffect;
    fxHandle_t    blasterWallImpactEffect;
    fxHandle_t    blasterFleshImpactEffect;

    // BOWCASTER
    fxHandle_t    bowcasterShotEffect;
    fxHandle_t    bowcasterBounceEffect;
    fxHandle_t    bowcasterImpactEffect;

    // FLECHETTE
    fxHandle_t    flechetteShotEffect;
    fxHandle_t    flechetteAltShotEffect;
    fxHandle_t    flechetteShotDeathEffect;
    fxHandle_t    flechetteFleshImpactEffect;
    fxHandle_t    flechetteRicochetEffect;

    //FORCE BEHAVOUR STATES EFFECTS
    // Stunning
    fxHandle_t    forceConfusion;
    /*
    // Trapped
    fxHandle_t    forceWebbed;
    // Control of Undead
    fxHandle_t    forceSpirithWrack;
    // Poisoned
    fxHandle_t    forcePoisoned;
    // Hylden Corruption
    fxHandle_t    forceCorruption;
    // cura
    fxHandle_t    forceHealing;
    // Nature attack
    fxHandle_t    forceNature;
    // Darkness
    fxHandle_t    forceBlind;
    // Light
    fxHandle_t    forceFlash;
    // Sunburst
    fxHandle_t    forceSunlight;
    // Fire
    fxHandle_t    forceBurn;
    // Fog blinding
    fxHandle_t    forceFogblind;
    // Storm
    fxHandle_t    forceStorm;
    // Smog and void
    fxHandle_t    forceGasp;
    // Freezing
    fxHandle_t    forceFrost;
    // Stoning
    fxHandle_t    forceRock;
    // Sonic
    fxHandle_t    forceSonicstun;
    // Astral Gravity
    fxHandle_t    forceGravity;
    // InspireHate
    fxHandle_t    forceHate;
    // Force Fear
    fxHandle_t    forceFear2;
    // Acid \ font of putrescense
    fxHandle_t    forceMud;
    // Time effect
    fxHandle_t    forceSlowtime;*/

    // Arcane attack
    // Electric
    fxHandle_t    forceLightning;
    fxHandle_t    forceLightningWide;
    
    /*// Zephonim spiderweb
    fxHandle_t    forceWeb;
    fxHandle_t    forceWebwide;
    // Driel Kan Necromantic Fire
    fxHandle_t    forceNecro;
    fxHandle_t    forceNecrowide;
    // Poison gas
    fxHandle_t    forcePoison;
    fxHandle_t    forcePoisonwide;
    // Hell Fire
    fxHandle_t    forceHell;
    fxHandle_t    forceHellwide;
    // Hylden Fire
    fxHandle_t    forceHylden;
    fxHandle_t    forceHyldenwide;
    // Hylden lightnings
    fxHandle_t    forceGreenLightning;
    fxHandle_t    forceGreenLightningwide;
    // Ghost reverberus
    fxHandle_t    forceGhost;
    fxHandle_t    forceGhostwide;
    // Darkness
    fxHandle_t    forceDark;
    fxHandle_t    forceDarkwide;
    // Lightning
    fxHandle_t    forceYellowLightning;
    fxHandle_t    forceYellowLightningwide;
    // Sunburst
    fxHandle_t    forceBurst;
    fxHandle_t    forceBurstwide;
    // Flames
    fxHandle_t    forceFire;
    fxHandle_t    forceFirewide;
    // Wind
    fxHandle_t    forceWind;
    fxHandle_t    forceWindwide;
    // Water
    fxHandle_t    forceWater;
    fxHandle_t    forceWaterwide;
    // Magma
    fxHandle_t    forceLava;
    fxHandle_t    forceLavawide;
    // Ice
    fxHandle_t    forceIce;
    fxHandle_t    forceIcewide;
    // Stone Breath
    fxHandle_t    forceStone;
    fxHandle_t    forceStonewide;
    // Sonic Wave
    fxHandle_t    forceSonic;
    fxHandle_t    forceSonicwide;
    // Astral \ Dimension
    fxHandle_t    forceAstral;
    fxHandle_t    forceAstralwide;
    // Defiance vampire hunter fireball
    fxHandle_t    forceFireball;
    fxHandle_t    forceFireballwide;
    // Sarafan Cleric Fire
    fxHandle_t    forceFirewhite;
    fxHandle_t    forceFirewhitewide;
    // Asgarath holly fireb
    fxHandle_t    forceHollyfire;
    fxHandle_t    forceHollyfirewide;
    // Holly
    fxHandle_t    forceHolly;
    fxHandle_t    forceHollywide;
    // Life \ Nature Breath
    fxHandle_t    forceLife;
    fxHandle_t    forceLifewide;
    // Death skull fire
    fxHandle_t    forceSkull;
    fxHandle_t    forceSkullwide;
    // Acid \ font of putrescense
    fxHandle_t    forceAcid;
    fxHandle_t    forceAcidwide;
    // Time aura
    fxHandle_t    forceTime;
    fxHandle_t    forceTimewide;
    // Stunning attack of Mentalist
    fxHandle_t    forceStun;
    fxHandle_t    forceStunwide;
    // Force Crystal
    fxHandle_t    forceCrystal;
    fxHandle_t    forceCrystalwide;*/
    //fxHandle_t    forceInvincibility;
    fxHandle_t    forceHeal;
    /*fxHandle_t    forceHeal2;
    fxHandle_t    forceHeal3;
    fxHandle_t    forceHeal4;
    fxHandle_t    forceHeal5;
    fxHandle_t    forceHeal6; /*
    // the Rages effects new
    fxHandle_t    forceFear;*/
    fxHandle_t    forceRage;
    /*fxHandle_t    forceTrance;
    fxHandle_t    forceTkshield;
    fxHandle_t    forceBerserk;
    fxHandle_t    forceElder;*/


    //new stuff for Jedi Academy
    /*fxHandle_t forceDrain;
    fxHandle_t forceDrainWide;
    fxHandle_t forceDrained;*/
    /*fxHandle_t forceSouldrain;
    fxHandle_t forceSouldrainwide;
    fxHandle_t forceSouldrained;
    fxHandle_t forceHyldendrain;
    fxHandle_t forceHyldendrainwide;
    fxHandle_t forceHyldendrained;
    fxHandle_t forceNecrodrain;
    fxHandle_t forceNecrodrainwide;
    fxHandle_t forceNecrodrained;
    fxHandle_t forceHelldrain;
    fxHandle_t forceHelldrainwide;
    fxHandle_t forceHelldrained;*/

    //footstep effects
    fxHandle_t footstepMud;
    fxHandle_t footstepSand;
    fxHandle_t footstepSnow;
    fxHandle_t footstepGravel;
    //landing effects
    fxHandle_t landingMud;
    fxHandle_t landingSand;
    fxHandle_t landingDirt;
    fxHandle_t landingSnow;
    fxHandle_t landingGravel;
} cgEffects_t;

Cg_Weapons

 



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CG PLAYERS

(i used the same syntax of force drain for force lightning, too. )

 

THE FORCE DRAIN
if ( cent->gent->client->ps.forcePowersActive&(1<<FP_DRAIN)
                && cent->gent->client->ps.forceDrainEntityNum >= ENTITYNUM_WORLD )
            {//doing the draining and not on a single person
                vec3_t tAng, fxDir;
                VectorCopy( cent->lerpAngles, tAng );
                if ( cent->gent->client->ps.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_2 )
                {//arc
                    vec3_t    fxAxis[3];
                    AnglesToAxis( tAng, fxAxis );
                    /* theFxScheduler.PlayEffect( cgs.effects.forceDrainWide, cent->gent->client->renderInfo.handLPoint, fxAxis );*/
                    if ( cent->gent->client->NPC_class == CLASS_REELO || cent->gent->client->NPC_class == CLASS_PROBE ||
                         cent->gent->client->NPC_class == CLASS_RANCOR || cent->gent->client->NPC_class == CLASS_LUKE ||
                         cent->gent->client->NPC_class == CLASS_MOUSE || cent->gent->client->NPC_class == CLASS_JAWA ||
                         cent->gent->client->NPC_class == CLASS_ATST || cent->gent->client->NPC_class == CLASS_SAND_CREATURE ||
                         cent->gent->client->NPC_class == CLASS_ROCKETTROOPER || cent->gent->client->NPC_class == CLASS_ASSASSIN_DROID )             
                        {
                            G_PlayEffect( G_EffectIndex( "mp/drainwide2" ), cent->gent->client->renderInfo.handLPoint, fxAxis );
                            G_PlayEffect( G_EffectIndex( "mp/drainhit2" ), cent->gent->client->renderInfo.handLPoint, fxAxis );
                        }
                    else if ( cent->gent->client->NPC_class == CLASS_JEDI )
                        {
                            G_PlayEffect( G_EffectIndex( "mp/drainwide2" ), cent->gent->client->renderInfo.handLPoint, fxAxis );
                            G_PlayEffect( G_EffectIndex( "mp/drainhit2" ), cent->gent->client->renderInfo.handLPoint, fxAxis );
                        }
                    else if ( cent->gent->client->NPC_class == CLASS_KYLE || cent->gent->client->NPC_class == CLASS_REBORN ||
                         cent->gent->client->NPC_class == CLASS_TUSKEN || cent->gent->client->NPC_class == CLASS_GLIDER ||
                         cent->gent->client->NPC_class == CLASS_NOGHRI || cent->gent->client->NPC_class == CLASS_FLIER2 ||
                         cent->gent->client->NPC_class == CLASS_WEEQUAY || cent->gent->client->NPC_class == CLASS_LIZARD ||
                         cent->gent->client->NPC_class == CLASS_SWAMPTROOPER || cent->gent->client->NPC_class == CLASS_FISH ||
                         cent->gent->client->NPC_class == CLASS_NOGHRI || cent->gent->client->NPC_class == CLASS_FLIER2 ||
                         cent->gent->client->NPC_class == CLASS_GRAN || cent->gent->client->NPC_class == CLASS_CLAW ||
                         cent->gent->client->NPC_class == CLASS_MONMOTHA || cent->gent->client->NPC_class == CLASS_ALORA ||
                         cent->gent->client->NPC_class == CLASS_SWAMP || cent->gent->client->NPC_class == CLASS_INTERROGATOR )
                        {
                            G_PlayEffect( G_EffectIndex( "mp/drainwide" ), cent->gent->client->renderInfo.handLPoint, fxAxis );
                            /*G_PlayEffect( G_EffectIndex( "mp/drainhit" ), cent->gent->client->renderInfo.handLPoint, fxAxis );*/
                        }
                    else if ( cent->gent->client->NPC_class == CLASS_MURJJ || cent->gent->client->NPC_class == CLASS_COMMANDO ||
                         cent->gent->client->NPC_class == CLASS_PRISONER || cent->gent->client->NPC_class == CLASS_REBEL ||
                         cent->gent->client->NPC_class == CLASS_BESPIN_COP || cent->gent->client->NPC_class == CLASS_SABOTEUR ||
                         cent->gent->client->NPC_class == CLASS_SHADOWTROOPER || cent->gent->client->NPC_class == CLASS_STORMTROOPER ||
                         cent->gent->client->NPC_class == CLASS_SWAMP || cent->gent->client->NPC_class == CLASS_FISH ||
                         cent->gent->client->NPC_class == CLASS_TRANDOSHAN || cent->gent->client->NPC_class == CLASS_SWAMP ||
                         cent->gent->client->NPC_class == CLASS_IMPERIAL || cent->gent->client->NPC_class == CLASS_IMPWORKER ||
                         cent->gent->client->NPC_class == CLASS_JAN || cent->gent->client->NPC_class == CLASS_LANDO  ||
                         cent->gent->client->NPC_class == CLASS_GALAK || cent->gent->client->NPC_class == CLASS_RODIAN ||
                         cent->gent->client->NPC_class == CLASS_SABER_DROID || cent->gent->client->NPC_class == CLASS_PROTOCOL ||
                         cent->gent->client->NPC_class == CLASS_HAZARD_TROOPER || cent->gent->client->NPC_class == CLASS_GALAKMECH ||
                         cent->gent->client->NPC_class == CLASS_BARTENDER || cent->gent->client->NPC_class == CLASS_GONK ||
                         cent->gent->client->NPC_class == CLASS_R2D2 || cent->gent->client->NPC_class == CLASS_R5D2 ||
                         cent->gent->client->NPC_class == CLASS_MARK1 || cent->gent->client->NPC_class == CLASS_MARK2 ||
                         cent->gent->client->NPC_class == CLASS_HOWLER || cent->gent->client->NPC_class == CLASS_SEEKER ||
                         cent->gent->client->NPC_class == CLASS_SENTRY || cent->gent->client->NPC_class == CLASS_REMOTE )  
                        {
                            G_PlayEffect( G_EffectIndex( "mp/drainwide3" ), cent->gent->client->renderInfo.handLPoint, fxAxis );
                            G_PlayEffect( G_EffectIndex( "mp/drainhit3" ), cent->gent->client->renderInfo.handLPoint, fxAxis );
                        }
                    else if ( cent->gent->client->NPC_class == CLASS_MORGANKATARN || cent->gent->client->NPC_class == CLASS_MINEMONSTER ||
                         cent->gent->client->NPC_class == CLASS_BOBAFETT || cent->gent->client->NPC_class == CLASS_WAMPA )
                        {
                            G_PlayEffect( G_EffectIndex( "mp/drainwide4" ), cent->gent->client->renderInfo.handLPoint, fxAxis );
                            G_PlayEffect( G_EffectIndex( "mp/drainhit4" ), cent->gent->client->renderInfo.handLPoint, fxAxis );
                        }
                    else if ( cent->gent->client->NPC_class == CLASS_TAVION || cent->gent->client->NPC_class == CLASS_DESANN )
                        {
                            G_PlayEffect( G_EffectIndex( "mp/drainwide5" ), cent->gent->client->renderInfo.handLPoint, fxAxis );
                            G_PlayEffect( G_EffectIndex( "mp/drainhit5" ), cent->gent->client->renderInfo.handLPoint, fxAxis );
                        }
                }
                else
                {//line
                    AngleVectors( tAng, fxDir, NULL, NULL );
                    /*theFxScheduler.PlayEffect( cgs.effects.forceDrain, cent->gent->client->renderInfo.handLPoint, fxDir );*/
                    if ( cent->gent->client->NPC_class == CLASS_REELO || cent->gent->client->NPC_class == CLASS_PROBE||
                         cent->gent->client->NPC_class == CLASS_RANCOR || cent->gent->client->NPC_class == CLASS_LUKE ||
                         cent->gent->client->NPC_class == CLASS_MOUSE || cent->gent->client->NPC_class == CLASS_JAWA ||
                         cent->gent->client->NPC_class == CLASS_ATST || cent->gent->client->NPC_class == CLASS_SAND_CREATURE ||
                         cent->gent->client->NPC_class == CLASS_ROCKETTROOPER || cent->gent->client->NPC_class == CLASS_ASSASSIN_DROID ||
                         cent->gent->client->NPC_class == CLASS_GLIDER || cent->gent->client->NPC_class == CLASS_TUSKEN ||
                         cent->gent->client->NPC_class == CLASS_FISH || cent->gent->client->NPC_class == CLASS_LIZARD ||
                         cent->gent->client->NPC_class == CLASS_FLIER2 )                          
                        {
                            G_PlayEffect( G_EffectIndex( "mp/drain2" ), cent->gent->client->renderInfo.handLPoint, fxDir );
                            G_PlayEffect( G_EffectIndex( "mp/drainhit2" ), cent->gent->client->renderInfo.handLPoint, fxDir );
                        }
                    else if ( cent->gent->client->NPC_class == CLASS_JEDI )
                        {
                            G_PlayEffect( G_EffectIndex( "mp/drain2" ), cent->gent->client->renderInfo.handLPoint, fxDir );
                            G_PlayEffect( G_EffectIndex( "mp/drainhit2" ), cent->gent->client->renderInfo.handLPoint, fxDir );
                        }
                    else if ( cent->gent->client->NPC_class == CLASS_KYLE || cent->gent->client->NPC_class == CLASS_REBORN ||
                         cent->gent->client->NPC_class == CLASS_TUSKEN || cent->gent->client->NPC_class == CLASS_NOGHRI ||
                         cent->gent->client->NPC_class == CLASS_WEEQUAY || cent->gent->client->NPC_class == CLASS_SWAMPTROOPER ||
                         cent->gent->client->NPC_class == CLASS_GRAN ||     cent->gent->client->NPC_class == CLASS_MONMOTHA || cent->gent->client->NPC_class == CLASS_ALORA ||
                         cent->gent->client->NPC_class == CLASS_SWAMP || cent->gent->client->NPC_class == CLASS_INTERROGATOR )
                        {
                            G_PlayEffect( G_EffectIndex( "mp/drain" ), cent->gent->client->renderInfo.handLPoint, fxDir );
                            /*G_PlayEffect( G_EffectIndex( "mp/drainhit" ), cent->gent->client->renderInfo.handLPoint, fxDir );*/
                        }
                    else if ( cent->gent->client->NPC_class == CLASS_MURJJ || cent->gent->client->NPC_class == CLASS_COMMANDO ||
                         cent->gent->client->NPC_class == CLASS_PRISONER || cent->gent->client->NPC_class == CLASS_REBEL ||
                         cent->gent->client->NPC_class == CLASS_BESPIN_COP || cent->gent->client->NPC_class == CLASS_SABOTEUR ||
                         cent->gent->client->NPC_class == CLASS_SHADOWTROOPER || cent->gent->client->NPC_class == CLASS_STORMTROOPER ||
                         cent->gent->client->NPC_class == CLASS_SWAMP || cent->gent->client->NPC_class == CLASS_FISH ||
                         cent->gent->client->NPC_class == CLASS_TRANDOSHAN || cent->gent->client->NPC_class == CLASS_SWAMP ||
                         cent->gent->client->NPC_class == CLASS_IMPERIAL || cent->gent->client->NPC_class == CLASS_IMPWORKER ||
                         cent->gent->client->NPC_class == CLASS_JAN || cent->gent->client->NPC_class == CLASS_LANDO  ||
                         cent->gent->client->NPC_class == CLASS_GALAK || cent->gent->client->NPC_class == CLASS_RODIAN ||
                         cent->gent->client->NPC_class == CLASS_SABER_DROID || cent->gent->client->NPC_class == CLASS_PROTOCOL ||
                         cent->gent->client->NPC_class == CLASS_HAZARD_TROOPER || cent->gent->client->NPC_class == CLASS_GALAKMECH ||
                         cent->gent->client->NPC_class == CLASS_BARTENDER || cent->gent->client->NPC_class == CLASS_GONK ||
                         cent->gent->client->NPC_class == CLASS_R2D2 || cent->gent->client->NPC_class == CLASS_R5D2 ||
                         cent->gent->client->NPC_class == CLASS_MARK1 || cent->gent->client->NPC_class == CLASS_MARK2 ||
                         cent->gent->client->NPC_class == CLASS_HOWLER || cent->gent->client->NPC_class == CLASS_SEEKER ||
                         cent->gent->client->NPC_class == CLASS_SENTRY || cent->gent->client->NPC_class == CLASS_REMOTE )                 
                        {
                            G_PlayEffect( G_EffectIndex( "mp/drain3" ), cent->gent->client->renderInfo.handLPoint, fxDir );
                            G_PlayEffect( G_EffectIndex( "mp/drainhit3" ), cent->gent->client->renderInfo.handLPoint, fxDir );
                        }
                    else if ( cent->gent->client->NPC_class == CLASS_MORGANKATARN || cent->gent->client->NPC_class == CLASS_MINEMONSTER ||
                         cent->gent->client->NPC_class == CLASS_BOBAFETT || cent->gent->client->NPC_class == CLASS_WAMPA )
                        {
                            G_PlayEffect( G_EffectIndex( "mp/drain4" ), cent->gent->client->renderInfo.handLPoint, fxDir );
                            G_PlayEffect( G_EffectIndex( "mp/drainhit4" ), cent->gent->client->renderInfo.handLPoint, fxDir );
                        }
                    else if ( cent->gent->client->NPC_class == CLASS_TAVION || cent->gent->client->NPC_class == CLASS_DESANN )
                        {
                            G_PlayEffect( G_EffectIndex( "mp/drain5" ), cent->gent->client->renderInfo.handLPoint, fxDir );
                            G_PlayEffect( G_EffectIndex( "mp/drainhit5" ), cent->gent->client->renderInfo.handLPoint, fxDir );
                        }
                }
            }

 

WP_SABER

 

RAGE
case FP_RAGE:
        //duration is always 5 seconds, player time
        duration = ceil(FORCE_RAGE_DURATION*forceSpeedValue[self->client->ps.forcePowerLevel[FP_RAGE]-1]);//FIXME: because the timescale scales down (not instant), this doesn't end up being exactly right...
        self->client->ps.forcePowersActive |= ( 1 << forcePower );
        /*G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/rage.mp3" );
        self->s.loopSound = G_SoundIndex( "sound/weapons/force/rageloop.wav" );*/
        if ( self->chestBolt != -1 )
        {
            /*if (self->client->NPC_class==CLASS_WAMPA)
            {
              G_PlayEffect( G_EffectIndex( "force/fear" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
            }*/
        //The rage efx aura change by user class..
        // Vampires usano la classica furia
            if (self->client->NPC_class == CLASS_REBORN
            || self->client->NPC_class == CLASS_ALORA
            || self->client->NPC_class == CLASS_KYLE
            || self->client->NPC_class == CLASS_TUSKEN
            || self->client->NPC_class == CLASS_GLIDER
            || self->client->NPC_class == CLASS_NOGHRI
            || self->client->NPC_class == CLASS_FLIER2
            || self->client->NPC_class == CLASS_WEEQUAY
            || self->client->NPC_class == CLASS_LIZARD
            || self->client->NPC_class == CLASS_GRAN
            || self->client->NPC_class == CLASS_CLAW
            || self->client->NPC_class == CLASS_SWAMPTROOPER
            || self->client->NPC_class == CLASS_FISH    
            || self->client->NPC_class == CLASS_MONMOTHA )
        {
             G_PlayEffect( G_EffectIndex( "force/rage2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
             G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/rage.mp3" );
             self->s.loopSound = G_SoundIndex( "sound/weapons/force/rageloop.wav");
        }
        // Mietitori e Spettri usano un'aura focalizzante
        else if ( self->client->NPC_class == CLASS_JEDI
            || self->client->NPC_class == CLASS_ASSASSIN_DROID
            || self->client->NPC_class == CLASS_LUKE
            || self->client->NPC_class == CLASS_MOUSE
            || self->client->NPC_class == CLASS_JAWA
            || self->client->NPC_class == CLASS_RANCOR
            || self->client->NPC_class == CLASS_PROBE
            || self->client->NPC_class == CLASS_REELO )
        {
            G_PlayEffect( G_EffectIndex( "force/trance" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
            G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/trance.mp3" );
            self->s.loopSound = G_SoundIndex( "sound/weapons/force/tranceloop.wav");
        }
        // Demoni
        else if ( self->client->NPC_class == CLASS_MORGANKATARN
            || self->client->NPC_class == CLASS_BOBAFETT
            || self->client->NPC_class == CLASS_WAMPA )
        {
             G_PlayEffect( G_EffectIndex( "force/fear" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
             G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/fear.mp3" );
             self->s.loopSound = G_SoundIndex( "sound/weapons/force/fearloop.wav");
        }
        // Hylden resistance to telekinesis
        else if ( self->client->NPC_class == CLASS_TAVION
            || self->client->NPC_class == CLASS_DESANN )
        {
            G_PlayEffect( G_EffectIndex( "force/tkshield" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
            G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/tkshield.mp3" );
            self->s.loopSound = G_SoundIndex( "sound/weapons/force/tkshieldloop.wav");
        }
        // The Elder God Shield hitself for shoots energy buster
        else if ( self->client->NPC_class == CLASS_ATST
            || self->client->NPC_class == CLASS_SAND_CREATURE )
        {
             G_PlayEffect( G_EffectIndex( "force/eldershield" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
             G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/eldershield.mp3" );
             self->s.loopSound = G_SoundIndex( "sound/weapons/force/eldershieldloop.wav");
        }
        // Human and Mortal Creatures the berserk of the vampire slayers of defiance.
        else if ( self->client->NPC_class == CLASS_PRISONER
            || self->client->NPC_class == CLASS_RODIAN
            || self->client->NPC_class == CLASS_LANDO
            || self->client->NPC_class == CLASS_GALAK
            || self->client->NPC_class == CLASS_INTERROGATOR
            || self->client->NPC_class == CLASS_TRANDOSHAN
            || self->client->NPC_class == CLASS_SWAMP )
        {
             G_PlayEffect( G_EffectIndex( "force/runeshield" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
             G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/runeshield.mp3" );
             self->s.loopSound = G_SoundIndex( "sound/weapons/force/runeshieldloop.wav");
        }
        //    The Sarafan Wizard protect itself with a rune shield!
            else if ( self->client->NPC_class == CLASS_JAN
            || self->client->NPC_class == CLASS_BESPIN_COP
            || self->client->NPC_class == CLASS_STORMTROOPER
            || self->client->NPC_class == CLASS_IMPWORKER
            || self->client->NPC_class == CLASS_IMPERIAL
            || self->client->NPC_class == CLASS_REBEL    )
        {
             G_PlayEffect( G_EffectIndex( "force/berserk" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
             G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/berserk.mp3" );
             self->s.loopSound = G_SoundIndex( "sound/weapons/force/berserkloop.wav");
        }
        // Artifact and elemental creatures
        else if ( self->client->NPC_class == CLASS_R2D2
            || self->client->NPC_class == CLASS_R5D2
            || self->client->NPC_class == CLASS_MARK1
            || self->client->NPC_class == CLASS_MARK2
            || self->client->NPC_class == CLASS_REMOTE
            || self->client->NPC_class == CLASS_SEEKER
            || self->client->NPC_class == CLASS_SENTRY )
        {
              G_PlayEffect( G_EffectIndex( "force/rage2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
              G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/rage.mp3" );
              self->s.loopSound = G_SoundIndex( "sound/weapons/force/rageloop.wav");
        }
        else if ( self->client->NPC_class == CLASS_SABOTEUR
            || self->client->NPC_class == CLASS_SHADOWTROOPER )
        {
             G_PlayEffect( G_EffectIndex( "force/berserk" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
             G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/berserk.mp3" );
             self->s.loopSound = G_SoundIndex( "sound/weapons/force/berserkloop.wav");
        }
        else if ( self->client->NPC_class == CLASS_HAZARD_TROOPER )
        {
              G_PlayEffect( G_EffectIndex( "force/rage2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
              G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/rage.mp3" );
              self->s.loopSound = G_SoundIndex( "sound/weapons/force/rageloop.wav");
        }
        else if ( self->client->NPC_class == CLASS_SABER_DROID
            || self->client->NPC_class == CLASS_PROTOCOL )
        {
            G_PlayEffect( G_EffectIndex( "force/eldershield" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
            G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/eldershield.mp3" );
            self->s.loopSound = G_SoundIndex( "sound/weapons/force/eldershieldloop.wav");
        }
        else if ( self->client->NPC_class == CLASS_ROCKETTROOPER )
        {
             G_PlayEffect( G_EffectIndex( "force/trance" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
             G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/trance.mp3" );
             self->s.loopSound = G_SoundIndex( "sound/weapons/force/tranceloop.wav");
        }
        else if ( self->client->NPC_class == CLASS_BARTENDER
            || self->client->NPC_class == CLASS_GALAKMECH )
        {
             G_PlayEffect( G_EffectIndex( "force/trance" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
             G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/trance.mp3" );
             self->s.loopSound = G_SoundIndex( "sound/weapons/force/tranceloop.wav");
        }
        else if ( self->client->NPC_class == CLASS_GONK )
        {
              G_PlayEffect( G_EffectIndex( "force/fear" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, duration, qtrue );
              G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/fear.mp3" );
              self->s.loopSound = G_SoundIndex( "sound/weapons/force/fearloop.wav");
        }
        }
        break;
 
HEAL
 
void WP_StartForceHealEffects( gentity_t *self )
{
    if ( self->ghoul2.size() )
    {
        if ( self->chestBolt != -1 )
        {
            /*G_PlayEffect( G_EffectIndex( "force/heal2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );*/
        //The Heal efx aura change by user class..
        // Vampires usano la rigenerazione
            if (self->client->NPC_class == CLASS_REBORN
            || self->client->NPC_class == CLASS_ALORA
            || self->client->NPC_class == CLASS_KYLE
            || self->client->NPC_class == CLASS_TUSKEN
            || self->client->NPC_class == CLASS_GLIDER
            || self->client->NPC_class == CLASS_NOGHRI
            || self->client->NPC_class == CLASS_FLIER2
            || self->client->NPC_class == CLASS_WEEQUAY
            || self->client->NPC_class == CLASS_LIZARD
            || self->client->NPC_class == CLASS_GRAN
            || self->client->NPC_class == CLASS_CLAW
            || self->client->NPC_class == CLASS_SWAMPTROOPER
            || self->client->NPC_class == CLASS_FISH    
            || self->client->NPC_class == CLASS_MONMOTHA )
        {
             G_PlayEffect( G_EffectIndex( "force/healv" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        // Mietitori e Spettri divorano l'anima
        else if ( self->client->NPC_class == CLASS_JEDI
            || self->client->NPC_class == CLASS_ASSASSIN_DROID
            || self->client->NPC_class == CLASS_RANCOR
            || self->client->NPC_class == CLASS_LUKE
            || self->client->NPC_class == CLASS_MOUSE
            || self->client->NPC_class == CLASS_JAWA
            || self->client->NPC_class == CLASS_PROBE
            || self->client->NPC_class == CLASS_REELO )
        {
            G_PlayEffect( G_EffectIndex( "force/heal2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        // rigenerazione dei Demoni
        else if ( self->client->NPC_class == CLASS_MORGANKATARN
            || self->client->NPC_class == CLASS_BOBAFETT
            || self->client->NPC_class == CLASS_WAMPA )
        {
             G_PlayEffect( G_EffectIndex( "force/heald" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        // rigenerazione degli Hylden
        else if ( self->client->NPC_class == CLASS_TAVION
            || self->client->NPC_class == CLASS_DESANN )
        {
            G_PlayEffect( G_EffectIndex( "force/healh" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        // The Elder God usa la rigenerazione demoniaca come effetto
        else if ( self->client->NPC_class == CLASS_ATST
            || self->client->NPC_class == CLASS_SAND_CREATURE
            || self->client->NPC_class == CLASS_HOWLER )
        {
             G_PlayEffect( G_EffectIndex( "force/heald" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        // Umani e sarafan usano la magia bianca per curarsi.
        else if ( self->client->NPC_class == CLASS_PRISONER
            || self->client->NPC_class == CLASS_BESPIN_COP
            || self->client->NPC_class == CLASS_RODIAN
            || self->client->NPC_class == CLASS_LANDO
            || self->client->NPC_class == CLASS_GALAK
            || self->client->NPC_class == CLASS_JAN
            || self->client->NPC_class == CLASS_STORMTROOPER
            || self->client->NPC_class == CLASS_IMPWORKER
            || self->client->NPC_class == CLASS_IMPERIAL
            || self->client->NPC_class == CLASS_REBEL
            || self->client->NPC_class == CLASS_INTERROGATOR
            || self->client->NPC_class == CLASS_TRANDOSHAN
            || self->client->NPC_class == CLASS_SWAMP )
        {
             G_PlayEffect( G_EffectIndex( "force/heals" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        // Magia rigenerante elementale dei Golem l'effetto cambia a seconda dell'elemento del golem
        else if ( self->client->NPC_class == CLASS_R2D2
            || self->client->NPC_class == CLASS_R5D2
            || self->client->NPC_class == CLASS_MARK1
            || self->client->NPC_class == CLASS_MARK2
            || self->client->NPC_class == CLASS_REMOTE
            || self->client->NPC_class == CLASS_SEEKER
            || self->client->NPC_class == CLASS_SENTRY )
        {
              G_PlayEffect( G_EffectIndex( "force/healm" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        else if ( self->client->NPC_class == CLASS_SABOTEUR
            || self->client->NPC_class == CLASS_SHADOWTROOPER )
        {
             G_PlayEffect( G_EffectIndex( "force/heals" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        else if ( self->client->NPC_class == CLASS_HAZARD_TROOPER )
        {
              G_PlayEffect( G_EffectIndex( "force/heald" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        else if ( self->client->NPC_class == CLASS_SABER_DROID
            || self->client->NPC_class == CLASS_PROTOCOL )
        {
            G_PlayEffect( G_EffectIndex( "force/healm" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        else if ( self->client->NPC_class == CLASS_ROCKETTROOPER )
        {
             G_PlayEffect( G_EffectIndex( "force/heal2" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        else if ( self->client->NPC_class == CLASS_BARTENDER
            || self->client->NPC_class == CLASS_GALAKMECH )
        {
             G_PlayEffect( G_EffectIndex( "force/heals" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        else if ( self->client->NPC_class == CLASS_GONK )
        {
              G_PlayEffect( G_EffectIndex( "force/healm" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        
        /*
        if ( self->headBolt != -1 )
        {
            G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->headBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        if ( self->cervicalBolt != -1 )
        {
            G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->cervicalBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        if ( self->chestBolt != -1 )
        {
            G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->chestBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        if ( self->gutBolt != -1 )
        {
            G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->gutBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        if ( self->kneeLBolt != -1 )
        {
            G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->kneeLBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        if ( self->kneeRBolt != -1 )
        {
            G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->kneeRBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        if ( self->elbowLBolt != -1 )
        {
            G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->elbowLBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        }
        if ( self->elbowRBolt != -1 )
        {
            G_PlayEffect( G_EffectIndex( "force/heal_joint" ), self->playerModel, self->elbowRBolt, self->s.number, self->currentOrigin, 3000, qtrue );
        */
        }
    }
}
 
Link to comment

CG_weapons

 

   

switch ( weaponNum ) //extra client only stuff
{
case WP_SABER:
//saber/force FX
theFxScheduler.RegisterEffect( "sparks/spark_nosnd" );//was "sparks/spark"
theFxScheduler.RegisterEffect( "sparks/blood_sparks2" );
theFxScheduler.RegisterEffect( "force/force_touch" );
theFxScheduler.RegisterEffect( "saber/saber_block" );
theFxScheduler.RegisterEffect( "saber/saber_cut" );
//theFxScheduler.RegisterEffect( "saber/limb_bolton" );
theFxScheduler.RegisterEffect( "saber/fizz" );
theFxScheduler.RegisterEffect( "saber/boil" );
//theFxScheduler.RegisterEffect( "saber/fire" );//was "sparks/spark"

cgs.effects.forceHeal = theFxScheduler.RegisterEffect( "force/heal2" );
/*cgs.effects.forceHeal2 = theFxScheduler.RegisterEffect( "force/healv" );
cgs.effects.forceHeal3 = theFxScheduler.RegisterEffect( "force/heals" );
cgs.effects.forceHeal4 = theFxScheduler.RegisterEffect( "force/heald" );
cgs.effects.forceHeal5 = theFxScheduler.RegisterEffect( "force/healh" );
cgs.effects.forceHeal6 = theFxScheduler.RegisterEffect( "force/healm" ); */

//cgs.effects.forceInvincibility = theFxScheduler.RegisterEffect( "force/invin" );
// BEHAVOUR STATES EFFECTS
cgs.effects.forceConfusion = theFxScheduler.RegisterEffect( "force/confusion" );
/*cgs.effects.forceWebbed = theFxScheduler.RegisterEffect( "force/Webtrap" );
cgs.effects.forceSpirithWrack = theFxScheduler.RegisterEffect( "force/Wrack" );
cgs.effects.forcePoisoned = theFxScheduler.RegisterEffect( "force/poison2" );
cgs.effects.forceCorruption = theFxScheduler.RegisterEffect( "force/corruption" );
cgs.effects.forceHealing = theFxScheduler.RegisterEffect( "force/healed" );
cgs.effects.forceNature = theFxScheduler.RegisterEffect( "force/Nature" );
cgs.effects.forceBlind = theFxScheduler.RegisterEffect( "force/blind" );
cgs.effects.forceGasp = theFxScheduler.RegisterEffect( "force/smog" );
cgs.effects.forceFlash = theFxScheduler.RegisterEffect( "force/flash" );
cgs.effects.forceSunlight = theFxScheduler.RegisterEffect( "force/sun" );
cgs.effects.forceBurn = theFxScheduler.RegisterEffect( "force/burn" );
cgs.effects.forceFogblind = theFxScheduler.RegisterEffect( "force/fog" );
cgs.effects.forceStorm = theFxScheduler.RegisterEffect( "force/storm" );
cgs.effects.forceFrost = theFxScheduler.RegisterEffect( "force/frost" );
cgs.effects.forceRock = theFxScheduler.RegisterEffect( "force/rock" );
cgs.effects.forceSonicstun = theFxScheduler.RegisterEffect( "force/sonicstun" );
cgs.effects.forceGravity = theFxScheduler.RegisterEffect( "force/gravity" );
cgs.effects.forceHate = theFxScheduler.RegisterEffect( "force/hate" );
cgs.effects.forceFear2 = theFxScheduler.RegisterEffect( "force/fear2" );
cgs.effects.forceMud = theFxScheduler.RegisterEffect( "force/mud" );
cgs.effects.forceSlowtime = theFxScheduler.RegisterEffect( "force/slowtime" );*/
// ARCANE ATTACKS EFFECTS
cgs.effects.forceLightning = theFxScheduler.RegisterEffect( "force/lightning" );
cgs.effects.forceLightningWide = theFxScheduler.RegisterEffect( "force/lightningwide" );
/*cgs.effects.forceWeb = theFxScheduler.RegisterEffect( "force/Web" );
cgs.effects.forceWebwide = theFxScheduler.RegisterEffect( "force/Webwide" );
cgs.effects.forceNecro = theFxScheduler.RegisterEffect( "force/necro" );
cgs.effects.forceNecrowide = theFxScheduler.RegisterEffect( "force/necrowide" );
cgs.effects.forcePoison = theFxScheduler.RegisterEffect( "force/poison" );
cgs.effects.forcePoisonwide = theFxScheduler.RegisterEffect( "force/poisonwide" );
cgs.effects.forceHell = theFxScheduler.RegisterEffect( "force/hell" );
cgs.effects.forceHellwide = theFxScheduler.RegisterEffect( "force/hellwide" );
cgs.effects.forceHylden = theFxScheduler.RegisterEffect( "force/hylden" );
cgs.effects.forceHyldenwide = theFxScheduler.RegisterEffect( "force/hyldenwide" );
cgs.effects.forceGreenLightning = theFxScheduler.RegisterEffect( "force/greenlightning" );
cgs.effects.forceGreenLightningwide = theFxScheduler.RegisterEffect( "force/greenlightning2" );
cgs.effects.forceGhost = theFxScheduler.RegisterEffect( "force/ghost" );
cgs.effects.forceGhostwide = theFxScheduler.RegisterEffect( "force/ghostwide" );
cgs.effects.forceDark = theFxScheduler.RegisterEffect( "force/dark" );
cgs.effects.forceDarkwide = theFxScheduler.RegisterEffect( "force/darkwide" );
cgs.effects.forceYellowLightning = theFxScheduler.RegisterEffect( "force/yellowlightning" );
cgs.effects.forceYellowLightningwide = theFxScheduler.RegisterEffect( "force/yellowlightningwide" );
cgs.effects.forceBurst = theFxScheduler.RegisterEffect( "force/burst" );
cgs.effects.forceBurstwide = theFxScheduler.RegisterEffect( "force/burstwide" );
cgs.effects.forceFire = theFxScheduler.RegisterEffect( "force/fire" );
cgs.effects.forceFirewide = theFxScheduler.RegisterEffect( "force/firewide" );
cgs.effects.forceWind = theFxScheduler.RegisterEffect( "force/wind" );
cgs.effects.forceWindwide = theFxScheduler.RegisterEffect( "force/windwide" );
cgs.effects.forceWater = theFxScheduler.RegisterEffect( "force/water" );
cgs.effects.forceWaterwide = theFxScheduler.RegisterEffect( "force/waterwide" );
cgs.effects.forceLava = theFxScheduler.RegisterEffect( "force/lava" );
cgs.effects.forceLavawide = theFxScheduler.RegisterEffect( "force/lavawide" );
cgs.effects.forceIce = theFxScheduler.RegisterEffect( "force/ice" );
cgs.effects.forceIcewide = theFxScheduler.RegisterEffect( "force/icewide" );
cgs.effects.forceStone = theFxScheduler.RegisterEffect( "force/stone" );
cgs.effects.forceStonewide = theFxScheduler.RegisterEffect( "force/stonewide" );
cgs.effects.forceSonic = theFxScheduler.RegisterEffect( "force/sonic" );
cgs.effects.forceSonicwide = theFxScheduler.RegisterEffect( "force/sonicwide" );
cgs.effects.forceAstral = theFxScheduler.RegisterEffect( "force/astral" );
cgs.effects.forceAstralwide = theFxScheduler.RegisterEffect( "force/astralwide" );
cgs.effects.forceFireball = theFxScheduler.RegisterEffect( "force/fireball" );
cgs.effects.forceFireballwide = theFxScheduler.RegisterEffect( "force/fireballwide" );
cgs.effects.forceFirewhite = theFxScheduler.RegisterEffect( "force/firewhite" );
cgs.effects.forceFirewhitewide = theFxScheduler.RegisterEffect( "force/firewhitewide" );
cgs.effects.forceHollyfire = theFxScheduler.RegisterEffect( "force/hollyfire" );
cgs.effects.forceHollyfirewide = theFxScheduler.RegisterEffect( "force/hollyfirewide" );
cgs.effects.forceHolly = theFxScheduler.RegisterEffect( "force/holly" );
cgs.effects.forceHollywide = theFxScheduler.RegisterEffect( "force/hollywide" );
cgs.effects.forceLife = theFxScheduler.RegisterEffect( "force/life" );
cgs.effects.forceLifewide = theFxScheduler.RegisterEffect( "force/lifewide" );
cgs.effects.forceSkull = theFxScheduler.RegisterEffect( "force/skull" );
cgs.effects.forceSkullwide = theFxScheduler.RegisterEffect( "force/skullwide" );
cgs.effects.forceAcid = theFxScheduler.RegisterEffect( "force/acid" );
cgs.effects.forceAcidwide = theFxScheduler.RegisterEffect( "force/acidwide" );
cgs.effects.forceTime = theFxScheduler.RegisterEffect( "force/time" );
cgs.effects.forceTimewide = theFxScheduler.RegisterEffect( "force/timewide" );
cgs.effects.forceStun = theFxScheduler.RegisterEffect( "force/stun" );
cgs.effects.forceStunwide = theFxScheduler.RegisterEffect( "force/stunwide" );
cgs.effects.forceCrystal = theFxScheduler.RegisterEffect( "force/crystal" );
cgs.effects.forceCrystalwide = theFxScheduler.RegisterEffect( "force/crystalwide" );*/

//new Jedi Academy force power effects
/*cgs.effects.forceDrain = theFxScheduler.RegisterEffect( "mp/drain" );
cgs.effects.forceDrainWide = theFxScheduler.RegisterEffect( "mp/drainwide" );*/
/*cgs.effects.forceSouldrain = theFxScheduler.RegisterEffect( "mp/drain2" );
cgs.effects.forceSouldrainwide = theFxScheduler.RegisterEffect( "mp/drainwide2" );
cgs.effects.forceSouldrained = theFxScheduler.RegisterEffect( "mp/drainhit2" );
cgs.effects.forceNecrodrain = theFxScheduler.RegisterEffect( "mp/drain3" );
cgs.effects.forceNecrodrainwide = theFxScheduler.RegisterEffect( "mp/drainwide3" );
cgs.effects.forceNecrodrained = theFxScheduler.RegisterEffect( "mp/drainhit3" );
cgs.effects.forceHelldrain = theFxScheduler.RegisterEffect( "mp/drain4" );
cgs.effects.forceHelldrainwide = theFxScheduler.RegisterEffect( "mp/drainwide4" );
cgs.effects.forceHelldrained = theFxScheduler.RegisterEffect( "mp/drainhit4" );
cgs.effects.forceHyldendrain = theFxScheduler.RegisterEffect( "mp/drain5" );
cgs.effects.forceHyldendrainwide = theFxScheduler.RegisterEffect( "mp/drainwide5" );
cgs.effects.forceHyldendrained = theFxScheduler.RegisterEffect( "mp/drainhit5" );
//cgs.effects.forceDrained = theFxScheduler.RegisterEffect( "mp/drainhit");*/
// register rage effect
cgs.effects.forceRage = theFxScheduler.RegisterEffect( "force/rage2" );
/*cgs.effects.forceBerserk = theFxScheduler.RegisterEffect( "force/berserk" );
cgs.effects.forceFear = theFxScheduler.RegisterEffect( "force/fear" );
cgs.effects.forceTrance = theFxScheduler.RegisterEffect( "force/trance" );
cgs.effects.forceTkshield = theFxScheduler.RegisterEffect( "force/tkshield" );
cgs.effects.forceElder = theFxScheduler.RegisterEffect( "force/eldershield" );*/

//saber sounds
//cgi_S_RegisterSound( "sound/weapons/saber/saberon.wav" );
//cgi_S_RegisterSound( "sound/weapons/saber/enemy_saber_on.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/saberonquick.wav" );
//cgi_S_RegisterSound( "sound/weapons/saber/saberoff.wav" );
//cgi_S_RegisterSound( "sound/weapons/saber/enemy_saber_off.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/saberspinoff.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" );
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberbounce%d.wav", i ) );
}
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberhit%d.wav", i ) );
}
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberhitwall%d.wav", i ) );
}
for ( i = 1; i < 10; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberblock%d.wav", i ) );
}
/*
for ( i = 1; i < 6; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberhum%d.wav", i ) );
}
*/
for ( i = 1; i < 10; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberhup%d.wav", i ) );
}
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberspin%d.wav", i ) );
}
cgi_S_RegisterSound( "sound/weapons/saber/saber_catch.wav" );
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/bounce%d.wav", i ) );
}
cgi_S_RegisterSound( "sound/weapons/saber/hitwater.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/boiling.wav" );
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/rainfizz%d.wav", i ) );
}
cgi_S_RegisterSound( "sound/movers/objects/saber_slam" );

//force sounds
cgi_S_RegisterSound( "sound/weapons/force/heal.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/speed.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/speedloop.mp3" );
for ( i = 1; i < 5; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/force/heal%d_m.mp3", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/heal%d_f.mp3", i ) );
}
cgi_S_RegisterSound( "sound/weapons/force/lightning.wav" );
cgi_S_RegisterSound( "sound/weapons/force/lightning2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/web.wav" );
cgi_S_RegisterSound( "sound/weapons/force/web2.wav");
cgi_S_RegisterSound( "sound/weapons/force/necro.wav" );
cgi_S_RegisterSound( "sound/weapons/force/necro2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/poison.wav" );
cgi_S_RegisterSound( "sound/weapons/force/poison2.wav");
cgi_S_RegisterSound( "sound/weapons/force/hell.wav" );
cgi_S_RegisterSound( "sound/weapons/force/hell2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/hylden.wav" );
cgi_S_RegisterSound( "sound/weapons/force/hylden2.wav");
cgi_S_RegisterSound( "sound/weapons/force/greenlightning.wav" );
cgi_S_RegisterSound( "sound/weapons/force/greenlightning2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/ghost.wav" );
cgi_S_RegisterSound( "sound/weapons/force/ghost2.wav");
cgi_S_RegisterSound( "sound/weapons/force/dark.wav" );
cgi_S_RegisterSound( "sound/weapons/force/dark2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/yellowlightning.wav" );
cgi_S_RegisterSound( "sound/weapons/force/yellowlightning2.wav");
cgi_S_RegisterSound( "sound/weapons/force/burst.wav" );
cgi_S_RegisterSound( "sound/weapons/force/burst2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/fire.wav" );
cgi_S_RegisterSound( "sound/weapons/force/fire2.wav");
cgi_S_RegisterSound( "sound/weapons/force/wind.wav" );
cgi_S_RegisterSound( "sound/weapons/force/wind2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/water.wav" );
cgi_S_RegisterSound( "sound/weapons/force/water2.wav");
cgi_S_RegisterSound( "sound/weapons/force/lava.wav" );
cgi_S_RegisterSound( "sound/weapons/force/lava2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/ice.wav" );
cgi_S_RegisterSound( "sound/weapons/force/ice2.wav");
cgi_S_RegisterSound( "sound/weapons/force/stone.wav" );
cgi_S_RegisterSound( "sound/weapons/force/stone2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/sonic.wav" );
cgi_S_RegisterSound( "sound/weapons/force/sonic2.wav");
cgi_S_RegisterSound( "sound/weapons/force/astral.wav" );
cgi_S_RegisterSound( "sound/weapons/force/astral2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/fireball.wav" );
cgi_S_RegisterSound( "sound/weapons/force/fireball2.wav");
cgi_S_RegisterSound( "sound/weapons/force/firewhite.wav" );
cgi_S_RegisterSound( "sound/weapons/force/firewhite2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/hollyfire.wav" );
cgi_S_RegisterSound( "sound/weapons/force/hollyfire2.wav");
cgi_S_RegisterSound( "sound/weapons/force/holly.wav" );
cgi_S_RegisterSound( "sound/weapons/force/holly2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/fire.wav" );
cgi_S_RegisterSound( "sound/weapons/force/fire2.wav");
cgi_S_RegisterSound( "sound/weapons/force/life.wav" );
cgi_S_RegisterSound( "sound/weapons/force/life2.wav");
cgi_S_RegisterSound( "sound/weapons/force/skull.wav" );
cgi_S_RegisterSound( "sound/weapons/force/skull2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/acid.wav" );
cgi_S_RegisterSound( "sound/weapons/force/acid2.wav");
cgi_S_RegisterSound( "sound/weapons/force/time.wav" );
cgi_S_RegisterSound( "sound/weapons/force/time2.wav" );
cgi_S_RegisterSound( "sound/weapons/force/stun.wav" );
cgi_S_RegisterSound( "sound/weapons/force/stun2.wav");
cgi_S_RegisterSound( "sound/weapons/force/crystal.wav" );
cgi_S_RegisterSound( "sound/weapons/force/crystal2.wav");
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/force/lightninghit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/webhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/necrohit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/poisonhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/hellhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/hyldenhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/greenlightninghit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/ghosthit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/darkhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/yellowlightninghit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/bursthit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/firehit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/windhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/waterhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/lavahit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/icehit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/stonehit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/sonichit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/astralhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/fireballhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/firewhitehit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/hollyfirehit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/hollyhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/lifehit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/skullhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/acidhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/timehit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/stunhit%d.wav", i ) );
cgi_S_RegisterSound( va( "sound/weapons/force/crystalhit%d.wav", i ) );
}
cgi_S_RegisterSound( "sound/weapons/force/push.wav" );
cgi_S_RegisterSound( "sound/weapons/force/pull.wav" );
cgi_S_RegisterSound( "sound/weapons/force/jump.wav" );
cgi_S_RegisterSound( "sound/weapons/force/jumpbuild.wav" );
cgi_S_RegisterSound( "sound/weapons/force/grip.mp3" );
//new Jedi Academy force sounds
cgi_S_RegisterSound( "sound/weapons/force/absorb.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/absorbhit.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/absorbloop.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/protect.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/protecthit.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/protectloop.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/rage.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/ragehit.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/rageloop.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/see.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/seeloop.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/drain.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/drained.mp3" );
//force graphics
cgs.media.playerShieldDamage = cgi_R_RegisterShader("gfx/misc/personalshield");
//cgs.media.forceSightBubble = cgi_R_RegisterShader("gfx/misc/sightbubble");
//cgs.media.forceShell = cgi_R_RegisterShader("powerups/forceshell");
cgs.media.forceShell = cgi_R_RegisterShader("gfx/misc/forceprotect");
cgs.media.runeShell = cgi_R_RegisterShader("gfx/misc/forcerune");
cgs.media.sightShell = cgi_R_RegisterShader("powerups/sightshell");
cgi_R_RegisterShader( "gfx/2d/jsense" );
//force effects - FIXME: only if someone has these powers?
theFxScheduler.RegisterEffect( "force/rage2" );
theFxScheduler.RegisterEffect( "force/berserk" );
theFxScheduler.RegisterEffect( "force/fear" );
theFxScheduler.RegisterEffect( "force/trance" );
theFxScheduler.RegisterEffect( "force/tkshield" );
theFxScheduler.RegisterEffect( "force/eldershield" );
//theFxScheduler.RegisterEffect( "force/heal_joint" );
theFxScheduler.RegisterEffect( "force/heal2" );
theFxScheduler.RegisterEffect( "force/drain_hand" );

//saber graphics
cgs.media.saberBlurShader = cgi_R_RegisterShader("gfx/effects/sabers/saberBlur");
cgs.media.swordTrailShader = cgi_R_RegisterShader("gfx/effects/sabers/swordTrail");
cgs.media.yellowDroppedSaberShader = cgi_R_RegisterShader("gfx/effects/yellow_glow");
cgi_R_RegisterShader( "gfx/effects/saberDamageGlow" );
cgi_R_RegisterShader( "gfx/effects/solidWhite_cull" );
cgi_R_RegisterShader( "gfx/effects/forcePush" );
cgi_R_RegisterShader( "gfx/effects/saberFlare" );
cgs.media.redSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/red_glow" );
cgs.media.redSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/red_line" );
cgs.media.orangeSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/orange_glow" );
cgs.media.orangeSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/orange_line" );
cgs.media.yellowSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/yellow_glow" );
cgs.media.yellowSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/yellow_line" );
cgs.media.greenSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/green_glow" );
cgs.media.greenSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/green_line" );
cgs.media.blueSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/blue_glow" );
cgs.media.blueSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/blue_line" );
cgs.media.purpleSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/purple_glow" );
cgs.media.purpleSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/purple_line" );

cgs.media.forceCoronaShader = cgi_R_RegisterShaderNoMip( "gfx/hud/force_swirl" );

//new Jedi Academy force graphics
cgs.media.drainShader = cgi_R_RegisterShader( "gfx/misc/redLine" );

//for grip slamming into walls
theFxScheduler.RegisterEffect( "env/impact_dustonly" );
cgi_S_RegisterSound( "sound/weapons/melee/punch1.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch2.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch3.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch4.mp3" );

//For kicks with saber staff...
theFxScheduler.RegisterEffect( "melee/kick_impact" );

//Kothos beam
cgi_R_RegisterShader( "gfx/misc/dr1" );
break;


cgs.effects.bryarShotEffect = theFxScheduler.RegisterEffect("bow/shot");
theFxScheduler.RegisterEffect("bow/NPCshot");
cgs.effects.bryarPowerupShotEffect = theFxScheduler.RegisterEffect("bow/crackleShot");
cgs.effects.bryarWallImpactEffect = theFxScheduler.RegisterEffect("bow/wall_impact");
cgs.effects.bryarWallImpactEffect2 = theFxScheduler.RegisterEffect("bow/wall_impact2");
cgs.effects.bryarWallImpactEffect3 = theFxScheduler.RegisterEffect("bow/wall_impact3");
cgs.effects.bryarFleshImpactEffect = theFxScheduler.RegisterEffect("bow/flesh_impact");
break;


cgs.effects.bryarShotEffect = theFxScheduler.RegisterEffect("bryar/shot");
cgs.effects.bryarPowerupShotEffect = theFxScheduler.RegisterEffect("bryar/crackleShot");
cgs.effects.bryarWallImpactEffect = theFxScheduler.RegisterEffect("bryar/wall_impact");
cgs.effects.bryarWallImpactEffect2 = theFxScheduler.RegisterEffect("bryar/wall_impact2");
cgs.effects.bryarWallImpactEffect3 = theFxScheduler.RegisterEffect("bryar/wall_impact3");
cgs.effects.bryarFleshImpactEffect = theFxScheduler.RegisterEffect("bryar/flesh_impact");
break;


cgs.effects.bryarShotEffect = theFxScheduler.RegisterEffect( "howler/shot" );
theFxScheduler.RegisterEffect( "howler/NPCshot" );
cgs.effects.bryarPowerupShotEffect = theFxScheduler.RegisterEffect( "howler/crackleShot" );
cgs.effects.bryarWallImpactEffect = theFxScheduler.RegisterEffect( "howler/wall_impact" );
cgs.effects.bryarWallImpactEffect2 = theFxScheduler.RegisterEffect( "howler/wall_impact2" );
cgs.effects.bryarWallImpactEffect3 = theFxScheduler.RegisterEffect( "howler/wall_impact3" );
cgs.effects.bryarFleshImpactEffect = theFxScheduler.RegisterEffect( "howler/flesh_impact" );

// Note....these are temp shared effects
theFxScheduler.RegisterEffect( "blaster/deflect" );
theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side
break;

case WP_BLASTER:
cgs.effects.blasterShotEffect = theFxScheduler.RegisterEffect( "blaster/shot" );
theFxScheduler.RegisterEffect( "blaster/NPCshot" );
// cgs.effects.blasterOverchargeEffect = theFxScheduler.RegisterEffect( "blaster/overcharge" );
cgs.effects.blasterWallImpactEffect = theFxScheduler.RegisterEffect( "blaster/wall_impact" );
cgs.effects.blasterFleshImpactEffect = theFxScheduler.RegisterEffect( "blaster/flesh_impact" );
theFxScheduler.RegisterEffect( "blaster/deflect" );
theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side
break;

case WP_DISRUPTOR:
theFxScheduler.RegisterEffect( "disruptor/wall_impact" );
theFxScheduler.RegisterEffect( "disruptor/flesh_impact" );
theFxScheduler.RegisterEffect( "disruptor/alt_miss" );
theFxScheduler.RegisterEffect( "disruptor/alt_hit" );
theFxScheduler.RegisterEffect( "disruptor/line_cap" );
theFxScheduler.RegisterEffect( "disruptor/death_smoke" );

cgi_R_RegisterShader( "gfx/effects/redLine" );
cgi_R_RegisterShader( "gfx/misc/whiteline2" );
cgi_R_RegisterShader( "gfx/effects/smokeTrail" );
cgi_R_RegisterShader( "gfx/effects/burn" );

cgi_R_RegisterShaderNoMip( "gfx/2d/crop_charge" );

// zoom sounds
cgi_S_RegisterSound( "sound/weapons/disruptor/zoomstart.wav" );
cgi_S_RegisterSound( "sound/weapons/disruptor/zoomend.wav" );
cgs.media.disruptorZoomLoop = cgi_S_RegisterSound( "sound/weapons/disruptor/zoomloop.wav" );

// Disruptor gun zoom interface
cgs.media.disruptorMask = cgi_R_RegisterShader( "gfx/2d/cropCircle2");
cgs.media.disruptorInsert = cgi_R_RegisterShader( "gfx/2d/cropCircle");
cgs.media.disruptorLight = cgi_R_RegisterShader( "gfx/2d/cropCircleGlow" );
cgs.media.disruptorInsertTick = cgi_R_RegisterShader( "gfx/2d/insertTick" );
break;

case WP_BOWCASTER:
cgs.effects.bowcasterShotEffect = theFxScheduler.RegisterEffect( "bowcaster/shot" );
cgs.effects.bowcasterBounceEffect = theFxScheduler.RegisterEffect( "bowcaster/bounce_wall" );
cgs.effects.bowcasterImpactEffect = theFxScheduler.RegisterEffect( "bowcaster/explosion" );
theFxScheduler.RegisterEffect( "bowcaster/deflect" );
break;

case WP_REPEATER:
theFxScheduler.RegisterEffect( "repeater/muzzle_smoke" );
theFxScheduler.RegisterEffect( "repeater/projectile" );
theFxScheduler.RegisterEffect( "repeater/alt_projectile" );
theFxScheduler.RegisterEffect( "repeater/wall_impact" );
// theFxScheduler.RegisterEffect( "repeater/alt_wall_impact2" );
// theFxScheduler.RegisterEffect( "repeater/flesh_impact" );
theFxScheduler.RegisterEffect( "repeater/concussion" );
break;

case WP_DEMP2:
theFxScheduler.RegisterEffect( "demp2/projectile" );
theFxScheduler.RegisterEffect( "demp2/wall_impact" );
theFxScheduler.RegisterEffect( "demp2/flesh_impact" );
theFxScheduler.RegisterEffect( "demp2/altDetonate" );
cgi_R_RegisterModel( "models/items/sphere.md3" );
cgi_R_RegisterShader( "gfx/effects/demp2shell" );
break;

case WP_ATST_MAIN:
theFxScheduler.RegisterEffect( "atst/shot" );
theFxScheduler.RegisterEffect( "atst/wall_impact" );
theFxScheduler.RegisterEffect( "atst/flesh_impact" );
theFxScheduler.RegisterEffect( "atst/droid_impact" );
break;

case WP_ATST_SIDE:
// For the ALT fire
theFxScheduler.RegisterEffect( "atst/side_alt_shot" );
theFxScheduler.RegisterEffect( "atst/side_alt_explosion" );

// For the regular fire
theFxScheduler.RegisterEffect( "atst/side_main_shot" );
theFxScheduler.RegisterEffect( "atst/side_main_impact" );
break;

case WP_FLECHETTE:
cgs.effects.flechetteShotEffect = theFxScheduler.RegisterEffect( "flechette/shot" );
cgs.effects.flechetteAltShotEffect = theFxScheduler.RegisterEffect( "flechette/alt_shot" );
cgs.effects.flechetteShotDeathEffect = theFxScheduler.RegisterEffect( "flechette/wall_impact" ); // shot death
cgs.effects.flechetteFleshImpactEffect = theFxScheduler.RegisterEffect( "flechette/flesh_impact" );
cgs.effects.flechetteRicochetEffect = theFxScheduler.RegisterEffect( "flechette/ricochet" );

// theFxScheduler.RegisterEffect( "flechette/explosion" );
theFxScheduler.RegisterEffect( "flechette/alt_blow" );
break;

case WP_ROCKET_LAUNCHER:
theFxScheduler.RegisterEffect( "rocket/shot" );
theFxScheduler.RegisterEffect( "rocket/explosion" );

cgi_R_RegisterShaderNoMip( "gfx/2d/wedge" );
cgi_R_RegisterShaderNoMip( "gfx/2d/lock" );

cgi_S_RegisterSound( "sound/weapons/rocket/lock.wav" );
cgi_S_RegisterSound( "sound/weapons/rocket/tick.wav" );
break;

case WP_CONCUSSION:
//Primary
theFxScheduler.RegisterEffect( "concussion/shot" );
theFxScheduler.RegisterEffect( "concussion/explosion" );
//Alt
theFxScheduler.RegisterEffect( "concussion/alt_miss" );
theFxScheduler.RegisterEffect( "concussion/alt_hit" );
theFxScheduler.RegisterEffect( "concussion/alt_ring" );
//not used (eventually)?
cgi_R_RegisterShader( "gfx/effects/blueLine" );
cgi_R_RegisterShader( "gfx/misc/whiteline2" );
break;

case WP_THERMAL:
cgs.media.grenadeBounce1 = cgi_S_RegisterSound( "sound/weapons/thermal/bounce1.wav" );
cgs.media.grenadeBounce2 = cgi_S_RegisterSound( "sound/weapons/thermal/bounce2.wav" );

cgi_S_RegisterSound( "sound/weapons/thermal/thermloop.wav" );
cgi_S_RegisterSound( "sound/weapons/thermal/warning.wav" );
theFxScheduler.RegisterEffect( "thermal/explosion" );
theFxScheduler.RegisterEffect( "thermal/shockwave" );
break;

case WP_TRIP_MINE:
theFxScheduler.RegisterEffect( "tripMine/explosion" );
theFxScheduler.RegisterEffect( "tripMine/laser" );
theFxScheduler.RegisterEffect( "tripMine/laserImpactGlow" );
theFxScheduler.RegisterEffect( "tripMine/glowBit" );

cgs.media.tripMineStickSound = cgi_S_RegisterSound( "sound/weapons/laser_trap/stick.wav" );
cgi_S_RegisterSound( "sound/weapons/laser_trap/warning.wav" );
cgi_S_RegisterSound( "sound/weapons/laser_trap/hum_loop.wav" );
break;

case WP_DET_PACK:
theFxScheduler.RegisterEffect( "detpack/explosion.efx" );

cgs.media.detPackStickSound = cgi_S_RegisterSound( "sound/weapons/detpack/stick.wav" );
cgi_R_RegisterModel( "models/weapons2/detpack/detpack.md3" );
cgi_S_RegisterSound( "sound/weapons/detpack/warning.wav" );
cgi_S_RegisterSound( "sound/weapons/explosions/explode5.wav" );
break;

case WP_EMPLACED_GUN:
theFxScheduler.RegisterEffect( "emplaced/shot" );
theFxScheduler.RegisterEffect( "emplaced/shotNPC" );
theFxScheduler.RegisterEffect( "emplaced/wall_impact" );
//E-Web, too, can't tell here which one you wanted, so...
theFxScheduler.RegisterEffect( "eweb/shot" );
theFxScheduler.RegisterEffect( "eweb/shotNPC" );
theFxScheduler.RegisterEffect( "eweb/wall_impact" );
theFxScheduler.RegisterEffect( "eweb/flesh_impact" );

cgi_R_RegisterShader( "models/map_objects/imp_mine/turret_chair_dmg" );
cgi_R_RegisterShader( "models/map_objects/imp_mine/turret_chair_on" );

cgs.media.emplacedHealthBarShader = cgi_R_RegisterShaderNoMip( "gfx/hud/health_frame" );
cgs.media.turretComputerOverlayShader = cgi_R_RegisterShaderNoMip( "gfx/hud/generic_target" );
cgs.media.turretCrossHairShader = cgi_R_RegisterShaderNoMip( "gfx/2d/panel_crosshair" );
break;

case WP_MELEE:
case WP_TUSKEN_STAFF:
//TEMP
theFxScheduler.RegisterEffect( "melee/punch_impact" );
theFxScheduler.RegisterEffect( "melee/kick_impact" );
cgi_S_RegisterSound( "sound/weapons/melee/punch1.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch2.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch3.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch4.mp3" );
break;

case WP_STUN_BATON:
cgi_R_RegisterShader( "gfx/effects/stunPass" );
theFxScheduler.RegisterEffect( "stunBaton/flesh_impact" );
//TEMP
cgi_S_RegisterSound( "sound/weapons/melee/punch1.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch2.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch3.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch4.mp3" );
cgi_S_RegisterSound( "sound/weapons/baton/fire" );
break;

case WP_TURRET:
theFxScheduler.RegisterEffect( "turret/shot" );
theFxScheduler.RegisterEffect( "turret/wall_impact" );
theFxScheduler.RegisterEffect( "turret/flesh_impact" );
break;

case WP_TUSKEN_RIFLE:
//melee
theFxScheduler.RegisterEffect( "melee/punch_impact" );
cgi_S_RegisterSound( "sound/weapons/melee/punch1.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch2.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch3.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch4.mp3" );
//fire
theFxScheduler.RegisterEffect( "tusken/shot" );
theFxScheduler.RegisterEffect( "tusken/hit" );
theFxScheduler.RegisterEffect( "tusken/hitwall" );

break;

case WP_SCEPTER:
//???
break;

case WP_NOGHRI_STICK:
//fire
theFxScheduler.RegisterEffect( "noghri_stick/shot" );
theFxScheduler.RegisterEffect( "noghri_stick/flesh_impact" );
//explosion
theFxScheduler.RegisterEffect( "noghri_stick/gas_cloud" );
//cgi_S_RegisterSound("sound/weapons/noghri/smoke.wav");
break;

case WP_TIE_FIGHTER:
theFxScheduler.RegisterEffect( "ships/imp_blastershot" );
break;
}
}

 


Link to comment

Mmm @@JediBantha if someone is coded on in file, is better that you add the new implementation editing the file, instead of make a New code file. yes, that's can be your problem. i tryied too other way in my stuff, and i am sure that add custom \ effects sound works only if you work on the command line of the original effect that you want to edit. you need to edit the specific sound \ efx function.

:S

Link to comment

cg_weapons.cpp:

 

case WP_SABER:
theFxScheduler.RegisterEffect( "force/destruction" ); //this doesn't work, even when listed under WP_DESTRUCTION
theFxScheduler.RegisterEffect( "force/destructionexplode" ); //this works, for some reason
break;
 
case WP_DESTRUCTION:
break;

 

g_combat.cpp:

 

case MOD_FORCE_DESTRUCTION:
weapon = WP_DESTRUCTION;
break;

 

g_weapon.cpp:

 

float weaponSpeed[WP_NUM_WEAPONS][2] =
{
{ 0,0 },//WP_NONE,
{ 0,0 },//WP_SABER,  // NOTE: lots of code assumes this is the first weapon (... which is crap) so be careful -Ste.
{ BRYAR_PISTOL_VEL,BRYAR_PISTOL_VEL },//WP_BLASTER_PISTOL,
{ BLASTER_VELOCITY,BLASTER_VELOCITY },//WP_BLASTER,
{ Q3_INFINITE,Q3_INFINITE },//WP_DISRUPTOR,
{ BOWCASTER_VELOCITY,BOWCASTER_VELOCITY },//WP_BOWCASTER,
{ REPEATER_VELOCITY,REPEATER_ALT_VELOCITY },//WP_REPEATER,
{ DEMP2_VELOCITY,DEMP2_ALT_RANGE },//WP_DEMP2,
{ FLECHETTE_VEL,FLECHETTE_MINE_VEL },//WP_FLECHETTE,
{ ROCKET_VELOCITY,ROCKET_ALT_VELOCITY },//WP_ROCKET_LAUNCHER,
{ TD_VELOCITY,TD_ALT_VELOCITY },//WP_THERMAL,
{ 0,0 },//WP_TRIP_MINE,
{ 0,0 },//WP_DET_PACK,
{ CONC_VELOCITY,Q3_INFINITE },//WP_CONCUSSION,
{ 2600,Q3_INFINITE },//WP_DESTRUCTION,
{ 0,0 },//WP_MELEE, // Any ol' melee attack
{ 0,0 },//WP_STUN_BATON,
{ BRYAR_PISTOL_VEL,BRYAR_PISTOL_VEL },//WP_BRYAR_PISTOL,
{ EMPLACED_VEL,EMPLACED_VEL },//WP_EMPLACED_GUN,
{ BRYAR_PISTOL_VEL,BRYAR_PISTOL_VEL },//WP_BOT_LASER, // Probe droid - Laser blast
{ 0,0 },//WP_TURRET, // turret guns 
{ ATST_MAIN_VEL,ATST_MAIN_VEL },//WP_ATST_MAIN,
{ ATST_SIDE_MAIN_VELOCITY,ATST_SIDE_ALT_NPC_VELOCITY },//WP_ATST_SIDE,
{ EMPLACED_VEL,EMPLACED_VEL },//WP_TIE_FIGHTER,
{ EMPLACED_VEL,REPEATER_ALT_VELOCITY },//WP_RAPID_FIRE_CONC,
{ 0,0 },//WP_JAWA,
{ TUSKEN_RIFLE_VEL,TUSKEN_RIFLE_VEL },//WP_TUSKEN_RIFLE,
{ 0,0 },//WP_TUSKEN_STAFF,
{ 0,0 },//WP_SCEPTER,
{ 0,0 },//WP_NOGHRI_STICK,
};

 

 
else if ( weapon != WP_NONE )
{ 
switch( weapon ) 
{
case WP_BRYAR_PISTOL:
case WP_BLASTER_PISTOL:
case WP_BLASTER:
case WP_DISRUPTOR:
case WP_BOWCASTER:
case WP_ROCKET_LAUNCHER:
case WP_CONCUSSION:
return qtrue;
break;
//non-alt standard
case WP_REPEATER:
case WP_DEMP2:
case WP_FLECHETTE:
if ( !alt_fire )
{
return qtrue;
}
break;
//emplaced gun
case WP_EMPLACED_GUN:
return qtrue;
break;
//atst
case WP_ATST_MAIN:
case WP_ATST_SIDE:
return qtrue;
break;
case WP_DESTRUCTION:
return qtrue;
break;
}
}
return qfalse;

 

case WP_DESTRUCTION:
if (ent->count > 0)
{
ent->count = 0;
gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel, 
ent->handLBolt,
&boltMatrix, ent->s.angles, ent->s.origin, (cg.time?cg.time:level.time),
NULL, ent->s.modelScale );
}
else
{
ent->count = 1;
gi.G2API_GetBoltMatrix( ent->ghoul2, ent->playerModel, 
ent->handRBolt,
&boltMatrix, ent->s.angles, ent->s.origin, (cg.time?cg.time:level.time),
NULL, ent->s.modelScale );
}
 
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
 
VectorCopy(org,muzzlePoint);
 
break;

 

vec3_t WP_MuzzlePoint[WP_NUM_WEAPONS] = 
{// Fwd, right, up.
{0, 0, 0 }, // WP_NONE,
{8 , 16, 0 }, // WP_SABER, 
{12, 6, -6 }, // WP_BLASTER_PISTOL,
{12, 6, -6 }, // WP_BLASTER,
{12, 6, -6 }, // WP_DISRUPTOR,
{12, 2, -6 }, // WP_BOWCASTER,
{12, 4.5, -6 }, // WP_REPEATER,
{12, 6, -6 }, // WP_DEMP2,
{12, 6, -6 }, // WP_FLECHETTE,
{12, 8, -4 }, // WP_ROCKET_LAUNCHER,
{12, 0, -4 }, // WP_THERMAL,
{12, 0, -10 }, // WP_TRIP_MINE,
{12, 0, -4 }, // WP_DET_PACK,
{12, 8, -4 }, // WP_CONCUSSION,
{0, 0, 0 }, // WP_DESTRUCTION,
{0 , 8, 0 }, // WP_MELEE,
{0, 0, 0 }, // WP_ATST_MAIN,
{0, 0, 0 }, // WP_ATST_SIDE,
{0 , 8, 0 }, // WP_STUN_BATON,
{12, 6, -6 }, // WP_BRYAR_PISTOL,
};

 

case WP_DESTRUCTION:
ForceDestruction( ent );
break;

 

wp_saber.cpp:

 

static void ForceDestructionMissile( gentity_t *self )
{//a fast rocket-like projectile
vec3_t start;
vec3_t dir;
vec3_t forward;
gentity_t *traceEnt;
int radius = forceDestructionRadius[self->client->ps.forcePowerLevel[FP_DESTRUCTION]];
int damage = forceDestructionDamage[self->client->ps.forcePowerLevel[FP_DESTRUCTION]];
float vel = 2600;
 
if ( self->client->ps.forcePowersActive & (1 << FP_RAGE) )
{
damage *= 2;
}
 
VectorCopy( self->client->renderInfo.handLPoint, start );
AngleVectors( self->client->ps.viewangles, dir, NULL, NULL );
 
WP_TraceSetStart( self, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
 
gentity_t *missile = CreateMissile( start, dir, vel, 10000, self );
 
WP_MissileTargetHint( self, muzzle, forwardVec );
 
missile->classname = "destruct_proj";
missile->s.weapon = WP_DESTRUCTION;
missile->fxID = G_EffectIndex( "force/destruction" );
missile->mass = 10;
 
// Make it easier to hit things
VectorSet( missile->maxs, ROCKET_SIZE, ROCKET_SIZE, ROCKET_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
 
missile->damage = damage;
missile->dflags = DAMAGE_EXTRA_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS;
 
missile->methodOfDeath = MOD_FORCE_DESTRUCTION;
missile->splashMethodOfDeath = MOD_FORCE_DESTRUCTION;
 
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = damage;
missile->splashRadius = radius;
 
// we don't want it to ever bounce
missile->bounceCount = 0;
 
int modPowerLevel = -1;
 
if (missile->damage 
|| missile->splashDamage)
{
modPowerLevel = WP_AbsorbConversion(traceEnt, traceEnt->client->ps.forcePowerLevel[FP_ABSORB], self, FP_DESTRUCTION, self->client->ps.forcePowerLevel[FP_DESTRUCTION], 1);
}
 
if (modPowerLevel != -1)
{
if ( !modPowerLevel )
{
damage = 0;
}
else if ( modPowerLevel == 1 )
{
damage = floor((float)damage/4.0f);
}
else if ( modPowerLevel == 2 )
{
damage = floor((float)damage/2.0f);
}
else if ( modPowerLevel == 3 )
{
damage = floor((float)damage/1.0f);
}
else if ( modPowerLevel == 4 )
{
damage = floor((float)damage/0.5f);
}
else if ( modPowerLevel == 5 )
{
damage = floor((float)damage/0.25f);
}
else if ( modPowerLevel == 6 )
{
damage = floor((float)damage/0.12f);
}
else if ( modPowerLevel == 7 )
{
damage = floor((float)damage/0.06f);
}
else if ( modPowerLevel == 8 )
{
damage = floor((float)damage/0.03f);
}
else if ( modPowerLevel > 8 )
{
damage = floor((float)damage/0.01f);
}
}
}
 
void ForceDestructionShoot( gentity_t *self )
{
if ( self->health <= 0 )
{
return;
}
 
if ( !self->s.number && cg.zoomMode )
{//can't force lightning when zoomed in
return;
}
 
ForceDestructionMissile( self );
}
 
void ForceDestruction( gentity_t *self )
{
 
if ( self->health <= 0 )
{
return;
}
 
if ( !self->s.number && (cg.zoomMode || in_camera) )
{
return;
}
 
if ( self->client->ps.leanofs )
{
return;
}
 
if (self->client->ps.forcePowersActive & (1 << FP_PROTECT) )
{
WP_ForcePowerStop( self, FP_PROTECT );
}
 
if (self->client->ps.forcePowersActive & (1 << FP_ABSORB) )
{
WP_ForcePowerStop( self, FP_ABSORB );
}
 
if ( self->client->ps.forcePowerLevel[FP_DESTRUCTION] <= FORCE_LEVEL_2 && self->client->ps.forcePower < 80 
|| self->client->ps.forcePowerLevel[FP_DESTRUCTION] > FORCE_LEVEL_2 && self->client->ps.forcePower < 40 
|| !WP_ForcePowerUsable( self, FP_DESTRUCTION, 0 ) )
{
return;
}
 
if ( self->client->ps.saberLockTime > level.time )
{//FIXME: can this be a way to break out?
return;
}
 
if ( self->client->ps.forcePowerLevel[FP_DESTRUCTION] <= FORCE_LEVEL_2 )
{
WP_ForcePowerStart( self, FP_DESTRUCTION, 80 );
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEPUSH, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
ForceDestructionShoot( self );
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/forcedestruct01.wav" );
}
 
if ( self->client->ps.forcePowerLevel[FP_DESTRUCTION] > FORCE_LEVEL_2 )
{
WP_ForcePowerStart( self, FP_DESTRUCTION, 40 );
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEPUSH, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
ForceDestructionShoot( self );
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/forcedestruct01.wav" );
}
 
}
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  • 2 weeks later...

*Looks at my last 3 post* 

Rosh would be so proud...

 

@@eezstreet

I went ahead and removed all the lines referencing Destruction to [NUM_WEAPONS], as well as the weapons.dat entry, so I could develop it more into an actual Force power, rather than a mock-power, if you will.

 

Could I edit the lines in the FX_<weapon> files and somehow make them fit into wp_saber.cpp?

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I don't actually know how the power effects are handled - I want to say that they're all managed in cg_players.cpp but I could be wrong on that. Attaching the effect you want to a missile is going to be a bit tricky though. Maybe make a new MOD_ (MOD_FORCEDESTRUCT?) and check against it instead of the weapon.

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I don't actually know how the power effects are handled - I want to say that they're all managed in cg_players.cpp but I could be wrong on that. Attaching the effect you want to a missile is going to be a bit tricky though. Maybe make a new MOD_ (MOD_FORCEDESTRUCT?) and check against it instead of the weapon.

 

I've had that kind of damage mod at the start of the project if that's what you're asking.

 

have you also added anything in cg_event.cpp ? there is some effects there is handled there to for saber clash effects and more

 

As far as I've read, there's nothing in cg_event.cpp that references the Concussion Rifle's main fire, only it's alt-fire.

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Made the event for it, and noticed no changes for the missile fx... However, when I change "missile->s.weapon"  from WP_DESTRUCTION to WP_SABER, the missile itself actually used the weapon model for its visual effect, rather than it's .efx file. (Changed back to weapons)

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