3 #include <common/util.qh>
6 #include <common/physics/movetypes/movetypes.qh>
10 REGISTER_NET_TEMP(casings)
13 void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner, .entity weaponentity)
15 entity wep = casingowner.(weaponentity);
16 vector org = casingowner.origin + casingowner.view_ofs + wep.spawnorigin.x * v_forward - wep.spawnorigin.y * v_right + wep.spawnorigin.z * v_up;
18 if (!sound_allowed(MSG_BROADCAST, casingowner))
21 WriteHeader(MSG_ALL, casings);
22 WriteByte(MSG_ALL, casingtype);
23 WriteCoord(MSG_ALL, org.x);
24 WriteCoord(MSG_ALL, org.y);
25 WriteCoord(MSG_ALL, org.z);
26 WriteShort(MSG_ALL, compressShortVector(vel)); // actually compressed velocity
27 WriteByte(MSG_ALL, ang.x * 256 / 360);
28 WriteByte(MSG_ALL, ang.y * 256 / 360);
29 WriteByte(MSG_ALL, ang.z * 256 / 360);
35 class(Casing) .float alpha;
36 class(Casing) .bool silent;
37 class(Casing) .int state;
38 class(Casing) .float cnt;
40 void Casing_Delete(entity this)
45 void Casing_Draw(entity this)
47 if (IS_ONGROUND(this))
51 //UNSET_ONGROUND(this);
54 Movetype_Physics_MatchTicrate(this, autocvar_cl_casings_ticrate, autocvar_cl_casings_sloppy);
56 return; // deleted by touch function
59 this.alpha = bound(0, this.cnt - time, 1);
61 if (this.alpha < ALPHA_MIN_VISIBLE)
68 SOUND(BRASS1, W_Sound("brass1"));
69 SOUND(BRASS2, W_Sound("brass2"));
70 SOUND(BRASS3, W_Sound("brass3"));
71 Sound SND_BRASS_RANDOM() {
72 return Sounds_from(SND_BRASS1.m_id + floor(prandom() * 3));
74 SOUND(CASINGS1, W_Sound("casings1"));
75 SOUND(CASINGS2, W_Sound("casings2"));
76 SOUND(CASINGS3, W_Sound("casings3"));
77 Sound SND_CASINGS_RANDOM() {
78 return Sounds_from(SND_CASINGS1.m_id + floor(prandom() * 3));
81 void Casing_Touch(entity this, entity toucher)
83 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
90 if (!trace_ent || trace_ent.solid == SOLID_BSP)
92 if(vdist(this.velocity, >, 50))
94 if (time >= this.nextthink)
100 s = SND_CASINGS_RANDOM();
103 s = SND_BRASS_RANDOM();
107 sound (this, CH_SHOTS, s, VOL_BASE, ATTEN_LARGE);
112 this.nextthink = time + 0.2;
115 void Casing_Damage(entity this, float thisdmg, int hittype, vector org, vector thisforce)
119 this.velocity = this.velocity + thisforce + '0 0 100';
120 UNSET_ONGROUND(this);
123 NET_HANDLE(casings, bool isNew)
125 int _state = ReadByte();
130 vector vel = decompressShortVector(ReadShort());
132 ang_x = ReadByte() * 360 / 256;
133 ang_y = ReadByte() * 360 / 256;
134 ang_z = ReadByte() * 360 / 256;
137 if (!autocvar_cl_casings) return;
139 Casing casing = RubbleNew("casing");
140 casing.silent = (_state & 0x80);
141 casing.state = (_state & 0x7F);
143 setorigin(casing, casing.origin);
144 casing.velocity = vel;
146 casing.drawmask = MASK_NORMAL;
148 casing.draw = Casing_Draw;
149 if (isNew) IL_PUSH(g_drawables, casing);
150 casing.velocity = casing.velocity + 2 * prandomvec();
151 casing.avelocity = '0 250 0' + 100 * prandomvec();
152 set_movetype(casing, MOVETYPE_BOUNCE);
153 settouch(casing, Casing_Touch);
154 casing.move_time = time;
155 casing.event_damage = Casing_Damage;
156 casing.solid = SOLID_TRIGGER;
158 switch (casing.state)
161 setmodel(casing, MDL_CASING_SHELL);
162 casing.cnt = time + autocvar_cl_casings_shell_time;
165 setmodel(casing, MDL_CASING_BULLET);
166 casing.cnt = time + autocvar_cl_casings_bronze_time;
170 setsize(casing, '0 0 -1', '0 0 -1');
172 RubbleLimit("casing", autocvar_cl_casings_maxcount, Casing_Delete);