-#ifdef SVQC
-void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner, .entity weaponentity);
-#endif
-
-#ifdef IMPLEMENTATION
+#include "casings.qh"
#include <common/util.qh>
REGISTER_NET_TEMP(casings)
#ifdef SVQC
+
+.bool cvar_cl_casings;
+REPLICATE(cvar_cl_casings, bool, "cl_casings");
+
void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner, .entity weaponentity)
{
+ if (!(CS(casingowner).cvar_cl_casings))
+ return;
+
entity wep = casingowner.(weaponentity);
vector org = casingowner.origin + casingowner.view_ofs + wep.spawnorigin.x * v_forward - wep.spawnorigin.y * v_right + wep.spawnorigin.z * v_up;
WriteHeader(MSG_ALL, casings);
WriteByte(MSG_ALL, casingtype);
- WriteCoord(MSG_ALL, org.x);
- WriteCoord(MSG_ALL, org.y);
- WriteCoord(MSG_ALL, org.z);
+ WriteVector(MSG_ALL, org);
WriteShort(MSG_ALL, compressShortVector(vel)); // actually compressed velocity
WriteByte(MSG_ALL, ang.x * 256 / 360);
WriteByte(MSG_ALL, ang.y * 256 / 360);
#ifdef CSQC
entityclass(Casing);
-class(Casing) .float alpha;
-class(Casing) .bool silent;
-class(Casing) .int state;
-class(Casing) .float cnt;
+classfield(Casing) .float alpha;
+classfield(Casing) .bool silent;
+classfield(Casing) .int state;
+classfield(Casing) .float cnt;
void Casing_Delete(entity this)
{
NET_HANDLE(casings, bool isNew)
{
int _state = ReadByte();
- vector org;
- org_x = ReadCoord();
- org_y = ReadCoord();
- org_z = ReadCoord();
+ vector org = ReadVector();
vector vel = decompressShortVector(ReadShort());
vector ang;
ang_x = ReadByte() * 360 / 256;
}
#endif
-#endif