1 float Casing_SendEntity(entity to, float sf)
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3 WriteByte(MSG_ENTITY, ENT_CLIENT_CASING);
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4 WriteByte(MSG_ENTITY, self.state); // actually type
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5 WriteCoord(MSG_ENTITY, self.origin_x);
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6 WriteCoord(MSG_ENTITY, self.origin_y);
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7 WriteCoord(MSG_ENTITY, self.origin_z);
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8 WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
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9 WriteByte(MSG_ENTITY, self.angles_x * 256 / 360);
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10 WriteByte(MSG_ENTITY, self.angles_y * 256 / 360);
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11 WriteByte(MSG_ENTITY, self.angles_z * 256 / 360);
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15 void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, float casingtype, entity casingowner)
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20 org = self.origin + self.view_ofs + self.weaponentity.spawnorigin_x * v_forward - self.weaponentity.spawnorigin_y * v_right + self.weaponentity.spawnorigin_z * v_up;
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22 if(!sound_allowed(MSG_BROADCAST, casingowner))
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26 e.state = casingtype;
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30 e.oldorigin_x = compressShortVector(e.velocity);
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32 Net_LinkEntity(e, TRUE, 0.2, Casing_SendEntity);
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33 // 0.2s should be enough time for all clients to receive this ent once, do the gibbage and be done with it
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