2 #include "movetypes.qh"
23 if(self.move_flags & FL_ONGROUND)
25 self.move_angles_x = 0;
26 self.move_angles_z = 0;
27 self.flags &= ~FL_ONGROUND;
30 Movetype_Physics_MatchTicrate(autocvar_cl_casings_ticrate, autocvar_cl_casings_sloppy);
32 return; // deleted by touch function
35 self.alpha = bound(0, self.cnt - time, 1);
37 if(self.alpha < ALPHA_MIN_VISIBLE)
46 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53 if(!trace_ent || trace_ent.solid == SOLID_BSP)
55 if(vlen(self.velocity) > 50)
57 if(time >= self.nextthink)
60 int f = floor(prandom() * 3) + 1;
65 s = strcat("weapons/casings", itos(f), ".wav");
68 s = strcat("weapons/brass", itos(f), ".wav");
72 sound (self, CH_SHOTS, s, VOL_BASE, ATTEN_LARGE);
77 self.nextthink = time + 0.2;
80 void Casing_Damage(float thisdmg, int hittype, vector org, vector thisforce)
84 self.move_velocity = self.move_velocity + thisforce + '0 0 100';
85 self.move_flags &= ~FL_ONGROUND;
88 void Ent_Casing(float isNew)
92 casing = RubbleNew("casing");
93 casing.state = ReadByte();
94 casing.silent = (casing.state & 0x80);
95 casing.state = (casing.state & 0x7F);
96 casing.origin_x = ReadCoord();
97 casing.origin_y = ReadCoord();
98 casing.origin_z = ReadCoord();
99 setorigin(casing, casing.origin);
100 casing.velocity = decompressShortVector(ReadShort());
101 casing.angles_x = ReadByte() * 360 / 256;
102 casing.angles_y = ReadByte() * 360 / 256;
103 casing.angles_z = ReadByte() * 360 / 256;
104 casing.drawmask = MASK_NORMAL;
106 if(autocvar_cl_casings && isNew) {
107 casing.draw = Casing_Draw;
108 casing.move_origin = casing.origin;
109 casing.move_velocity = casing.velocity + 2 * prandomvec();
110 casing.move_angles = casing.angles;
111 casing.move_avelocity = '0 250 0' + 100 * prandomvec();
112 casing.move_movetype = MOVETYPE_BOUNCE;
113 casing.move_touch = Casing_Touch;
114 casing.move_time = time;
115 casing.event_damage = Casing_Damage;
116 casing.solid = SOLID_TRIGGER;
121 setmodel(casing, "models/casing_shell.mdl");
122 casing.cnt = time + autocvar_cl_casings_shell_time;
125 setmodel(casing, "models/casing_bronze.iqm");
126 casing.cnt = time + autocvar_cl_casings_bronze_time;
130 setsize(casing, '0 0 -1', '0 0 -1');
132 RubbleLimit("casing", autocvar_cl_casings_maxcount, Casing_Delete);
136 entity oldself = self;
138 Casing_Delete(); // yes, this IS stupid, but I don't need to duplicate all the read* stuff then
143 void Casings_Precache()
145 precache_model("models/casing_shell.mdl");
146 precache_model("models/casing_bronze.iqm");
147 precache_sound("weapons/brass1.wav");
148 precache_sound("weapons/brass2.wav");
149 precache_sound("weapons/brass3.wav");
150 precache_sound("weapons/casings1.wav");
151 precache_sound("weapons/casings2.wav");
152 precache_sound("weapons/casings3.wav");