3 #include "autocvars.qh"
6 #include "movetypes.qh"
10 #include "../common/util.qh"
17 class(Casing) .bool silent;
26 if(self.move_flags & FL_ONGROUND)
28 self.move_angles_x = 0;
29 self.move_angles_z = 0;
30 self.flags &= ~FL_ONGROUND;
33 Movetype_Physics_MatchTicrate(autocvar_cl_casings_ticrate, autocvar_cl_casings_sloppy);
35 return; // deleted by touch function
38 self.alpha = bound(0, self.cnt - time, 1);
40 if(self.alpha < ALPHA_MIN_VISIBLE)
49 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
56 if(!trace_ent || trace_ent.solid == SOLID_BSP)
58 if(vlen(self.velocity) > 50)
60 if(time >= self.nextthink)
63 int f = floor(prandom() * 3) + 1;
68 s = strcat("weapons/casings", itos(f), ".wav");
71 s = strcat("weapons/brass", itos(f), ".wav");
75 sound (self, CH_SHOTS, s, VOL_BASE, ATTEN_LARGE);
80 self.nextthink = time + 0.2;
83 void Casing_Damage(float thisdmg, int hittype, vector org, vector thisforce)
87 self.move_velocity = self.move_velocity + thisforce + '0 0 100';
88 self.move_flags &= ~FL_ONGROUND;
91 void Ent_Casing(float isNew)
95 casing = RubbleNew("casing");
96 casing.state = ReadByte();
97 casing.silent = (casing.state & 0x80);
98 casing.state = (casing.state & 0x7F);
99 casing.origin_x = ReadCoord();
100 casing.origin_y = ReadCoord();
101 casing.origin_z = ReadCoord();
102 setorigin(casing, casing.origin);
103 casing.velocity = decompressShortVector(ReadShort());
104 casing.angles_x = ReadByte() * 360 / 256;
105 casing.angles_y = ReadByte() * 360 / 256;
106 casing.angles_z = ReadByte() * 360 / 256;
107 casing.drawmask = MASK_NORMAL;
109 if(autocvar_cl_casings && isNew) {
110 casing.draw = Casing_Draw;
111 casing.move_origin = casing.origin;
112 casing.move_velocity = casing.velocity + 2 * prandomvec();
113 casing.move_angles = casing.angles;
114 casing.move_avelocity = '0 250 0' + 100 * prandomvec();
115 casing.move_movetype = MOVETYPE_BOUNCE;
116 casing.move_touch = Casing_Touch;
117 casing.move_time = time;
118 casing.event_damage = Casing_Damage;
119 casing.solid = SOLID_TRIGGER;
124 setmodel(casing, "models/casing_shell.mdl");
125 casing.cnt = time + autocvar_cl_casings_shell_time;
128 setmodel(casing, "models/casing_bronze.iqm");
129 casing.cnt = time + autocvar_cl_casings_bronze_time;
133 setsize(casing, '0 0 -1', '0 0 -1');
135 RubbleLimit("casing", autocvar_cl_casings_maxcount, Casing_Delete);
139 entity oldself = self;
141 Casing_Delete(); // yes, this IS stupid, but I don't need to duplicate all the read* stuff then
146 void Casings_Precache()
148 precache_model("models/casing_shell.mdl");
149 precache_model("models/casing_bronze.iqm");
150 precache_sound("weapons/brass1.wav");
151 precache_sound("weapons/brass2.wav");
152 precache_sound("weapons/brass3.wav");
153 precache_sound("weapons/casings1.wav");
154 precache_sound("weapons/casings2.wav");
155 precache_sound("weapons/casings3.wav");