12 if(self.move_flags & FL_ONGROUND)
14 self.move_angles_x = 0;
15 self.move_angles_z = 0;
16 self.flags &~= FL_ONGROUND;
19 Movetype_Physics(FALSE);
22 self.alpha = bound(0, self.cnt - time, 1);
24 if(self.alpha < ALPHA_MIN_VISIBLE)
32 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
38 if(!trace_ent || trace_ent.solid == SOLID_BSP)
40 if(vlen(self.velocity) > 50)
42 if(time >= self.nextthink)
47 f = floor(prandom() * 3) + 1;
51 s = strcat("weapons/casings", ftos(f), ".wav");
54 s = strcat("weapons/brass", ftos(f), ".wav");
58 sound (self, CHAN_PROJECTILE, s, VOL_BASE, ATTN_NORM);
63 self.nextthink = time + 0.2;
66 void Casing_Damage(float thisdmg, float hittype, vector org, vector thisforce)
70 self.move_velocity = self.move_velocity + thisforce + '0 0 100';
71 self.move_flags &~= FL_ONGROUND;
81 casing = RubbleNew(caselist);
\r
83 if(casecount >= cvar_or("cl_casings_maxcount",100))
\r
84 RubbleDrop(caselist,Casing_Delete);
\r
86 casing.state = ReadByte();
87 casing.origin_x = ReadCoord();
88 casing.origin_y = ReadCoord();
89 casing.origin_z = ReadCoord();
90 casing.velocity = decompressShortVector(ReadShort());
91 casing.angles_x = ReadByte() * 360 / 256;
92 casing.angles_y = ReadByte() * 360 / 256;
93 casing.angles_z = ReadByte() * 360 / 256;
95 if(cvar("cl_casings")) {
96 casing.draw = Casing_Draw;
97 casing.move_origin = casing.origin;
98 casing.move_velocity = casing.velocity + 2 * prandomvec();
99 casing.move_angles = casing.angles;
100 casing.move_avelocity = '0 250 0' + 100 * prandomvec();
101 casing.move_movetype = MOVETYPE_BOUNCE;
102 casing.move_touch = Casing_Touch;
103 casing.move_time = time;
104 casing.event_damage = Casing_Damage;
105 casing.solid = SOLID_TRIGGER;
110 setmodel(casing, "models/casing_shell.mdl");
111 casing.cnt = time + cvar("cl_casings_shell_time");
114 setmodel(casing, "models/casing_bronze.mdl");
115 casing.cnt = time + cvar("cl_casings_bronze_time");
119 setsize(casing, '0 0 -1', '0 0 -1');
125 void Casings_Precache()
127 precache_model("models/casing_shell.mdl");
128 precache_model("models/casing_bronze.mdl");
129 precache_sound("weapons/brass1.wav");
130 precache_sound("weapons/brass2.wav");
131 precache_sound("weapons/brass3.wav");
132 precache_sound("weapons/casings1.wav");
133 precache_sound("weapons/casings2.wav");
134 precache_sound("weapons/casings3.wav");