13 if(self.move_flags & FL_ONGROUND)
15 self.move_angles_x = 0;
16 self.move_angles_z = 0;
17 self.flags &~= FL_ONGROUND;
20 Movetype_Physics_NoMatchServer();
23 self.alpha = bound(0, self.cnt - time, 1);
25 if(self.alpha < ALPHA_MIN_VISIBLE)
33 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
40 if(!trace_ent || trace_ent.solid == SOLID_BSP)
42 if(vlen(self.velocity) > 50)
44 if(time >= self.nextthink)
49 f = floor(prandom() * 3) + 1;
53 s = strcat("weapons/casings", ftos(f), ".wav");
56 s = strcat("weapons/brass", ftos(f), ".wav");
60 sound (self, CHAN_PROJECTILE, s, VOL_BASE, ATTN_NORM);
65 self.nextthink = time + 0.2;
68 void Casing_Damage(float thisdmg, float hittype, vector org, vector thisforce)
72 self.move_velocity = self.move_velocity + thisforce + '0 0 100';
73 self.move_flags &~= FL_ONGROUND;
83 casing = RubbleNew(caselist);
85 if(casecount >= cvar_or("cl_casings_maxcount",100))
86 RubbleDrop(caselist,Casing_Delete);
88 casing.state = ReadByte();
89 casing.silent = (casing.state & 0x80);
90 casing.state = (casing.state & 0x7F);
91 casing.origin_x = ReadCoord();
92 casing.origin_y = ReadCoord();
93 casing.origin_z = ReadCoord();
94 casing.velocity = decompressShortVector(ReadShort());
95 casing.angles_x = ReadByte() * 360 / 256;
96 casing.angles_y = ReadByte() * 360 / 256;
97 casing.angles_z = ReadByte() * 360 / 256;
99 if(cvar("cl_casings")) {
100 casing.draw = Casing_Draw;
101 casing.move_origin = casing.origin;
102 casing.move_velocity = casing.velocity + 2 * prandomvec();
103 casing.move_angles = casing.angles;
104 casing.move_avelocity = '0 250 0' + 100 * prandomvec();
105 casing.move_movetype = MOVETYPE_BOUNCE;
106 casing.move_touch = Casing_Touch;
107 casing.move_time = time;
108 casing.event_damage = Casing_Damage;
109 casing.solid = SOLID_TRIGGER;
114 setmodel(casing, "models/casing_shell.mdl");
115 casing.cnt = time + cvar("cl_casings_shell_time");
118 setmodel(casing, "models/casing_bronze.mdl");
119 casing.cnt = time + cvar("cl_casings_bronze_time");
123 setsize(casing, '0 0 -1', '0 0 -1');
129 void Casings_Precache()
131 precache_model("models/casing_shell.mdl");
132 precache_model("models/casing_bronze.mdl");
133 precache_sound("weapons/brass1.wav");
134 precache_sound("weapons/brass2.wav");
135 precache_sound("weapons/brass3.wav");
136 precache_sound("weapons/casings1.wav");
137 precache_sound("weapons/casings2.wav");
138 precache_sound("weapons/casings3.wav");