5 if (other.solid == SOLID_BSP)
6 if (vlen(self.velocity) >= 50)
7 if (time >= self.attack_finished_single)
8 sound (self, CHAN_PROJECTILE, "weapons/tink1.wav", 0.5 * VOL_BASE, ATTN_NORM);
9 self.attack_finished_single = time + 0.2;
10 //self.touch = SUB_Null; // one tink is enough
11 //self.dest = self.origin - self.groundentity.origin;
17 self.nextthink = time + 0.1;
18 if (self.flags & FL_ONGROUND)
20 // just keep the yaw angle
23 self.flags = self.flags - FL_ONGROUND;
24 self.nextthink = time + 0.5;
26 p = pointcontents(self.origin);
27 if (p == CONTENT_SOLID || p == CONTENT_LAVA || p == CONTENT_SKY)
34 self.nextthink = time;
35 self.alpha = self.alpha - frametime;
36 if (self.alpha < 0.0625)
41 // knock loose the casing when disturbed
42 void casingknockedloosefunc()
44 self.movetype = MOVETYPE_BOUNCE;
45 self.flags = self.flags - (self.flags & FL_ONGROUND);
46 self.avelocity = randomvec() * 300;
47 self.nextthink = time + 0.1;
48 self.touch = casingtouch;
51 void SpawnCasing(vector org, vector vel, float randomvel, vector ang, vector avel, float randomavel, float casingtype)
54 if (cvar("temp1") & 2048)
61 e.movetype = MOVETYPE_BOUNCE;
62 e.solid = SOLID_TRIGGER;
63 e.velocity = vel + randomvec() * randomvel;
65 e.avelocity = avel + randomvec() * randomavel;
67 e.think = casingthink;
68 e.touch = casingtouch;
69 //e.knockedloosefunc = casingknockedloosefunc;
70 e.effects = EF_LOWPRECISION;
74 setmodel (e, "models/casing_shell.mdl"); // precision set above
76 // bias to make these be considered more important than other things
77 e.createdtime = time + 1;
79 else if (casingtype == 2)
81 // FIXME: this is not used and not precached, uncomment if you need it
82 //setmodel (e, "models/casing_steel.mdl"); // precision set above
87 setmodel (e, "models/casing_bronze.mdl"); // precision set above
92 setsize (e, '0 0 -1', '0 0 -1');