1 float Casing_SendEntity(entity to, float sf)
3 WriteByte(MSG_ENTITY, ENT_CLIENT_CASING);
4 WriteByte(MSG_ENTITY, self.state); // actually type
5 WriteCoord(MSG_ENTITY, self.origin_x);
6 WriteCoord(MSG_ENTITY, self.origin_y);
7 WriteCoord(MSG_ENTITY, self.origin_z);
8 WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity
9 WriteByte(MSG_ENTITY, self.angles_x * 256 / 360);
10 WriteByte(MSG_ENTITY, self.angles_y * 256 / 360);
11 WriteByte(MSG_ENTITY, self.angles_z * 256 / 360);
15 void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, float casingtype, entity casingowner)
20 org = self.origin + self.view_ofs + self.weaponentity.spawnorigin_x * v_forward - self.weaponentity.spawnorigin_y * v_right + self.weaponentity.spawnorigin_z * v_up;
22 if(!sound_allowed(MSG_BROADCAST, casingowner))
30 e.oldorigin_x = compressShortVector(e.velocity);
32 Net_LinkEntity(e, TRUE, 0.2, Casing_SendEntity);
33 // 0.2s should be enough time for all clients to receive this ent once, do the gibbage and be done with it