void CasingTouch () { self.angles_x = 0; } void SpawnCasing (vector org, vector ang, vector vel, float ctype) { casing = spawn (); casing.classname = "casing"; casing.movetype = MOVETYPE_BOUNCE; casing.solid = SOLID_CORPSE; casing.touch = CasingTouch; casing.effects = EF_LOWPRECISION; setmodel (casing, "models/casing.mdl"); setorigin (casing, org); setsize (casing, '-1 -2 -1', '2 2 1'); casing.velocity = vel; casing.owner = self; casing.angles = vectoangles (ang); casing.avelocity_x = random () * 500; casing.avelocity_y = random () * 500; casing.alpha = 1; if (ctype == 1) casing.skin = 2; else if (ctype == 2) casing.skin = 1; else casing.skin = 0; SUB_SetFade (casing, time + 16 + random () * 4); }