]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/client/casings.qc
move some weapon precache stuff to where it belongs... the others follow later
[divverent/nexuiz.git] / data / qcsrc / client / casings.qc
1 void Casing_Draw()
2 {
3         if(self.move_flags & FL_ONGROUND)
4         {
5                 self.move_angles_x = 0;
6                 self.move_angles_z = 0;
7                 self.flags &~= FL_ONGROUND;
8         }
9
10         Movetype_Physics(FALSE);
11         
12         self.renderflags = 0;
13         self.alpha = bound(0, self.cnt - time, 1);
14
15         if(self.alpha == 0)
16                 remove(self);
17         else
18                 R_AddEntity(self);
19 }
20
21 float trace_networkentity;
22 void Casing_Touch()
23 {
24         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
25         {
26                 remove(self);
27                 return;
28         }
29
30         if(trace_ent.solid == SOLID_BSP && !trace_networkentity)
31         {
32                 if(vlen(self.velocity) > 50)
33                 {
34                         if(time >= self.nextthink)
35                         {
36                                 string s;
37                                 float f;
38
39                                 f = floor(random() * 3) + 1;
40                                 switch(self.state)
41                                 {
42                                         case 1:
43                                                 s = strcat("weapons/casings", ftos(f), ".wav");
44                                                 break;
45                                         default:
46                                                 s = strcat("weapons/brass", ftos(f), ".wav");
47                                                 break;
48                                 }
49                                 sound (self, CHAN_PROJECTILE, s, VOL_BASE, ATTN_NORM);
50                         }
51                         self.nextthink = time + 0.2;
52                 }
53         }
54 }
55
56 void Casing_Damage(float thisdmg, float hittype, vector org, vector thisforce)
57 {
58         if(thisforce_z < 0)
59                 thisforce_z = 0;
60         self.move_velocity = self.move_velocity + thisforce + '0 0 100';
61         self.move_flags &~= FL_ONGROUND;
62 }
63
64 void Ent_Casing()
65 {
66         entity casing;
67
68         casing = spawn();
69         casing.state = ReadByte();
70         casing.origin_x = ReadCoord();
71         casing.origin_y = ReadCoord();
72         casing.origin_z = ReadCoord();
73         casing.velocity = decompressShortVector(ReadShort());
74         casing.angles_x = ReadByte() * 360 / 256;
75         casing.angles_y = ReadByte() * 360 / 256;
76         casing.angles_z = ReadByte() * 360 / 256;
77
78         casing.draw = Casing_Draw;
79         casing.move_origin = casing.origin;
80         casing.move_velocity = casing.velocity + 2 * randomvec();
81         casing.move_angles = casing.angles;
82         casing.move_avelocity = '0 250 0' + 100 * randomvec();
83         casing.move_movetype = MOVETYPE_BOUNCE;
84         casing.move_touch = Casing_Touch;
85         casing.move_time = time;
86         casing.event_damage = Casing_Damage;
87
88         switch(casing.state)
89         {
90                 case 1:
91                         setmodel(casing, "models/casing_shell.mdl");
92                         casing.cnt = time + 30;
93                         break;
94                 default:
95                         setmodel(casing, "models/casing_bronze.mdl");
96                         casing.cnt = time + 10;
97                         break;
98         }
99
100         setsize(casing, '0 0 -1', '0 0 -1');
101 }
102
103 void Casings_Precache()
104 {
105         precache_model("models/casing_shell.mdl");
106         precache_model("models/casing_bronze.mdl");
107 }