]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/client/casings.qc
casings sound fixed :P
[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 || trace_ent.solid == SOLID_BSP)
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
50                                 sound (self, CHAN_PROJECTILE, s, VOL_BASE, ATTN_NORM);
51                         }
52                 }
53         }
54
55         self.nextthink = time + 0.2;
56 }
57
58 void Casing_Damage(float thisdmg, float hittype, vector org, vector thisforce)
59 {
60         if(thisforce_z < 0)
61                 thisforce_z = 0;
62         self.move_velocity = self.move_velocity + thisforce + '0 0 100';
63         self.move_flags &~= FL_ONGROUND;
64 }
65
66 void Ent_Casing()
67 {
68         entity casing;
69
70         casing = spawn();
71         casing.state = ReadByte();
72         casing.origin_x = ReadCoord();
73         casing.origin_y = ReadCoord();
74         casing.origin_z = ReadCoord();
75         casing.velocity = decompressShortVector(ReadShort());
76         casing.angles_x = ReadByte() * 360 / 256;
77         casing.angles_y = ReadByte() * 360 / 256;
78         casing.angles_z = ReadByte() * 360 / 256;
79
80         casing.draw = Casing_Draw;
81         casing.move_origin = casing.origin;
82         casing.move_velocity = casing.velocity + 2 * randomvec();
83         casing.move_angles = casing.angles;
84         casing.move_avelocity = '0 250 0' + 100 * randomvec();
85         casing.move_movetype = MOVETYPE_BOUNCE;
86         casing.move_touch = Casing_Touch;
87         casing.move_time = time;
88         casing.event_damage = Casing_Damage;
89         casing.solid = SOLID_TRIGGER;
90
91         switch(casing.state)
92         {
93                 case 1:
94                         setmodel(casing, "models/casing_shell.mdl");
95                         casing.cnt = time + 30;
96                         break;
97                 default:
98                         setmodel(casing, "models/casing_bronze.mdl");
99                         casing.cnt = time + 10;
100                         break;
101         }
102
103         setsize(casing, '0 0 -1', '0 0 -1');
104 }
105
106 void Casings_Precache()
107 {
108         precache_model("models/casing_shell.mdl");
109         precache_model("models/casing_bronze.mdl");
110         precache_sound("weapons/brass1.wav");
111         precache_sound("weapons/brass2.wav");
112         precache_sound("weapons/brass3.wav");
113         precache_sound("weapons/casings1.wav");
114         precache_sound("weapons/casings2.wav");
115         precache_sound("weapons/casings3.wav");
116 }