3 if(self.move_flags & FL_ONGROUND)
5 self.move_angles_x = 0;
6 self.move_angles_z = 0;
7 self.flags &~= FL_ONGROUND;
10 Movetype_Physics(FALSE);
13 self.alpha = bound(0, self.cnt - time, 1);
21 float trace_networkentity;
24 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
30 if(!trace_ent || trace_ent.solid == SOLID_BSP)
32 if(vlen(self.velocity) > 50)
34 if(time >= self.nextthink)
39 f = floor(random() * 3) + 1;
43 s = strcat("weapons/casings", ftos(f), ".wav");
46 s = strcat("weapons/brass", ftos(f), ".wav");
50 sound (self, CHAN_PROJECTILE, s, VOL_BASE, ATTN_NORM);
55 self.nextthink = time + 0.2;
58 void Casing_Damage(float thisdmg, float hittype, vector org, vector thisforce)
62 self.move_velocity = self.move_velocity + thisforce + '0 0 100';
63 self.move_flags &~= FL_ONGROUND;
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;
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;
94 setmodel(casing, "models/casing_shell.mdl");
95 casing.cnt = time + 30;
98 setmodel(casing, "models/casing_bronze.mdl");
99 casing.cnt = time + 10;
103 setsize(casing, '0 0 -1', '0 0 -1');
106 void Casings_Precache()
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");