]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/client/casings.qc
fix missing electro sounds and warnings
[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 void Casing_Touch()
22 {
23         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
24         {
25                 remove(self);
26                 return;
27         }
28
29         if(!trace_ent || trace_ent.solid == SOLID_BSP)
30         {
31                 if(vlen(self.velocity) > 50)
32                 {
33                         if(time >= self.nextthink)
34                         {
35                                 string s;
36                                 float f;
37
38                                 f = floor(random() * 3) + 1;
39                                 switch(self.state)
40                                 {
41                                         case 1:
42                                                 s = strcat("weapons/casings", ftos(f), ".wav");
43                                                 break;
44                                         default:
45                                                 s = strcat("weapons/brass", ftos(f), ".wav");
46                                                 break;
47                                 }
48
49                                 sound (self, CHAN_PROJECTILE, s, VOL_BASE, ATTN_NORM);
50                         }
51                 }
52         }
53
54         self.nextthink = time + 0.2;
55 }
56
57 void Casing_Damage(float thisdmg, float hittype, vector org, vector thisforce)
58 {
59         if(thisforce_z < 0)
60                 thisforce_z = 0;
61         self.move_velocity = self.move_velocity + thisforce + '0 0 100';
62         self.move_flags &~= FL_ONGROUND;
63 }
64
65 void Ent_Casing()
66 {
67         entity casing;
68
69         casing = spawn();
70         casing.state = ReadByte();
71         casing.origin_x = ReadCoord();
72         casing.origin_y = ReadCoord();
73         casing.origin_z = ReadCoord();
74         casing.velocity = decompressShortVector(ReadShort());
75         casing.angles_x = ReadByte() * 360 / 256;
76         casing.angles_y = ReadByte() * 360 / 256;
77         casing.angles_z = ReadByte() * 360 / 256;
78
79         casing.draw = Casing_Draw;
80         casing.move_origin = casing.origin;
81         casing.move_velocity = casing.velocity + 2 * randomvec();
82         casing.move_angles = casing.angles;
83         casing.move_avelocity = '0 250 0' + 100 * randomvec();
84         casing.move_movetype = MOVETYPE_BOUNCE;
85         casing.move_touch = Casing_Touch;
86         casing.move_time = time;
87         casing.event_damage = Casing_Damage;
88         casing.solid = SOLID_TRIGGER;
89
90         switch(casing.state)
91         {
92                 case 1:
93                         setmodel(casing, "models/casing_shell.mdl");
94                         casing.cnt = time + 30;
95                         break;
96                 default:
97                         setmodel(casing, "models/casing_bronze.mdl");
98                         casing.cnt = time + 10;
99                         break;
100         }
101
102         setsize(casing, '0 0 -1', '0 0 -1');
103 }
104
105 void Casings_Precache()
106 {
107         precache_model("models/casing_shell.mdl");
108         precache_model("models/casing_bronze.mdl");
109         precache_sound("weapons/brass1.wav");
110         precache_sound("weapons/brass2.wav");
111         precache_sound("weapons/brass3.wav");
112         precache_sound("weapons/casings1.wav");
113         precache_sound("weapons/casings2.wav");
114         precache_sound("weapons/casings3.wav");
115 }