3 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
8 if (other.solid == SOLID_BSP)
9 if (vlen(self.velocity) >= 50)
10 if (time >= self.attack_finished_single)
11 sound (self, CHAN_IMPACT, "weapons/tink1.wav", 0.5, ATTN_NORM);
12 self.attack_finished_single = time + 0.2;
13 //self.touch = SUB_Null; // one tink is enough
14 //self.dest = self.origin - self.groundentity.origin;
20 self.nextthink = time + 0.1;
21 if (self.flags & FL_ONGROUND)
23 // just keep the yaw angle
26 self.flags = self.flags - FL_ONGROUND;
27 self.nextthink = time + 0.5;
29 p = pointcontents(self.origin);
30 if (p == CONTENT_SOLID || p == CONTENT_LAVA || p == CONTENT_SKY)
37 self.nextthink = time;
38 self.alpha = self.alpha - frametime;
39 if (self.alpha < 0.0625)
44 // knock loose the casing when disturbed
45 void() casingknockedloosefunc =
47 self.movetype = MOVETYPE_BOUNCE;
48 self.flags = self.flags - (self.flags & FL_ONGROUND);
49 self.avelocity = randomvec() * 300;
50 self.nextthink = time + 0.1;
51 self.touch = casingtouch;
54 void(vector org, vector vel, float randomvel, vector ang, vector avel, float randomavel, float casingtype) SpawnCasing =
57 if (cvar("temp1") & 2048)
64 e.movetype = MOVETYPE_BOUNCE;
65 e.solid = SOLID_TRIGGER;
66 e.velocity = vel + randomvec() * randomvel;
68 e.avelocity = avel + randomvec() * randomavel;
70 e.think = casingthink;
71 e.touch = casingtouch;
72 //e.knockedloosefunc = casingknockedloosefunc;
73 e.effects = EF_LOWPRECISION;
77 setmodel (e, "models/casing_shell.mdl"); // precision set above
79 // bias to make these be considered more important than other things
80 e.createdtime = time + 1;
82 else if (casingtype == 2)
84 // FIXME: this is not used and not precached, uncomment if you need it
85 //setmodel (e, "models/casing_steel.mdl"); // precision set above
90 setmodel (e, "models/casing_bronze.mdl"); // precision set above
95 setsize (e, '0 0 -1', '0 0 -1');