4 #include "movetypes/movetypes.qh"
5 #include "../client/rubble.qh"
8 REGISTER_NET_TEMP(casings)
11 void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner)
13 .entity weaponentity = weaponentities[0]; // TODO: parameter
14 entity wep = self.(weaponentity);
15 vector org = self.origin + self.view_ofs + wep.spawnorigin.x * v_forward - wep.spawnorigin.y * v_right + wep.spawnorigin.z * v_up;
17 if (!sound_allowed(MSG_BROADCAST, casingowner))
20 WriteHeader(MSG_ALL, casings);
21 WriteByte(MSG_ALL, casingtype);
22 WriteCoord(MSG_ALL, org.x);
23 WriteCoord(MSG_ALL, org.y);
24 WriteCoord(MSG_ALL, org.z);
25 WriteShort(MSG_ALL, compressShortVector(vel)); // actually compressed velocity
26 WriteByte(MSG_ALL, ang.x * 256 / 360);
27 WriteByte(MSG_ALL, ang.y * 256 / 360);
28 WriteByte(MSG_ALL, ang.z * 256 / 360);
34 class(Casing) .float alpha;
35 class(Casing) .bool silent;
36 class(Casing) .int state;
37 class(Casing) .float cnt;
44 void Casing_Draw(entity this)
46 if (self.move_flags & FL_ONGROUND)
48 self.move_angles_x = 0;
49 self.move_angles_z = 0;
50 self.flags &= ~FL_ONGROUND;
53 Movetype_Physics_MatchTicrate(autocvar_cl_casings_ticrate, autocvar_cl_casings_sloppy);
55 return; // deleted by touch function
58 self.alpha = bound(0, self.cnt - time, 1);
60 if (self.alpha < ALPHA_MIN_VISIBLE)
67 SOUND(BRASS1, W_Sound("brass1"));
68 SOUND(BRASS2, W_Sound("brass2"));
69 SOUND(BRASS3, W_Sound("brass3"));
70 Sound SND_BRASS_RANDOM() {
71 return Sounds_from(SND_BRASS1.m_id + floor(prandom() * 3));
73 SOUND(CASINGS1, W_Sound("casings1"));
74 SOUND(CASINGS2, W_Sound("casings2"));
75 SOUND(CASINGS3, W_Sound("casings3"));
76 Sound SND_CASINGS_RANDOM() {
77 return Sounds_from(SND_CASINGS1.m_id + floor(prandom() * 3));
82 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
89 if (!trace_ent || trace_ent.solid == SOLID_BSP)
91 if (vlen(self.velocity) > 50)
93 if (time >= self.nextthink)
99 s = SND_CASINGS_RANDOM();
102 s = SND_BRASS_RANDOM();
106 sound (self, CH_SHOTS, s, VOL_BASE, ATTEN_LARGE);
111 self.nextthink = time + 0.2;
114 void Casing_Damage(float thisdmg, int hittype, vector org, vector thisforce)
118 self.move_velocity = self.move_velocity + thisforce + '0 0 100';
119 self.move_flags &= ~FL_ONGROUND;
122 NET_HANDLE(casings, bool isNew)
124 int _state = ReadByte();
129 vector vel = decompressShortVector(ReadShort());
131 ang_x = ReadByte() * 360 / 256;
132 ang_y = ReadByte() * 360 / 256;
133 ang_z = ReadByte() * 360 / 256;
136 if (!autocvar_cl_casings) return;
138 Casing casing = RubbleNew("casing");
139 casing.silent = (_state & 0x80);
140 casing.state = (_state & 0x7F);
142 setorigin(casing, casing.origin);
143 casing.velocity = vel;
145 casing.drawmask = MASK_NORMAL;
147 casing.draw = Casing_Draw;
148 casing.move_origin = casing.origin;
149 casing.move_velocity = casing.velocity + 2 * prandomvec();
150 casing.move_angles = casing.angles;
151 casing.move_avelocity = '0 250 0' + 100 * prandomvec();
152 casing.move_movetype = MOVETYPE_BOUNCE;
153 casing.move_touch = Casing_Touch;
154 casing.move_time = time;
155 casing.event_damage = Casing_Damage;
156 casing.solid = SOLID_TRIGGER;
158 switch (casing.state)
161 setmodel(casing, MDL_CASING_SHELL);
162 casing.cnt = time + autocvar_cl_casings_shell_time;
165 setmodel(casing, MDL_CASING_BULLET);
166 casing.cnt = time + autocvar_cl_casings_bronze_time;
170 setsize(casing, '0 0 -1', '0 0 -1');
172 RubbleLimit("casing", autocvar_cl_casings_maxcount, Casing_Delete);