FOREACH_CLIENT(true, {
if (!(CS_CVAR(it).cvar_cl_casings))
continue;
- if (it == casingowner && !(CS_CVAR(it).cvar_r_drawviewmodel))
+
+ casingtype &= 0x3F; // reset any bitflags that were set for the previous client
+
+ if (it == casingowner || (IS_SPEC(it) && it.enemy == casingowner))
+ {
+ if (!(CS_CVAR(it).cvar_r_drawviewmodel))
+ continue;
+
+ casingtype |= 0x40; // client will apply autocvar_cl_gunoffset in first person
+ }
+ else if (1 & ~checkpvs(it.origin + it.view_ofs, casingowner)) // 1 or 3 means visible
continue;
- msg_entity = it;
+ msg_entity = it; // sound_allowed checks this
if (!sound_allowed(MSG_ONE, it))
casingtype |= 0x80; // silent
WriteShort(MSG_ONE, compressShortVector(vel)); // actually compressed velocity
WriteByte(MSG_ONE, ang.x * 256 / 360);
WriteByte(MSG_ONE, ang.y * 256 / 360);
- WriteByte(MSG_ONE, ang.z * 256 / 360);
+ // weapons only have pitch and yaw, so no need to send ang.z
});
}
#endif
NET_HANDLE(casings, bool isNew)
{
- int _state = ReadByte();
- vector org = ReadVector();
- vector vel = decompressShortVector(ReadShort());
- vector ang;
- ang_x = ReadByte() * 360 / 256;
- ang_y = ReadByte() * 360 / 256;
- ang_z = ReadByte() * 360 / 256;
+ Casing casing = ListNewChildRubble(CasingsNGibs, new(casing));
+
+ casing.state = ReadByte();
+ casing.origin = ReadVector();
+ casing.velocity = decompressShortVector(ReadShort());
+ casing.angles_x = ReadByte() * 360 / 256;
+ casing.angles_y = ReadByte() * 360 / 256;
+
return = true;
- Casing casing = ListNewChildRubble(CasingsNGibs, new(casing));
- casing.silent = (_state & 0x80);
- casing.state = (_state & 0x7F);
- casing.origin = org;
+ casing.silent = casing.state & 0x80;
+ if (casing.state & 0x40 && !autocvar_chase_active)
+ casing.origin += autocvar_cl_gunoffset.x * v_forward
+ - autocvar_cl_gunoffset.y * v_right
+ + autocvar_cl_gunoffset.z * v_up;
+ casing.state &= 0x3F; // the 2 most significant bits are reserved for the silent and casingowner bitflags
+
setorigin(casing, casing.origin);
- casing.velocity = vel;
- casing.angles = ang;
casing.drawmask = MASK_NORMAL;
-
casing.draw = Casing_Draw;
if (isNew) IL_PUSH(g_drawables, casing);
- casing.velocity = casing.velocity + 2 * prandomvec();
+ casing.velocity += 2 * prandomvec();
casing.avelocity = '0 250 0' + 100 * prandomvec();
set_movetype(casing, MOVETYPE_BOUNCE);
- casing.bouncefactor = 0.25;
settouch(casing, Casing_Touch);
casing.move_time = time;
casing.event_damage = Casing_Damage;
{
case 1:
setmodel(casing, MDL_CASING_SHELL);
+ casing.bouncefactor = 0.25;
casing.cnt = time + autocvar_cl_casings_shell_time;
break;
default:
setmodel(casing, MDL_CASING_BULLET);
+ casing.bouncefactor = 0.5;
casing.cnt = time + autocvar_cl_casings_bronze_time;
break;
}