]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/effects/qc/casings.qc
Make bullet cases more bouncy than shell cases
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / effects / qc / casings.qc
index f68b5af413f1b6ea082937444e70ba3a606a31ae..95e90a149c5e550b690e5901b574d71a4b887bd2 100644 (file)
 
 REGISTER_NET_TEMP(casings)
 
-#if defined(SVQC)
-.bool cvar_cl_casings;
-#elif defined(CSQC)
-bool cvar_cl_casings;
-#endif
 REPLICATE(cvar_cl_casings, bool, "cl_casings");
+REPLICATE(cvar_r_drawviewmodel, int, "r_drawviewmodel");
 
 #ifdef SVQC
 void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float randomavel, int casingtype, entity casingowner, .entity weaponentity)
 {
-       entity wep = casingowner.(weaponentity);
-       vector org = casingowner.origin + casingowner.view_ofs + wep.spawnorigin.x * v_forward - wep.spawnorigin.y * v_right + wep.spawnorigin.z * v_up;
+       vector org = casingowner.(weaponentity).spawnorigin;
+       org = casingowner.origin + casingowner.view_ofs + org.x * v_forward - org.y * v_right + org.z * v_up;
 
        FOREACH_CLIENT(true, {
-               if (!(CS(it).cvar_cl_casings))
+               if (!(CS_CVAR(it).cvar_cl_casings))
+                       continue;
+
+               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
 
@@ -37,7 +45,7 @@ void SpawnCasing(vector vel, float randomvel, vector ang, vector avel, float ran
                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
@@ -135,30 +143,30 @@ void Casing_Damage(entity this, float thisdmg, int hittype, vector org, vector t
 
 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 = RubbleNew("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;
@@ -168,17 +176,19 @@ NET_HANDLE(casings, bool isNew)
     {
         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;
     }
 
     setsize(casing, '0 0 -1', '0 0 -1');
 
-    RubbleLimit("casing", autocvar_cl_casings_maxcount, Casing_Delete);
+    LimitedChildrenRubble(CasingsNGibs, "casing", autocvar_cl_casings_maxcount, Casing_Delete, NULL);
 }
 
 #endif