set g_fullbrightitems 0 "brightens up items"\r
set g_nodepthtestplayers 0 "disables depth testing on players"\r
set g_nodepthtestitems 0 "disables depth testing on items"\r
-set g_casings 2 "specifies which casings (0: none, 1: only shotgun casings, 2: shotgun and machine gun casings) are sent to the client"\r
+set g_casings 1 "enable casings"\r
set g_norecoil 0 "if set to 1 shooting weapons won't make you crosshair to move upwards (recoil)"\r
set g_maplist_mostrecent "" "contains the name of the maps that were most recently played"\r
seta g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again"\r
seta cl_gibs_ticrate 0.1 "ticrate for gibs"\r
seta cl_gibs_sloppy 1 "sloppy gibs, may temporarily penetrate walls"\r
seta cl_casings 1 "enable or disable bullet casings"\r
-seta cl_casings_shell_time 30 "shell casing lifetime"\r
-seta cl_casings_bronze_time 10 "bullet casings lifetime"\r
+seta cl_casings_time 10 "shell casing lifetime"\r
seta cl_casings_ticrate 0.1 "ticrate for casings"\r
seta cl_casings_sloppy 1 "sloppy casings, may temporarily penetrate walls"\r
seta cl_projectiles_sloppy 0 "sloppy projectiles, may temporarily penetrate walls"\r
switch(self.state)\r
{\r
case 1:\r
- s = strcat("weapons/casings", ftos(f), ".wav");\r
+ s = strcat("weapons/casing_fuel", ftos(f), ".wav");\r
break;\r
default:\r
- s = strcat("weapons/brass", ftos(f), ".wav");\r
break;\r
}\r
\r
casing.move_time = time;\r
casing.event_damage = Casing_Damage;\r
casing.solid = SOLID_TRIGGER;\r
+ casing.cnt = time + cvar("cl_casings_time");\r
\r
switch(casing.state)\r
{\r
case 1:\r
- setmodel(casing, "models/casing_shell.mdl");\r
- casing.cnt = time + cvar("cl_casings_shell_time");\r
+ setmodel(casing, "models/casings/fuel_casing.md3");\r
break;\r
default:\r
- setmodel(casing, "models/casing_bronze.mdl");\r
- casing.cnt = time + cvar("cl_casings_bronze_time");\r
break;\r
}\r
\r
\r
void Casings_Precache()\r
{\r
- precache_model("models/casing_shell.mdl");\r
- precache_model("models/casing_bronze.mdl");\r
- precache_sound("weapons/brass1.wav");\r
- precache_sound("weapons/brass2.wav");\r
- precache_sound("weapons/brass3.wav");\r
- precache_sound("weapons/casings1.wav");\r
- precache_sound("weapons/casings2.wav");\r
- precache_sound("weapons/casings3.wav");\r
+ precache_model("models/casings/fuel_casing.md3");\r
+ precache_sound("weapons/casing_fuel1.wav");\r
+ precache_sound("weapons/casing_fuel2.wav");\r
+ precache_sound("weapons/casing_fuel3.wav");\r
}\r
// now begin the reloading process\r
\r
sound (self, CHAN_WEAPON2, self.reload_sound, VOL_BASE, ATTN_NORM);\r
+ if(self.weapon == WEP_GRABBER) // spawn grabber casting\r
+ SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 30) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 1, self);\r
\r
// do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,\r
// then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,\r
map models/items/jetpack.tga\r
rgbgen lightingDiffuse\r
}\r
-}
\ No newline at end of file
+}\r