ENTITY*coltshell=
{
type = "coltshell.mdl";
flags2 = OVERLAY |PASSABLE;
layer = 0;
scale_x = 1.5;
scale_y = 1.5;
scale_z = 1.5;
x = 30;
y = -6;
z = -2;
}
function animate_gun()
{
...
if (gun_percent<50)//no shot or coltshell in the air
{
coltshell.alpha = 0;
coltshell.flags2 |= INVISIBLE |TRANSLUCENT;
coltshell.tilt = 0;
coltshell.y = -6;
coltshell.z = -2;
coltshell.x = 30;
coltshell.pan = 0;
}else{
sonidodisp+=1;
if(sonidodisp==1)snd_play(shot, 100, 0);// shoot or //coltshell in t air
coltshell.flags2 |= SHOW;
coltshell.pan+=(2+random(20))*time_step;
coltshell.tilt+=(2+random(20))*time_step;
coltshell.y-=(1.7+random(1))*time_step;
coltshell.z+=(1.7+random(1))*time_step;
...