hhdeath/src/client/game_event.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void
ClientGame_EventParse(float fHeader)
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{
switch (fHeader) {
case EV_OBITUARY:
Obituary_Parse();
break;
case EV_SPARK:
vector vSparkPos, vSparkAngle;
vSparkPos[0] = readcoord();
vSparkPos[1] = readcoord();
vSparkPos[2] = readcoord();
vSparkAngle[0] = readcoord();
vSparkAngle[1] = readcoord();
vSparkAngle[2] = readcoord();
FX_Spark(vSparkPos, vSparkAngle);
break;
case EV_GIBHUMAN:
vector vGibPos;
vGibPos[0] = readcoord();
vGibPos[1] = readcoord();
vGibPos[2] = readcoord();
FX_GibHuman(vGibPos);
break;
case EV_BLOOD:
vector vBloodPos;
vector vBloodColor;
vBloodPos[0] = readcoord();
vBloodPos[1] = readcoord();
vBloodPos[2] = readcoord();
vBloodColor[0] = readbyte() / 255;
vBloodColor[1] = readbyte() / 255;
vBloodColor[2] = readbyte() / 255;
FX_Blood(vBloodPos, vBloodColor);
break;
case EV_LEGO:
vector vLegoPos;
vLegoPos[0] = readcoord();
vLegoPos[1] = readcoord();
vLegoPos[2] = readcoord();
FX_Lego(vLegoPos);
break;
case EV_LEGOPIECE:
vector vLegoPiecePos;
vLegoPiecePos[0] = readcoord();
vLegoPiecePos[1] = readcoord();
vLegoPiecePos[2] = readcoord();
FX_LegoPiece(vLegoPiecePos);
break;
case EV_SODA:
vector vSodaPos;
int vSodaColor;
vSodaPos[0] = readcoord();
vSodaPos[1] = readcoord();
vSodaPos[2] = readcoord();
vSodaColor = readbyte();
FX_Soda(vSodaPos, vSodaColor);
break;
case EV_EXPLOSION:
vector vExploPos;
vExploPos[0] = readcoord();
vExploPos[1] = readcoord();
vExploPos[2] = readcoord();
FX_Explosion(vExploPos);
break;
case EV_MODELGIB:
vector vecPos;
vecPos[0] = readcoord();
vecPos[1] = readcoord();
vecPos[2] = readcoord();
vector vSize;
vSize[0] = readcoord();
vSize[1] = readcoord();
vSize[2] = readcoord();
float fStyle = readbyte();
int count = readbyte();
FX_BreakModel(count, vecPos, vSize, [0,0,0], fStyle);
break;
case EV_IMPACT:
impactType_t iType;
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vector vOrigin, vNormal;
iType = (impactType_t)readbyte();
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vOrigin[0] = readcoord();
vOrigin[1] = readcoord();
vOrigin[2] = readcoord();
vNormal[0] = readcoord();
vNormal[1] = readcoord();
vNormal[2] = readcoord();
FX_Impact(iType, vOrigin, vNormal);
break;
case EV_CHAT:
float fSender = readbyte();
float fTeam = readbyte();
string sMessage = readstring();
CSQC_Parse_Print(sprintf("%s: %s", getplayerkeyvalue(fSender, "name"), sMessage), PRINT_CHAT);
break;
case EV_CHAT_TEAM:
float fSender2 = readbyte();
float fTeam2 = readbyte();
string sMessage2 = readstring();
CSQC_Parse_Print(sprintf("[TEAM] %s: %s", getplayerkeyvalue(fSender2, "name"), sMessage2), PRINT_CHAT);
break;
case EV_VIEWMODEL:
View_PlayAnimation(readbyte());
break;
case EV_WEAPON_PICKUP:
int w = readbyte();
if (autocvar_cl_autoweaponswitch == 1) {
sendevent("PlayerSwitchWeapon", "i", w);
}
HUD_WeaponPickupNotify(w);
break;
}
}