mirror of
https://github.com/ioquake/ioq3.git
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386a00fc2b
My last commit made it so that CGame "waterlevel 1" is feet in water, but before it was erroneously about waist deep in water. The places where it is checked it is suppose to be view position underwater. Change comparisons to use correct value for view position underwater.
1282 lines
33 KiB
C
1282 lines
33 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// cg_event.c -- handle entity events at snapshot or playerstate transitions
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#include "cg_local.h"
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// for the voice chats
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#ifdef MISSIONPACK
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#include "../../ui/menudef.h"
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#endif
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//==========================================================================
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/*
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===================
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CG_PlaceString
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Also called by scoreboard drawing
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===================
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*/
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const char *CG_PlaceString( int rank ) {
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static char str[64];
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char *s, *t;
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if ( rank & RANK_TIED_FLAG ) {
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rank &= ~RANK_TIED_FLAG;
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t = "Tied for ";
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} else {
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t = "";
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}
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if ( rank == 1 ) {
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s = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue
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} else if ( rank == 2 ) {
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s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red
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} else if ( rank == 3 ) {
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s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow
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} else if ( rank == 11 ) {
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s = "11th";
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} else if ( rank == 12 ) {
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s = "12th";
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} else if ( rank == 13 ) {
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s = "13th";
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} else if ( rank % 10 == 1 ) {
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s = va("%ist", rank);
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} else if ( rank % 10 == 2 ) {
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s = va("%ind", rank);
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} else if ( rank % 10 == 3 ) {
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s = va("%ird", rank);
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} else {
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s = va("%ith", rank);
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}
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Com_sprintf( str, sizeof( str ), "%s%s", t, s );
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return str;
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}
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/*
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=============
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CG_Obituary
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=============
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*/
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static void CG_Obituary( entityState_t *ent ) {
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int mod;
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int target, attacker;
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char *message;
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char *message2;
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const char *targetInfo;
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const char *attackerInfo;
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char targetName[32];
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char attackerName[32];
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gender_t gender;
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clientInfo_t *ci;
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target = ent->otherEntityNum;
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attacker = ent->otherEntityNum2;
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mod = ent->eventParm;
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if ( target < 0 || target >= MAX_CLIENTS ) {
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CG_Error( "CG_Obituary: target out of range" );
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}
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ci = &cgs.clientinfo[target];
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if ( attacker < 0 || attacker >= MAX_CLIENTS ) {
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attacker = ENTITYNUM_WORLD;
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attackerInfo = NULL;
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} else {
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attackerInfo = CG_ConfigString( CS_PLAYERS + attacker );
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}
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targetInfo = CG_ConfigString( CS_PLAYERS + target );
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if ( !targetInfo ) {
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return;
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}
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Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof(targetName) - 2);
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strcat( targetName, S_COLOR_WHITE );
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message2 = "";
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// check for single client messages
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switch( mod ) {
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case MOD_SUICIDE:
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message = "suicides";
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break;
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case MOD_FALLING:
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message = "cratered";
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break;
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case MOD_CRUSH:
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message = "was squished";
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break;
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case MOD_WATER:
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message = "sank like a rock";
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break;
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case MOD_SLIME:
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message = "melted";
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break;
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case MOD_LAVA:
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message = "does a back flip into the lava";
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break;
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case MOD_TARGET_LASER:
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message = "saw the light";
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break;
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case MOD_TRIGGER_HURT:
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message = "was in the wrong place";
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break;
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default:
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message = NULL;
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break;
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}
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if (attacker == target) {
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gender = ci->gender;
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switch (mod) {
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#ifdef MISSIONPACK
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case MOD_KAMIKAZE:
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message = "goes out with a bang";
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break;
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#endif
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case MOD_GRENADE_SPLASH:
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if ( gender == GENDER_FEMALE )
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message = "tripped on her own grenade";
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else if ( gender == GENDER_NEUTER )
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message = "tripped on its own grenade";
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else
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message = "tripped on his own grenade";
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break;
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case MOD_ROCKET_SPLASH:
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if ( gender == GENDER_FEMALE )
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message = "blew herself up";
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else if ( gender == GENDER_NEUTER )
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message = "blew itself up";
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else
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message = "blew himself up";
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break;
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case MOD_PLASMA_SPLASH:
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if ( gender == GENDER_FEMALE )
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message = "melted herself";
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else if ( gender == GENDER_NEUTER )
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message = "melted itself";
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else
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message = "melted himself";
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break;
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case MOD_BFG_SPLASH:
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message = "should have used a smaller gun";
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break;
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#ifdef MISSIONPACK
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case MOD_PROXIMITY_MINE:
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if( gender == GENDER_FEMALE ) {
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message = "found her prox mine";
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} else if ( gender == GENDER_NEUTER ) {
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message = "found its prox mine";
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} else {
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message = "found his prox mine";
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}
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break;
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#endif
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default:
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if ( gender == GENDER_FEMALE )
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message = "killed herself";
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else if ( gender == GENDER_NEUTER )
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message = "killed itself";
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else
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message = "killed himself";
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break;
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}
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}
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if (message) {
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CG_Printf( "%s %s.\n", targetName, message);
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return;
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}
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// check for kill messages from the current clientNum
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if ( attacker == cg.snap->ps.clientNum ) {
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char *s;
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if ( cgs.gametype < GT_TEAM ) {
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s = va("You fragged %s\n%s place with %i", targetName,
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CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),
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cg.snap->ps.persistant[PERS_SCORE] );
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} else {
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s = va("You fragged %s", targetName );
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}
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#ifdef MISSIONPACK
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if (!(cg_singlePlayerActive.integer && cg_cameraOrbit.integer)) {
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CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
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}
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#else
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CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
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#endif
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// print the text message as well
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}
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// check for double client messages
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if ( !attackerInfo ) {
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attacker = ENTITYNUM_WORLD;
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strcpy( attackerName, "noname" );
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} else {
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Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof(attackerName) - 2);
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strcat( attackerName, S_COLOR_WHITE );
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// check for kill messages about the current clientNum
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if ( target == cg.snap->ps.clientNum ) {
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Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) );
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}
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}
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if ( attacker != ENTITYNUM_WORLD ) {
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switch (mod) {
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case MOD_GRAPPLE:
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message = "was caught by";
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break;
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case MOD_GAUNTLET:
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message = "was pummeled by";
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break;
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case MOD_MACHINEGUN:
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message = "was machinegunned by";
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break;
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case MOD_SHOTGUN:
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message = "was gunned down by";
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break;
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case MOD_GRENADE:
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message = "ate";
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message2 = "'s grenade";
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break;
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case MOD_GRENADE_SPLASH:
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message = "was shredded by";
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message2 = "'s shrapnel";
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break;
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case MOD_ROCKET:
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message = "ate";
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message2 = "'s rocket";
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break;
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case MOD_ROCKET_SPLASH:
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message = "almost dodged";
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message2 = "'s rocket";
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break;
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case MOD_PLASMA:
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message = "was melted by";
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message2 = "'s plasmagun";
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break;
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case MOD_PLASMA_SPLASH:
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message = "was melted by";
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message2 = "'s plasmagun";
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break;
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case MOD_RAILGUN:
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message = "was railed by";
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break;
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case MOD_LIGHTNING:
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message = "was electrocuted by";
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break;
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case MOD_BFG:
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case MOD_BFG_SPLASH:
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message = "was blasted by";
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message2 = "'s BFG";
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break;
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#ifdef MISSIONPACK
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case MOD_NAIL:
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message = "was nailed by";
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break;
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case MOD_CHAINGUN:
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message = "got lead poisoning from";
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message2 = "'s Chaingun";
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break;
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case MOD_PROXIMITY_MINE:
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message = "was too close to";
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message2 = "'s Prox Mine";
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break;
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case MOD_KAMIKAZE:
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message = "falls to";
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message2 = "'s Kamikaze blast";
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break;
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case MOD_JUICED:
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message = "was juiced by";
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break;
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#endif
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case MOD_TELEFRAG:
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message = "tried to invade";
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message2 = "'s personal space";
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break;
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default:
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message = "was killed by";
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break;
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}
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if (message) {
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CG_Printf( "%s %s %s%s\n",
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targetName, message, attackerName, message2);
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return;
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}
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}
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// we don't know what it was
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CG_Printf( "%s died.\n", targetName );
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}
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//==========================================================================
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/*
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===============
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CG_UseItem
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===============
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*/
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static void CG_UseItem( centity_t *cent ) {
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clientInfo_t *ci;
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int itemNum, clientNum;
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gitem_t *item;
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entityState_t *es;
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es = ¢->currentState;
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itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0;
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if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) {
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itemNum = 0;
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}
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// print a message if the local player
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if ( es->number == cg.snap->ps.clientNum ) {
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if ( !itemNum ) {
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CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
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} else {
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item = BG_FindItemForHoldable( itemNum );
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CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
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}
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}
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switch ( itemNum ) {
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default:
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case HI_NONE:
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trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound );
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break;
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case HI_TELEPORTER:
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break;
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case HI_MEDKIT:
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clientNum = cent->currentState.clientNum;
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if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
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ci = &cgs.clientinfo[ clientNum ];
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ci->medkitUsageTime = cg.time;
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}
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trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound );
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break;
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#ifdef MISSIONPACK
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case HI_KAMIKAZE:
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break;
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case HI_PORTAL:
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break;
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case HI_INVULNERABILITY:
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trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useInvulnerabilitySound );
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break;
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#endif
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}
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}
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/*
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================
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CG_ItemPickup
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A new item was picked up this frame
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================
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*/
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static void CG_ItemPickup( int itemNum ) {
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cg.itemPickup = itemNum;
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cg.itemPickupTime = cg.time;
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cg.itemPickupBlendTime = cg.time;
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// see if it should be the grabbed weapon
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if ( bg_itemlist[itemNum].giType == IT_WEAPON ) {
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// select it immediately
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if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_MACHINEGUN ) {
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cg.weaponSelectTime = cg.time;
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cg.weaponSelect = bg_itemlist[itemNum].giTag;
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}
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}
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}
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/*
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================
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CG_WaterLevel
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Returns waterlevel for entity origin
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================
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*/
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int CG_WaterLevel(centity_t *cent) {
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vec3_t point;
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int contents, sample1, sample2, anim, waterlevel;
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int viewheight;
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anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
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if (anim == LEGS_WALKCR || anim == LEGS_IDLECR) {
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viewheight = CROUCH_VIEWHEIGHT;
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} else {
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viewheight = DEFAULT_VIEWHEIGHT;
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}
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//
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// get waterlevel, accounting for ducking
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//
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waterlevel = 0;
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point[0] = cent->lerpOrigin[0];
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point[1] = cent->lerpOrigin[1];
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point[2] = cent->lerpOrigin[2] + MINS_Z + 1;
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contents = CG_PointContents(point, -1);
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if (contents & MASK_WATER) {
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sample2 = viewheight - MINS_Z;
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sample1 = sample2 / 2;
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waterlevel = 1;
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point[2] = cent->lerpOrigin[2] + MINS_Z + sample1;
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contents = CG_PointContents(point, -1);
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if (contents & MASK_WATER) {
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waterlevel = 2;
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point[2] = cent->lerpOrigin[2] + MINS_Z + sample2;
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contents = CG_PointContents(point, -1);
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if (contents & MASK_WATER) {
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waterlevel = 3;
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}
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}
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}
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return waterlevel;
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}
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/*
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================
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CG_PainEvent
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Also called by playerstate transition
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================
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*/
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void CG_PainEvent( centity_t *cent, int health ) {
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char *snd;
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// don't do more than two pain sounds a second
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if ( cg.time - cent->pe.painTime < 500 ) {
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return;
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}
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if ( health < 25 ) {
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snd = "*pain25_1.wav";
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} else if ( health < 50 ) {
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snd = "*pain50_1.wav";
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} else if ( health < 75 ) {
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snd = "*pain75_1.wav";
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} else {
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snd = "*pain100_1.wav";
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}
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// play a gurp sound instead of a normal pain sound
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if (CG_WaterLevel(cent) == 3) {
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if (rand()&1) {
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trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp1.wav"));
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} else {
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trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp2.wav"));
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}
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} else {
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trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, snd));
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}
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// save pain time for programitic twitch animation
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cent->pe.painTime = cg.time;
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cent->pe.painDirection ^= 1;
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}
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/*
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==============
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CG_EntityEvent
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An entity has an event value
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also called by CG_CheckPlayerstateEvents
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==============
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*/
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#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");}
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void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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entityState_t *es;
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int event;
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vec3_t dir;
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const char *s;
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int clientNum;
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clientInfo_t *ci;
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es = ¢->currentState;
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event = es->event & ~EV_EVENT_BITS;
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if ( cg_debugEvents.integer ) {
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CG_Printf( "ent:%3i event:%3i ", es->number, event );
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}
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if ( !event ) {
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DEBUGNAME("ZEROEVENT");
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return;
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}
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clientNum = es->clientNum;
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if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
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clientNum = 0;
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}
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ci = &cgs.clientinfo[ clientNum ];
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switch ( event ) {
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//
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// movement generated events
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|
//
|
|
case EV_FOOTSTEP:
|
|
DEBUGNAME("EV_FOOTSTEP");
|
|
if (cg_footsteps.integer) {
|
|
trap_S_StartSound (NULL, es->number, CHAN_BODY,
|
|
cgs.media.footsteps[ ci->footsteps ][rand()&3] );
|
|
}
|
|
break;
|
|
case EV_FOOTSTEP_METAL:
|
|
DEBUGNAME("EV_FOOTSTEP_METAL");
|
|
if (cg_footsteps.integer) {
|
|
trap_S_StartSound (NULL, es->number, CHAN_BODY,
|
|
cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] );
|
|
}
|
|
break;
|
|
case EV_FOOTSPLASH:
|
|
DEBUGNAME("EV_FOOTSPLASH");
|
|
if (cg_footsteps.integer) {
|
|
trap_S_StartSound (NULL, es->number, CHAN_BODY,
|
|
cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
|
|
}
|
|
break;
|
|
case EV_FOOTWADE:
|
|
DEBUGNAME("EV_FOOTWADE");
|
|
if (cg_footsteps.integer) {
|
|
trap_S_StartSound (NULL, es->number, CHAN_BODY,
|
|
cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
|
|
}
|
|
break;
|
|
case EV_SWIM:
|
|
DEBUGNAME("EV_SWIM");
|
|
if (cg_footsteps.integer) {
|
|
trap_S_StartSound (NULL, es->number, CHAN_BODY,
|
|
cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
|
|
}
|
|
break;
|
|
|
|
|
|
case EV_FALL_SHORT:
|
|
DEBUGNAME("EV_FALL_SHORT");
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound );
|
|
if ( clientNum == cg.predictedPlayerState.clientNum ) {
|
|
// smooth landing z changes
|
|
cg.landChange = -8;
|
|
cg.landTime = cg.time;
|
|
}
|
|
break;
|
|
case EV_FALL_MEDIUM:
|
|
DEBUGNAME("EV_FALL_MEDIUM");
|
|
// use normal pain sound
|
|
trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) );
|
|
if ( clientNum == cg.predictedPlayerState.clientNum ) {
|
|
// smooth landing z changes
|
|
cg.landChange = -16;
|
|
cg.landTime = cg.time;
|
|
}
|
|
break;
|
|
case EV_FALL_FAR:
|
|
DEBUGNAME("EV_FALL_FAR");
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
|
|
cent->pe.painTime = cg.time; // don't play a pain sound right after this
|
|
if ( clientNum == cg.predictedPlayerState.clientNum ) {
|
|
// smooth landing z changes
|
|
cg.landChange = -24;
|
|
cg.landTime = cg.time;
|
|
}
|
|
break;
|
|
|
|
case EV_STEP_4:
|
|
case EV_STEP_8:
|
|
case EV_STEP_12:
|
|
case EV_STEP_16: // smooth out step up transitions
|
|
DEBUGNAME("EV_STEP");
|
|
{
|
|
float oldStep;
|
|
int delta;
|
|
int step;
|
|
|
|
if ( clientNum != cg.predictedPlayerState.clientNum ) {
|
|
break;
|
|
}
|
|
// if we are interpolating, we don't need to smooth steps
|
|
if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ||
|
|
cg_nopredict.integer || cg_synchronousClients.integer ) {
|
|
break;
|
|
}
|
|
// check for stepping up before a previous step is completed
|
|
delta = cg.time - cg.stepTime;
|
|
if (delta < STEP_TIME) {
|
|
oldStep = cg.stepChange * (STEP_TIME - delta) / STEP_TIME;
|
|
} else {
|
|
oldStep = 0;
|
|
}
|
|
|
|
// add this amount
|
|
step = 4 * (event - EV_STEP_4 + 1 );
|
|
cg.stepChange = oldStep + step;
|
|
if ( cg.stepChange > MAX_STEP_CHANGE ) {
|
|
cg.stepChange = MAX_STEP_CHANGE;
|
|
}
|
|
cg.stepTime = cg.time;
|
|
break;
|
|
}
|
|
|
|
case EV_JUMP_PAD:
|
|
DEBUGNAME("EV_JUMP_PAD");
|
|
// CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm );
|
|
{
|
|
vec3_t up = {0, 0, 1};
|
|
|
|
|
|
CG_SmokePuff( cent->lerpOrigin, up,
|
|
32,
|
|
1, 1, 1, 0.33f,
|
|
1000,
|
|
cg.time, 0,
|
|
LEF_PUFF_DONT_SCALE,
|
|
cgs.media.smokePuffShader );
|
|
}
|
|
|
|
// boing sound at origin, jump sound on player
|
|
trap_S_StartSound ( cent->lerpOrigin, -1, CHAN_VOICE, cgs.media.jumpPadSound );
|
|
trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
|
|
break;
|
|
|
|
case EV_JUMP:
|
|
DEBUGNAME("EV_JUMP");
|
|
trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
|
|
break;
|
|
case EV_TAUNT:
|
|
DEBUGNAME("EV_TAUNT");
|
|
trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) );
|
|
break;
|
|
#ifdef MISSIONPACK
|
|
case EV_TAUNT_YES:
|
|
DEBUGNAME("EV_TAUNT_YES");
|
|
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_YES);
|
|
break;
|
|
case EV_TAUNT_NO:
|
|
DEBUGNAME("EV_TAUNT_NO");
|
|
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_NO);
|
|
break;
|
|
case EV_TAUNT_FOLLOWME:
|
|
DEBUGNAME("EV_TAUNT_FOLLOWME");
|
|
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_FOLLOWME);
|
|
break;
|
|
case EV_TAUNT_GETFLAG:
|
|
DEBUGNAME("EV_TAUNT_GETFLAG");
|
|
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONGETFLAG);
|
|
break;
|
|
case EV_TAUNT_GUARDBASE:
|
|
DEBUGNAME("EV_TAUNT_GUARDBASE");
|
|
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONDEFENSE);
|
|
break;
|
|
case EV_TAUNT_PATROL:
|
|
DEBUGNAME("EV_TAUNT_PATROL");
|
|
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONPATROL);
|
|
break;
|
|
#endif
|
|
case EV_WATER_TOUCH:
|
|
DEBUGNAME("EV_WATER_TOUCH");
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrInSound );
|
|
break;
|
|
case EV_WATER_LEAVE:
|
|
DEBUGNAME("EV_WATER_LEAVE");
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound );
|
|
break;
|
|
case EV_WATER_UNDER:
|
|
DEBUGNAME("EV_WATER_UNDER");
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound );
|
|
break;
|
|
case EV_WATER_CLEAR:
|
|
DEBUGNAME("EV_WATER_CLEAR");
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) );
|
|
break;
|
|
|
|
case EV_ITEM_PICKUP:
|
|
DEBUGNAME("EV_ITEM_PICKUP");
|
|
{
|
|
gitem_t *item;
|
|
int index;
|
|
|
|
index = es->eventParm; // player predicted
|
|
|
|
if ( index < 1 || index >= bg_numItems ) {
|
|
break;
|
|
}
|
|
item = &bg_itemlist[ index ];
|
|
|
|
// powerups and team items will have a separate global sound, this one
|
|
// will be played at prediction time
|
|
if ( item->giType == IT_POWERUP || item->giType == IT_TEAM) {
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.n_healthSound );
|
|
} else if (item->giType == IT_PERSISTANT_POWERUP) {
|
|
#ifdef MISSIONPACK
|
|
switch (item->giTag ) {
|
|
case PW_SCOUT:
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.scoutSound );
|
|
break;
|
|
case PW_GUARD:
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.guardSound );
|
|
break;
|
|
case PW_DOUBLER:
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.doublerSound );
|
|
break;
|
|
case PW_AMMOREGEN:
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.ammoregenSound );
|
|
break;
|
|
}
|
|
#endif
|
|
} else {
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) );
|
|
}
|
|
|
|
// show icon and name on status bar
|
|
if ( es->number == cg.snap->ps.clientNum ) {
|
|
CG_ItemPickup( index );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EV_GLOBAL_ITEM_PICKUP:
|
|
DEBUGNAME("EV_GLOBAL_ITEM_PICKUP");
|
|
{
|
|
gitem_t *item;
|
|
int index;
|
|
|
|
index = es->eventParm; // player predicted
|
|
|
|
if ( index < 1 || index >= bg_numItems ) {
|
|
break;
|
|
}
|
|
item = &bg_itemlist[ index ];
|
|
// powerup pickups are global
|
|
if( item->pickup_sound ) {
|
|
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) );
|
|
}
|
|
|
|
// show icon and name on status bar
|
|
if ( es->number == cg.snap->ps.clientNum ) {
|
|
CG_ItemPickup( index );
|
|
}
|
|
}
|
|
break;
|
|
|
|
//
|
|
// weapon events
|
|
//
|
|
case EV_NOAMMO:
|
|
DEBUGNAME("EV_NOAMMO");
|
|
// trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound );
|
|
if ( es->number == cg.snap->ps.clientNum ) {
|
|
CG_OutOfAmmoChange();
|
|
}
|
|
break;
|
|
case EV_CHANGE_WEAPON:
|
|
DEBUGNAME("EV_CHANGE_WEAPON");
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
|
|
break;
|
|
case EV_FIRE_WEAPON:
|
|
DEBUGNAME("EV_FIRE_WEAPON");
|
|
CG_FireWeapon( cent );
|
|
break;
|
|
|
|
case EV_USE_ITEM0:
|
|
DEBUGNAME("EV_USE_ITEM0");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM1:
|
|
DEBUGNAME("EV_USE_ITEM1");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM2:
|
|
DEBUGNAME("EV_USE_ITEM2");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM3:
|
|
DEBUGNAME("EV_USE_ITEM3");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM4:
|
|
DEBUGNAME("EV_USE_ITEM4");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM5:
|
|
DEBUGNAME("EV_USE_ITEM5");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM6:
|
|
DEBUGNAME("EV_USE_ITEM6");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM7:
|
|
DEBUGNAME("EV_USE_ITEM7");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM8:
|
|
DEBUGNAME("EV_USE_ITEM8");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM9:
|
|
DEBUGNAME("EV_USE_ITEM9");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM10:
|
|
DEBUGNAME("EV_USE_ITEM10");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM11:
|
|
DEBUGNAME("EV_USE_ITEM11");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM12:
|
|
DEBUGNAME("EV_USE_ITEM12");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM13:
|
|
DEBUGNAME("EV_USE_ITEM13");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM14:
|
|
DEBUGNAME("EV_USE_ITEM14");
|
|
CG_UseItem( cent );
|
|
break;
|
|
case EV_USE_ITEM15:
|
|
DEBUGNAME("EV_USE_ITEM15");
|
|
CG_UseItem( cent );
|
|
break;
|
|
|
|
//=================================================================
|
|
|
|
//
|
|
// other events
|
|
//
|
|
case EV_PLAYER_TELEPORT_IN:
|
|
DEBUGNAME("EV_PLAYER_TELEPORT_IN");
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleInSound );
|
|
CG_SpawnEffect( position);
|
|
break;
|
|
|
|
case EV_PLAYER_TELEPORT_OUT:
|
|
DEBUGNAME("EV_PLAYER_TELEPORT_OUT");
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound );
|
|
CG_SpawnEffect( position);
|
|
break;
|
|
|
|
case EV_ITEM_POP:
|
|
DEBUGNAME("EV_ITEM_POP");
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound );
|
|
break;
|
|
case EV_ITEM_RESPAWN:
|
|
DEBUGNAME("EV_ITEM_RESPAWN");
|
|
cent->miscTime = cg.time; // scale up from this
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound );
|
|
break;
|
|
|
|
case EV_GRENADE_BOUNCE:
|
|
DEBUGNAME("EV_GRENADE_BOUNCE");
|
|
if ( rand() & 1 ) {
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb1aSound );
|
|
} else {
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb2aSound );
|
|
}
|
|
break;
|
|
|
|
#ifdef MISSIONPACK
|
|
case EV_PROXIMITY_MINE_STICK:
|
|
DEBUGNAME("EV_PROXIMITY_MINE_STICK");
|
|
if( es->eventParm & SURF_FLESH ) {
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimplSound );
|
|
} else if( es->eventParm & SURF_METALSTEPS ) {
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpmSound );
|
|
} else {
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpdSound );
|
|
}
|
|
break;
|
|
|
|
case EV_PROXIMITY_MINE_TRIGGER:
|
|
DEBUGNAME("EV_PROXIMITY_MINE_TRIGGER");
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbactvSound );
|
|
break;
|
|
case EV_KAMIKAZE:
|
|
DEBUGNAME("EV_KAMIKAZE");
|
|
CG_KamikazeEffect( cent->lerpOrigin );
|
|
break;
|
|
case EV_OBELISKEXPLODE:
|
|
DEBUGNAME("EV_OBELISKEXPLODE");
|
|
CG_ObeliskExplode( cent->lerpOrigin, es->eventParm );
|
|
break;
|
|
case EV_OBELISKPAIN:
|
|
DEBUGNAME("EV_OBELISKPAIN");
|
|
CG_ObeliskPain( cent->lerpOrigin );
|
|
break;
|
|
case EV_INVUL_IMPACT:
|
|
DEBUGNAME("EV_INVUL_IMPACT");
|
|
CG_InvulnerabilityImpact( cent->lerpOrigin, cent->currentState.angles );
|
|
break;
|
|
case EV_JUICED:
|
|
DEBUGNAME("EV_JUICED");
|
|
CG_InvulnerabilityJuiced( cent->lerpOrigin );
|
|
break;
|
|
case EV_LIGHTNINGBOLT:
|
|
DEBUGNAME("EV_LIGHTNINGBOLT");
|
|
CG_LightningBoltBeam(es->origin2, es->pos.trBase);
|
|
break;
|
|
#endif
|
|
case EV_SCOREPLUM:
|
|
DEBUGNAME("EV_SCOREPLUM");
|
|
CG_ScorePlum( cent->currentState.otherEntityNum, cent->lerpOrigin, cent->currentState.time );
|
|
break;
|
|
|
|
//
|
|
// missile impacts
|
|
//
|
|
case EV_MISSILE_HIT:
|
|
DEBUGNAME("EV_MISSILE_HIT");
|
|
ByteToDir( es->eventParm, dir );
|
|
CG_MissileHitPlayer( es->weapon, position, dir, es->otherEntityNum );
|
|
break;
|
|
|
|
case EV_MISSILE_MISS:
|
|
DEBUGNAME("EV_MISSILE_MISS");
|
|
ByteToDir( es->eventParm, dir );
|
|
CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT );
|
|
break;
|
|
|
|
case EV_MISSILE_MISS_METAL:
|
|
DEBUGNAME("EV_MISSILE_MISS_METAL");
|
|
ByteToDir( es->eventParm, dir );
|
|
CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL );
|
|
break;
|
|
|
|
case EV_RAILTRAIL:
|
|
DEBUGNAME("EV_RAILTRAIL");
|
|
cent->currentState.weapon = WP_RAILGUN;
|
|
|
|
if(es->clientNum == cg.snap->ps.clientNum && !cg.renderingThirdPerson)
|
|
{
|
|
if(cg_drawGun.integer == 2)
|
|
VectorMA(es->origin2, 8, cg.refdef.viewaxis[1], es->origin2);
|
|
else if(cg_drawGun.integer == 3)
|
|
VectorMA(es->origin2, 4, cg.refdef.viewaxis[1], es->origin2);
|
|
}
|
|
|
|
CG_RailTrail(ci, es->origin2, es->pos.trBase);
|
|
|
|
// if the end was on a nomark surface, don't make an explosion
|
|
if ( es->eventParm != 255 ) {
|
|
ByteToDir( es->eventParm, dir );
|
|
CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT );
|
|
}
|
|
break;
|
|
|
|
case EV_BULLET_HIT_WALL:
|
|
DEBUGNAME("EV_BULLET_HIT_WALL");
|
|
ByteToDir( es->eventParm, dir );
|
|
CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD );
|
|
break;
|
|
|
|
case EV_BULLET_HIT_FLESH:
|
|
DEBUGNAME("EV_BULLET_HIT_FLESH");
|
|
CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm );
|
|
break;
|
|
|
|
case EV_SHOTGUN:
|
|
DEBUGNAME("EV_SHOTGUN");
|
|
CG_ShotgunFire( es );
|
|
break;
|
|
|
|
case EV_GENERAL_SOUND:
|
|
DEBUGNAME("EV_GENERAL_SOUND");
|
|
if ( cgs.gameSounds[ es->eventParm ] ) {
|
|
trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] );
|
|
} else {
|
|
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
|
|
trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) );
|
|
}
|
|
break;
|
|
|
|
case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes
|
|
DEBUGNAME("EV_GLOBAL_SOUND");
|
|
if ( cgs.gameSounds[ es->eventParm ] ) {
|
|
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] );
|
|
} else {
|
|
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
|
|
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) );
|
|
}
|
|
break;
|
|
|
|
case EV_GLOBAL_TEAM_SOUND: // play from the player's head so it never diminishes
|
|
{
|
|
DEBUGNAME("EV_GLOBAL_TEAM_SOUND");
|
|
switch( es->eventParm ) {
|
|
case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag
|
|
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED )
|
|
CG_AddBufferedSound( cgs.media.captureYourTeamSound );
|
|
else
|
|
CG_AddBufferedSound( cgs.media.captureOpponentSound );
|
|
break;
|
|
case GTS_BLUE_CAPTURE: // CTF: blue team captured the red flag, 1FCTF: blue team captured the neutral flag
|
|
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE )
|
|
CG_AddBufferedSound( cgs.media.captureYourTeamSound );
|
|
else
|
|
CG_AddBufferedSound( cgs.media.captureOpponentSound );
|
|
break;
|
|
case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used
|
|
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED )
|
|
CG_AddBufferedSound( cgs.media.returnYourTeamSound );
|
|
else
|
|
CG_AddBufferedSound( cgs.media.returnOpponentSound );
|
|
//
|
|
CG_AddBufferedSound( cgs.media.blueFlagReturnedSound );
|
|
break;
|
|
case GTS_BLUE_RETURN: // CTF red flag returned, 1FCTF: neutral flag returned
|
|
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE )
|
|
CG_AddBufferedSound( cgs.media.returnYourTeamSound );
|
|
else
|
|
CG_AddBufferedSound( cgs.media.returnOpponentSound );
|
|
//
|
|
CG_AddBufferedSound( cgs.media.redFlagReturnedSound );
|
|
break;
|
|
|
|
case GTS_RED_TAKEN: // CTF: red team took blue flag, 1FCTF: blue team took the neutral flag
|
|
// if this player picked up the flag then a sound is played in CG_CheckLocalSounds
|
|
if (cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
|
|
}
|
|
else {
|
|
if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) {
|
|
#ifdef MISSIONPACK
|
|
if (cgs.gametype == GT_1FCTF)
|
|
CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
|
|
else
|
|
#endif
|
|
CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
|
|
}
|
|
else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) {
|
|
#ifdef MISSIONPACK
|
|
if (cgs.gametype == GT_1FCTF)
|
|
CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
|
|
else
|
|
#endif
|
|
CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound );
|
|
}
|
|
}
|
|
break;
|
|
case GTS_BLUE_TAKEN: // CTF: blue team took the red flag, 1FCTF red team took the neutral flag
|
|
// if this player picked up the flag then a sound is played in CG_CheckLocalSounds
|
|
if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
|
|
}
|
|
else {
|
|
if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) {
|
|
#ifdef MISSIONPACK
|
|
if (cgs.gametype == GT_1FCTF)
|
|
CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
|
|
else
|
|
#endif
|
|
CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
|
|
}
|
|
else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) {
|
|
#ifdef MISSIONPACK
|
|
if (cgs.gametype == GT_1FCTF)
|
|
CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
|
|
else
|
|
#endif
|
|
CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound );
|
|
}
|
|
}
|
|
break;
|
|
#ifdef MISSIONPACK
|
|
case GTS_REDOBELISK_ATTACKED: // Overload: red obelisk is being attacked
|
|
if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) {
|
|
CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
|
|
}
|
|
break;
|
|
case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked
|
|
if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) {
|
|
CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
|
|
}
|
|
break;
|
|
#endif
|
|
|
|
case GTS_REDTEAM_SCORED:
|
|
CG_AddBufferedSound(cgs.media.redScoredSound);
|
|
break;
|
|
case GTS_BLUETEAM_SCORED:
|
|
CG_AddBufferedSound(cgs.media.blueScoredSound);
|
|
break;
|
|
case GTS_REDTEAM_TOOK_LEAD:
|
|
CG_AddBufferedSound(cgs.media.redLeadsSound);
|
|
break;
|
|
case GTS_BLUETEAM_TOOK_LEAD:
|
|
CG_AddBufferedSound(cgs.media.blueLeadsSound);
|
|
break;
|
|
case GTS_TEAMS_ARE_TIED:
|
|
CG_AddBufferedSound( cgs.media.teamsTiedSound );
|
|
break;
|
|
#ifdef MISSIONPACK
|
|
case GTS_KAMIKAZE:
|
|
trap_S_StartLocalSound(cgs.media.kamikazeFarSound, CHAN_ANNOUNCER);
|
|
break;
|
|
#endif
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case EV_PAIN:
|
|
// local player sounds are triggered in CG_CheckLocalSounds,
|
|
// so ignore events on the player
|
|
DEBUGNAME("EV_PAIN");
|
|
if ( cent->currentState.number != cg.snap->ps.clientNum ) {
|
|
CG_PainEvent( cent, es->eventParm );
|
|
}
|
|
break;
|
|
|
|
case EV_DEATH1:
|
|
case EV_DEATH2:
|
|
case EV_DEATH3:
|
|
DEBUGNAME("EV_DEATHx");
|
|
|
|
if (CG_WaterLevel(cent) == 3) {
|
|
trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, "*drown.wav"));
|
|
} else {
|
|
trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1)));
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
case EV_OBITUARY:
|
|
DEBUGNAME("EV_OBITUARY");
|
|
CG_Obituary( es );
|
|
break;
|
|
|
|
//
|
|
// powerup events
|
|
//
|
|
case EV_POWERUP_QUAD:
|
|
DEBUGNAME("EV_POWERUP_QUAD");
|
|
if ( es->number == cg.snap->ps.clientNum ) {
|
|
cg.powerupActive = PW_QUAD;
|
|
cg.powerupTime = cg.time;
|
|
}
|
|
trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.quadSound );
|
|
break;
|
|
case EV_POWERUP_BATTLESUIT:
|
|
DEBUGNAME("EV_POWERUP_BATTLESUIT");
|
|
if ( es->number == cg.snap->ps.clientNum ) {
|
|
cg.powerupActive = PW_BATTLESUIT;
|
|
cg.powerupTime = cg.time;
|
|
}
|
|
trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.protectSound );
|
|
break;
|
|
case EV_POWERUP_REGEN:
|
|
DEBUGNAME("EV_POWERUP_REGEN");
|
|
if ( es->number == cg.snap->ps.clientNum ) {
|
|
cg.powerupActive = PW_REGEN;
|
|
cg.powerupTime = cg.time;
|
|
}
|
|
trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.regenSound );
|
|
break;
|
|
|
|
case EV_GIB_PLAYER:
|
|
DEBUGNAME("EV_GIB_PLAYER");
|
|
// don't play gib sound when using the kamikaze because it interferes
|
|
// with the kamikaze sound, downside is that the gib sound will also
|
|
// not be played when someone is gibbed while just carrying the kamikaze
|
|
if ( !(es->eFlags & EF_KAMIKAZE) ) {
|
|
trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound );
|
|
}
|
|
CG_GibPlayer( cent->lerpOrigin );
|
|
break;
|
|
|
|
case EV_STOPLOOPINGSOUND:
|
|
DEBUGNAME("EV_STOPLOOPINGSOUND");
|
|
trap_S_StopLoopingSound( es->number );
|
|
es->loopSound = 0;
|
|
break;
|
|
|
|
case EV_DEBUG_LINE:
|
|
DEBUGNAME("EV_DEBUG_LINE");
|
|
CG_Beam( cent );
|
|
break;
|
|
|
|
default:
|
|
DEBUGNAME("UNKNOWN");
|
|
CG_Error( "Unknown event: %i", event );
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
CG_CheckEvents
|
|
|
|
==============
|
|
*/
|
|
void CG_CheckEvents( centity_t *cent ) {
|
|
// check for event-only entities
|
|
if ( cent->currentState.eType > ET_EVENTS ) {
|
|
if ( cent->previousEvent ) {
|
|
return; // already fired
|
|
}
|
|
// if this is a player event set the entity number of the client entity number
|
|
if ( cent->currentState.eFlags & EF_PLAYER_EVENT ) {
|
|
cent->currentState.number = cent->currentState.otherEntityNum;
|
|
}
|
|
|
|
cent->previousEvent = 1;
|
|
|
|
cent->currentState.event = cent->currentState.eType - ET_EVENTS;
|
|
} else {
|
|
// check for events riding with another entity
|
|
if ( cent->currentState.event == cent->previousEvent ) {
|
|
return;
|
|
}
|
|
cent->previousEvent = cent->currentState.event;
|
|
if ( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// calculate the position at exactly the frame time
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
|
|
CG_SetEntitySoundPosition( cent );
|
|
|
|
CG_EntityEvent( cent, cent->lerpOrigin );
|
|
}
|
|
|