mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 20:31:26 +00:00
3731 lines
95 KiB
C
3731 lines
95 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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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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#include "fx_local.h"
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#include "../ui/ui_shared.h"
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#include "../ui/ui_public.h"
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// for the voice chats
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#include "../../ui/menudef.h"
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#include "../ghoul2/G2.h"
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//==========================================================================
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extern qboolean WP_SaberBladeUseSecondBladeStyle( saberInfo_t *saber, int bladeNum );
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extern qboolean CG_VehicleWeaponImpact( centity_t *cent );
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extern qboolean CG_InFighter( void );
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extern qboolean CG_InATST( void );
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extern int cg_saberFlashTime;
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extern vec3_t cg_saberFlashPos;
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extern char *showPowersName[];
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extern int cg_siegeDeathTime;
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extern int cg_siegeDeathDelay;
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extern int cg_vehicleAmmoWarning;
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extern int cg_vehicleAmmoWarningTime;
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//I know, not siege, but...
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enum
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{
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TAUNT_TAUNT = 0,
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TAUNT_BOW,
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TAUNT_MEDITATE,
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TAUNT_FLOURISH,
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TAUNT_GLOAT
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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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// number extenstions, eg 1st, 2nd, 3rd, 4th etc.
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// note that the rules are different for french, but by changing the required strip strings they seem to work
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char sST[10];
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char sND[10];
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char sRD[10];
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char sTH[10];
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char sTiedFor[64]; // german is much longer, super safe...
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trap_SP_GetStringTextString("MP_INGAME_NUMBER_ST",sST, sizeof(sST) );
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trap_SP_GetStringTextString("MP_INGAME_NUMBER_ND",sND, sizeof(sND) );
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trap_SP_GetStringTextString("MP_INGAME_NUMBER_RD",sRD, sizeof(sRD) );
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trap_SP_GetStringTextString("MP_INGAME_NUMBER_TH",sTH, sizeof(sTH) );
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trap_SP_GetStringTextString("MP_INGAME_TIED_FOR" ,sTiedFor,sizeof(sTiedFor) );
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strcat(sTiedFor," "); // save worrying about translators adding spaces or not
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if ( rank & RANK_TIED_FLAG ) {
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rank &= ~RANK_TIED_FLAG;
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t = sTiedFor;//"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 = va("1%s",sST);//S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue
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} else if ( rank == 2 ) {
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s = va("2%s",sND);//S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red
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} else if ( rank == 3 ) {
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s = va("3%s",sRD);//S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow
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} else if ( rank == 11 ) {
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s = va("11%s",sTH);
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} else if ( rank == 12 ) {
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s = va("12%s",sTH);
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} else if ( rank == 13 ) {
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s = va("13%s",sTH);
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} else if ( rank % 10 == 1 ) {
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s = va("%i%s", rank,sST);
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} else if ( rank % 10 == 2 ) {
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s = va("%i%s", rank,sND);
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} else if ( rank % 10 == 3 ) {
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s = va("%i%s", rank,sRD);
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} else {
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s = va("%i%s", rank,sTH);
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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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qboolean CG_ThereIsAMaster(void);
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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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const char *targetInfo;
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const char *attackerInfo;
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char targetName[32];
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char targetVehName[32] = {0};
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char attackerName[32];
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char attackerVehName[32] = {0};
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char attackerVehWeapName[32] = {0};
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gender_t gender;
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clientInfo_t *ci;
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qboolean vehMessage = qfalse;
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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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// check for target in a vehicle
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if ( ent->lookTarget > VEHICLE_BASE && ent->lookTarget < MAX_VEHICLES && g_vehicleInfo[ent->lookTarget].name )
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{
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Q_strncpyz( targetVehName, g_vehicleInfo[ent->lookTarget].name, sizeof(targetVehName) - 2 );
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}
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// check for attacker in a vehicle
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if ( ent->brokenLimbs >= MAX_CLIENTS )
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{
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centity_t *attVehCent = &cg_entities[ent->brokenLimbs];
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if ( attVehCent && attVehCent->m_pVehicle && attVehCent->m_pVehicle->m_pVehicleInfo )
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{
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if ( attVehCent->m_pVehicle->m_pVehicleInfo->name )
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{
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Q_strncpyz( attackerVehName, attVehCent->m_pVehicle->m_pVehicleInfo->name, sizeof(attackerVehName) - 2 );
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}
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}
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}
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//check for specific vehicle weapon
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if ( ent->weapon > 0 )
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{
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if ( g_vehWeaponInfo[ent->weapon-1].name )
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{
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Q_strncpyz( attackerVehWeapName, g_vehWeaponInfo[ent->weapon-1].name, sizeof(attackerVehWeapName) - 2 );
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}
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}
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// check for single client messages
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if ( ent->saberInFlight )
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{//asteroid->vehicle collision
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switch ( Q_irand( 0, 2 ) )
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{
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default:
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case 0:
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message = "DIED_ASTEROID1";
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break;
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case 1:
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message = "DIED_ASTEROID2";
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break;
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case 2:
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message = "DIED_ASTEROID3";
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break;
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}
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vehMessage = qtrue;
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}
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else
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{
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switch( mod ) {
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case MOD_VEHICLE:
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case MOD_SUICIDE:
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case MOD_FALLING:
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case MOD_COLLISION:
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case MOD_VEH_EXPLOSION:
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case MOD_CRUSH:
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case MOD_WATER:
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case MOD_SLIME:
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case MOD_LAVA:
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case MOD_TRIGGER_HURT:
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message = "DIED_GENERIC";
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break;
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case MOD_TARGET_LASER:
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vehMessage = qtrue;
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message = "DIED_TURBOLASER";
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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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}
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// Attacker killed themselves. Ridicule them for it.
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if (attacker == target)
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{
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vehMessage = qfalse;
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gender = ci->gender;
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switch (mod)
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{
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case MOD_BRYAR_PISTOL:
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case MOD_BRYAR_PISTOL_ALT:
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case MOD_BLASTER:
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case MOD_TURBLAST:
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case MOD_DISRUPTOR:
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case MOD_DISRUPTOR_SPLASH:
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case MOD_DISRUPTOR_SNIPER:
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case MOD_BOWCASTER:
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case MOD_REPEATER:
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case MOD_REPEATER_ALT:
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case MOD_FLECHETTE:
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if ( gender == GENDER_FEMALE )
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message = "SUICIDE_SHOT_FEMALE";
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else if ( gender == GENDER_NEUTER )
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message = "SUICIDE_SHOT_GENDERLESS";
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else
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message = "SUICIDE_SHOT_MALE";
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break;
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case MOD_REPEATER_ALT_SPLASH:
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case MOD_FLECHETTE_ALT_SPLASH:
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case MOD_ROCKET:
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case MOD_ROCKET_SPLASH:
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case MOD_ROCKET_HOMING:
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case MOD_ROCKET_HOMING_SPLASH:
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case MOD_THERMAL:
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case MOD_THERMAL_SPLASH:
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case MOD_TRIP_MINE_SPLASH:
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case MOD_TIMED_MINE_SPLASH:
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case MOD_DET_PACK_SPLASH:
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case MOD_VEHICLE:
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case MOD_CONC:
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case MOD_CONC_ALT:
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if ( gender == GENDER_FEMALE )
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message = "SUICIDE_EXPLOSIVES_FEMALE";
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else if ( gender == GENDER_NEUTER )
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message = "SUICIDE_EXPLOSIVES_GENDERLESS";
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else
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message = "SUICIDE_EXPLOSIVES_MALE";
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break;
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case MOD_DEMP2:
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if ( gender == GENDER_FEMALE )
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message = "SUICIDE_ELECTROCUTED_FEMALE";
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else if ( gender == GENDER_NEUTER )
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message = "SUICIDE_ELECTROCUTED_GENDERLESS";
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else
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message = "SUICIDE_ELECTROCUTED_MALE";
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break;
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case MOD_FALLING:
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if ( gender == GENDER_FEMALE )
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message = "SUICIDE_FALLDEATH_FEMALE";
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else if ( gender == GENDER_NEUTER )
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message = "SUICIDE_FALLDEATH_GENDERLESS";
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else
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message = "SUICIDE_FALLDEATH_MALE";
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break;
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default:
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if ( gender == GENDER_FEMALE )
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message = "SUICIDE_GENERICDEATH_FEMALE";
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else if ( gender == GENDER_NEUTER )
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message = "SUICIDE_GENERICDEATH_GENDERLESS";
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else
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message = "SUICIDE_GENERICDEATH_MALE";
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break;
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}
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}
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if (target != attacker && target < MAX_CLIENTS && attacker < MAX_CLIENTS)
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{
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goto clientkilled;
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}
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if (message)
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{
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gender = ci->gender;
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if (!message[0])
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{
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vehMessage = qfalse;
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if ( gender == GENDER_FEMALE )
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message = "SUICIDE_GENERICDEATH_FEMALE";
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else if ( gender == GENDER_NEUTER )
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message = "SUICIDE_GENERICDEATH_GENDERLESS";
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else
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message = "SUICIDE_GENERICDEATH_MALE";
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}
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if ( vehMessage )
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{
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message = (char *)CG_GetStringEdString("MP_INGAMEVEH", message);
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}
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else
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{
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message = (char *)CG_GetStringEdString("MP_INGAME", message);
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}
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CG_Printf( "%s %s\n", targetName, message);
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return;
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}
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clientkilled:
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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 && cgs.gametype != GT_DUEL && cgs.gametype != GT_POWERDUEL ) {
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if (cgs.gametype == GT_JEDIMASTER &&
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attacker < MAX_CLIENTS &&
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!ent->isJediMaster &&
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!cg.snap->ps.isJediMaster &&
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CG_ThereIsAMaster())
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{
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char part1[512];
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char part2[512];
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trap_SP_GetStringTextString("MP_INGAME_KILLED_MESSAGE", part1, sizeof(part1));
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trap_SP_GetStringTextString("MP_INGAME_JMKILLED_NOTJM", part2, sizeof(part2));
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s = va("%s %s\n%s\n", part1, targetName, part2);
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}
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else if (cgs.gametype == GT_JEDIMASTER &&
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attacker < MAX_CLIENTS &&
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!ent->isJediMaster &&
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!cg.snap->ps.isJediMaster)
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{ //no JM, saber must be out
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char part1[512];
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trap_SP_GetStringTextString("MP_INGAME_KILLED_MESSAGE", part1, sizeof(part1));
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/*
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kmsg1 = "for 0 points.\nGo for the saber!";
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strcpy(part2, kmsg1);
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s = va("%s %s %s\n", part1, targetName, part2);
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*/
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s = va("%s %s\n", part1, targetName);
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}
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else if (cgs.gametype == GT_POWERDUEL)
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{
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s = "";
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}
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else
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{
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char sPlaceWith[256];
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char sKilledStr[256];
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trap_SP_GetStringTextString("MP_INGAME_PLACE_WITH", sPlaceWith, sizeof(sPlaceWith));
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trap_SP_GetStringTextString("MP_INGAME_KILLED_MESSAGE", sKilledStr, sizeof(sKilledStr));
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s = va("%s %s.\n%s %s %i.", sKilledStr, targetName,
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CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),
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sPlaceWith,
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cg.snap->ps.persistant[PERS_SCORE] );
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}
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} else {
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char sKilledStr[256];
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trap_SP_GetStringTextString("MP_INGAME_KILLED_MESSAGE", sKilledStr, sizeof(sKilledStr));
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s = va("%s %s", sKilledStr, targetName );
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}
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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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// 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_STUN_BATON:
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message = "KILLED_STUN";
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break;
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case MOD_MELEE:
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message = "KILLED_MELEE";
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break;
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case MOD_SABER:
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message = "KILLED_SABER";
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break;
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case MOD_BRYAR_PISTOL:
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case MOD_BRYAR_PISTOL_ALT:
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message = "KILLED_BRYAR";
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break;
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case MOD_BLASTER:
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message = "KILLED_BLASTER";
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break;
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case MOD_TURBLAST:
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message = "KILLED_BLASTER";
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break;
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case MOD_DISRUPTOR:
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case MOD_DISRUPTOR_SPLASH:
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message = "KILLED_DISRUPTOR";
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break;
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case MOD_DISRUPTOR_SNIPER:
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message = "KILLED_DISRUPTORSNIPE";
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break;
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case MOD_BOWCASTER:
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message = "KILLED_BOWCASTER";
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break;
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case MOD_REPEATER:
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message = "KILLED_REPEATER";
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break;
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case MOD_REPEATER_ALT:
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case MOD_REPEATER_ALT_SPLASH:
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message = "KILLED_REPEATERALT";
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break;
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case MOD_DEMP2:
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case MOD_DEMP2_ALT:
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message = "KILLED_DEMP2";
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break;
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case MOD_FLECHETTE:
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message = "KILLED_FLECHETTE";
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break;
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case MOD_FLECHETTE_ALT_SPLASH:
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message = "KILLED_FLECHETTE_MINE";
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break;
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case MOD_ROCKET:
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case MOD_ROCKET_SPLASH:
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message = "KILLED_ROCKET";
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break;
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case MOD_ROCKET_HOMING:
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case MOD_ROCKET_HOMING_SPLASH:
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message = "KILLED_ROCKET_HOMING";
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break;
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case MOD_THERMAL:
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case MOD_THERMAL_SPLASH:
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message = "KILLED_THERMAL";
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break;
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case MOD_TRIP_MINE_SPLASH:
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message = "KILLED_TRIPMINE";
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break;
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case MOD_TIMED_MINE_SPLASH:
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message = "KILLED_TRIPMINE_TIMED";
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break;
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case MOD_DET_PACK_SPLASH:
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message = "KILLED_DETPACK";
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break;
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case MOD_VEHICLE:
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vehMessage = qtrue;
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switch ( ent->generic1 )
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{
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case WP_BLASTER://primary blasters
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switch ( Q_irand( 0, 2 ) )
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{
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case 2:
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message = "KILLED_VEH_BLASTER3";
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break;
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case 1:
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message = "KILLED_VEH_BLASTER2";
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break;
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default:
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message = "KILLED_VEH_BLASTER1";
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break;
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}
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break;
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case WP_ROCKET_LAUNCHER://missile
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if ( Q_irand( 0, 1 ) )
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{
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message = "KILLED_VEH_MISSILE2";
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}
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else
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{
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message = "KILLED_VEH_MISSILE1";
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}
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break;
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case WP_THERMAL://bomb
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message = "KILLED_VEH_BOMB";
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break;
|
|
case WP_DEMP2://ion cannon
|
|
message = "KILLED_VEH_ION";
|
|
break;
|
|
case WP_TURRET://turret
|
|
message = "KILLED_VEH_TURRET";
|
|
break;
|
|
default:
|
|
vehMessage = qfalse;
|
|
message = "KILLED_GENERIC";
|
|
break;
|
|
}
|
|
break;
|
|
case MOD_CONC:
|
|
case MOD_CONC_ALT:
|
|
message = "KILLED_GENERIC";
|
|
break;
|
|
case MOD_FORCE_DARK:
|
|
message = "KILLED_DARKFORCE";
|
|
break;
|
|
case MOD_SENTRY:
|
|
message = "KILLED_SENTRY";
|
|
break;
|
|
case MOD_TELEFRAG:
|
|
message = "KILLED_TELEFRAG";
|
|
break;
|
|
case MOD_CRUSH:
|
|
message = "KILLED_GENERIC";//"KILLED_FORCETOSS";
|
|
break;
|
|
case MOD_FALLING:
|
|
message = "KILLED_FORCETOSS";
|
|
break;
|
|
case MOD_COLLISION:
|
|
case MOD_VEH_EXPLOSION:
|
|
switch ( Q_irand( 0, 2 ) )
|
|
{
|
|
default:
|
|
case 0:
|
|
message = "KILLED_VEH_COLLISION1";
|
|
break;
|
|
case 1:
|
|
message = "KILLED_VEH_COLLISION2";
|
|
break;
|
|
case 2:
|
|
message = "KILLED_VEH_COLLISION3";
|
|
break;
|
|
}
|
|
vehMessage = qtrue;
|
|
break;
|
|
case MOD_TRIGGER_HURT:
|
|
message = "KILLED_GENERIC";//"KILLED_FORCETOSS";
|
|
break;
|
|
case MOD_TARGET_LASER:
|
|
if ( Q_irand(0,1) )
|
|
{
|
|
message = "KILLED_TURRET1";
|
|
}
|
|
else
|
|
{
|
|
message = "KILLED_TURRET2";
|
|
}
|
|
vehMessage = qtrue;
|
|
break;
|
|
default:
|
|
message = "KILLED_GENERIC";
|
|
break;
|
|
}
|
|
|
|
if (message)
|
|
{
|
|
if ( vehMessage )
|
|
{
|
|
message = (char *)CG_GetStringEdString("MP_INGAMEVEH", message);
|
|
}
|
|
else
|
|
{
|
|
message = (char *)CG_GetStringEdString("MP_INGAME", message);
|
|
}
|
|
|
|
CG_Printf( "%s ", targetName);
|
|
if ( targetVehName[0] )
|
|
{
|
|
CG_Printf( "(%s) ", targetVehName);
|
|
}
|
|
if ( mod == MOD_TARGET_LASER )
|
|
{//no attacker name, just a turbolaser or other kind of turret...
|
|
CG_Printf( "%s", message);
|
|
}
|
|
else
|
|
{
|
|
CG_Printf( "%s %s", message, attackerName);
|
|
|
|
if ( attackerVehName[0]
|
|
&& attackerVehWeapName[0] )
|
|
{
|
|
CG_Printf( " (%s %s)", attackerVehName, attackerVehWeapName );
|
|
}
|
|
else
|
|
{
|
|
if ( attackerVehName[0] )
|
|
{
|
|
CG_Printf( " (%s)", attackerVehName );
|
|
}
|
|
else if ( attackerVehWeapName[0] )
|
|
{
|
|
CG_Printf(" (%s)", attackerVehWeapName );
|
|
}
|
|
}
|
|
}
|
|
CG_Printf( "\n" );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// we don't know what it was
|
|
CG_Printf( "%s %s\n", targetName, (char *)CG_GetStringEdString("MP_INGAME", "DIED_GENERIC") );
|
|
}
|
|
|
|
//==========================================================================
|
|
|
|
void CG_ToggleBinoculars(centity_t *cent, int forceZoom)
|
|
{
|
|
if (cent->currentState.number != cg.snap->ps.clientNum)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cg.snap->ps.weaponstate != WEAPON_READY)
|
|
{ //So we can't fool it and reactivate while switching to the saber or something.
|
|
return;
|
|
}
|
|
|
|
/*
|
|
if (cg.snap->ps.weapon == WP_SABER)
|
|
{ //No.
|
|
return;
|
|
}
|
|
*/
|
|
|
|
if (forceZoom)
|
|
{
|
|
if (forceZoom == 2)
|
|
{
|
|
cg.snap->ps.zoomMode = 0;
|
|
}
|
|
else if (forceZoom == 1)
|
|
{
|
|
cg.snap->ps.zoomMode = 2;
|
|
}
|
|
}
|
|
|
|
if (cg.snap->ps.zoomMode == 0)
|
|
{
|
|
trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomStart );
|
|
}
|
|
else if (cg.snap->ps.zoomMode == 2)
|
|
{
|
|
trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomEnd );
|
|
}
|
|
}
|
|
|
|
//set the local timing bar
|
|
extern int cg_genericTimerBar;
|
|
extern int cg_genericTimerDur;
|
|
extern vec4_t cg_genericTimerColor;
|
|
void CG_LocalTimingBar(int startTime, int duration)
|
|
{
|
|
cg_genericTimerBar = startTime + duration;
|
|
cg_genericTimerDur = duration;
|
|
|
|
cg_genericTimerColor[0] = 1.0f;
|
|
cg_genericTimerColor[1] = 1.0f;
|
|
cg_genericTimerColor[2] = 0.0f;
|
|
cg_genericTimerColor[3] = 1.0f;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_UseItem
|
|
===============
|
|
*/
|
|
static void CG_UseItem( centity_t *cent ) {
|
|
clientInfo_t *ci;
|
|
int itemNum, clientNum;
|
|
gitem_t *item;
|
|
entityState_t *es;
|
|
|
|
es = ¢->currentState;
|
|
|
|
itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0;
|
|
if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) {
|
|
itemNum = 0;
|
|
}
|
|
|
|
// print a message if the local player
|
|
if ( es->number == cg.snap->ps.clientNum ) {
|
|
if ( !itemNum ) {
|
|
//CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
|
|
} else {
|
|
item = BG_FindItemForHoldable( itemNum );
|
|
}
|
|
}
|
|
|
|
switch ( itemNum ) {
|
|
default:
|
|
case HI_NONE:
|
|
//trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound );
|
|
break;
|
|
|
|
case HI_BINOCULARS:
|
|
CG_ToggleBinoculars(cent, es->eventParm);
|
|
break;
|
|
|
|
case HI_SEEKER:
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.deploySeeker );
|
|
break;
|
|
|
|
case HI_SHIELD:
|
|
case HI_SENTRY_GUN:
|
|
break;
|
|
|
|
// case HI_MEDKIT:
|
|
case HI_MEDPAC:
|
|
case HI_MEDPAC_BIG:
|
|
clientNum = cent->currentState.clientNum;
|
|
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
ci->medkitUsageTime = cg.time;
|
|
}
|
|
//Different sound for big bacta?
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.medkitSound );
|
|
break;
|
|
case HI_JETPACK:
|
|
break; //Do something?
|
|
case HI_HEALTHDISP:
|
|
//CG_LocalTimingBar(cg.time, TOSS_DEBOUNCE_TIME);
|
|
break;
|
|
case HI_AMMODISP:
|
|
//CG_LocalTimingBar(cg.time, TOSS_DEBOUNCE_TIME);
|
|
break;
|
|
case HI_EWEB:
|
|
break;
|
|
case HI_CLOAK:
|
|
break; //Do something?
|
|
}
|
|
|
|
if (cg.snap && cg.snap->ps.clientNum == cent->currentState.number && itemNum != HI_BINOCULARS &&
|
|
itemNum != HI_JETPACK && itemNum != HI_HEALTHDISP && itemNum != HI_AMMODISP && itemNum != HI_CLOAK && itemNum != HI_EWEB)
|
|
{ //if not using binoculars/jetpack/dispensers/cloak, we just used that item up, so switch
|
|
BG_CycleInven(&cg.snap->ps, 1);
|
|
cg.itemSelect = -1; //update the client-side selection display
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CG_ItemPickup
|
|
|
|
A new item was picked up this frame
|
|
================
|
|
*/
|
|
static void CG_ItemPickup( int itemNum ) {
|
|
cg.itemPickup = itemNum;
|
|
cg.itemPickupTime = cg.time;
|
|
cg.itemPickupBlendTime = cg.time;
|
|
// see if it should be the grabbed weapon
|
|
if ( cg.snap && bg_itemlist[itemNum].giType == IT_WEAPON ) {
|
|
|
|
// 0 == no switching
|
|
// 1 == automatically switch to best SAFE weapon
|
|
// 2 == automatically switch to best weapon, safe or otherwise
|
|
// 3 == if not saber, automatically switch to best weapon, safe or otherwise
|
|
|
|
if (0 == cg_autoswitch.integer)
|
|
{
|
|
// don't switch
|
|
}
|
|
else if ( cg_autoswitch.integer == 1)
|
|
{ //only autoselect if not explosive ("safe")
|
|
if (bg_itemlist[itemNum].giTag != WP_TRIP_MINE &&
|
|
bg_itemlist[itemNum].giTag != WP_DET_PACK &&
|
|
bg_itemlist[itemNum].giTag != WP_THERMAL &&
|
|
bg_itemlist[itemNum].giTag != WP_ROCKET_LAUNCHER &&
|
|
bg_itemlist[itemNum].giTag > cg.snap->ps.weapon &&
|
|
cg.snap->ps.weapon != WP_SABER)
|
|
{
|
|
if (!cg.snap->ps.emplacedIndex)
|
|
{
|
|
cg.weaponSelectTime = cg.time;
|
|
}
|
|
cg.weaponSelect = bg_itemlist[itemNum].giTag;
|
|
}
|
|
}
|
|
else if ( cg_autoswitch.integer == 2)
|
|
{ //autoselect if better
|
|
if (bg_itemlist[itemNum].giTag > cg.snap->ps.weapon &&
|
|
cg.snap->ps.weapon != WP_SABER)
|
|
{
|
|
if (!cg.snap->ps.emplacedIndex)
|
|
{
|
|
cg.weaponSelectTime = cg.time;
|
|
}
|
|
cg.weaponSelect = bg_itemlist[itemNum].giTag;
|
|
}
|
|
}
|
|
/*
|
|
else if ( cg_autoswitch.integer == 3)
|
|
{ //autoselect if better and not using the saber as a weapon
|
|
if (bg_itemlist[itemNum].giTag > cg.snap->ps.weapon &&
|
|
cg.snap->ps.weapon != WP_SABER)
|
|
{
|
|
if (!cg.snap->ps.emplacedIndex)
|
|
{
|
|
cg.weaponSelectTime = cg.time;
|
|
}
|
|
cg.weaponSelect = bg_itemlist[itemNum].giTag;
|
|
}
|
|
}
|
|
*/
|
|
//No longer required - just not switching ever if using saber
|
|
}
|
|
|
|
//rww - print pickup messages
|
|
if (bg_itemlist[itemNum].classname && bg_itemlist[itemNum].classname[0] &&
|
|
(bg_itemlist[itemNum].giType != IT_TEAM || (bg_itemlist[itemNum].giTag != PW_REDFLAG && bg_itemlist[itemNum].giTag != PW_BLUEFLAG)) )
|
|
{ //don't print messages for flags, they have their own pickup event broadcasts
|
|
char text[1024];
|
|
char upperKey[1024];
|
|
|
|
strcpy(upperKey, bg_itemlist[itemNum].classname);
|
|
|
|
if ( trap_SP_GetStringTextString( va("SP_INGAME_%s",Q_strupr(upperKey)), text, sizeof( text )))
|
|
{
|
|
Com_Printf("%s %s\n", CG_GetStringEdString("MP_INGAME", "PICKUPLINE"), text);
|
|
}
|
|
else
|
|
{
|
|
Com_Printf("%s %s\n", CG_GetStringEdString("MP_INGAME", "PICKUPLINE"), bg_itemlist[itemNum].classname);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CG_PainEvent
|
|
|
|
Also called by playerstate transition
|
|
================
|
|
*/
|
|
void CG_PainEvent( centity_t *cent, int health ) {
|
|
char *snd;
|
|
|
|
// don't do more than two pain sounds a second
|
|
if ( cg.time - cent->pe.painTime < 500 ) {
|
|
return;
|
|
}
|
|
|
|
if ( health < 25 ) {
|
|
snd = "*pain25.wav";
|
|
} else if ( health < 50 ) {
|
|
snd = "*pain50.wav";
|
|
} else if ( health < 75 ) {
|
|
snd = "*pain75.wav";
|
|
} else {
|
|
snd = "*pain100.wav";
|
|
}
|
|
trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE,
|
|
CG_CustomSound( cent->currentState.number, snd ) );
|
|
|
|
// save pain time for programitic twitch animation
|
|
cent->pe.painTime = cg.time;
|
|
cent->pe.painDirection ^= 1;
|
|
}
|
|
|
|
extern qboolean BG_GetRootSurfNameWithVariant( void *ghoul2, const char *rootSurfName, char *returnSurfName, int returnSize );
|
|
void CG_ReattachLimb(centity_t *source)
|
|
{
|
|
clientInfo_t *ci = NULL;
|
|
|
|
if ( source->currentState.number >= MAX_CLIENTS )
|
|
{
|
|
ci = source->npcClient;
|
|
}
|
|
else
|
|
{
|
|
ci = &cgs.clientinfo[source->currentState.number];
|
|
}
|
|
if ( ci )
|
|
{//re-apply the skin
|
|
if ( ci->torsoSkin > 0 )
|
|
{
|
|
trap_G2API_SetSkin(source->ghoul2,0,ci->torsoSkin,ci->torsoSkin);
|
|
}
|
|
}
|
|
|
|
/*
|
|
char *limbName;
|
|
char *stubCapName;
|
|
int i = G2_MODELPART_HEAD;
|
|
|
|
//rww NOTE: Assumes G2_MODELPART_HEAD is first and G2_MODELPART_RLEG is last
|
|
while (i <= G2_MODELPART_RLEG)
|
|
{
|
|
if (source->torsoBolt & (1 << (i-10)))
|
|
{
|
|
switch (i)
|
|
{
|
|
case G2_MODELPART_HEAD:
|
|
limbName = "head";
|
|
stubCapName = "torso_cap_head";
|
|
break;
|
|
case G2_MODELPART_WAIST:
|
|
limbName = "torso";
|
|
stubCapName = "hips_cap_torso";
|
|
break;
|
|
case G2_MODELPART_LARM:
|
|
limbName = "l_arm";
|
|
stubCapName = "torso_cap_l_arm";
|
|
break;
|
|
case G2_MODELPART_RARM:
|
|
limbName = "r_arm";
|
|
stubCapName = "torso_cap_r_arm";
|
|
break;
|
|
case G2_MODELPART_RHAND:
|
|
limbName = "r_hand";
|
|
stubCapName = "r_arm_cap_r_hand";
|
|
break;
|
|
case G2_MODELPART_LLEG:
|
|
limbName = "l_leg";
|
|
stubCapName = "hips_cap_l_leg";
|
|
break;
|
|
case G2_MODELPART_RLEG:
|
|
limbName = "r_leg";
|
|
stubCapName = "hips_cap_r_leg";
|
|
break;
|
|
default:
|
|
source->torsoBolt = 0;
|
|
source->ghoul2weapon = NULL;
|
|
return;
|
|
}
|
|
|
|
trap_G2API_SetSurfaceOnOff(source->ghoul2, limbName, 0);
|
|
trap_G2API_SetSurfaceOnOff(source->ghoul2, stubCapName, 0x00000100);
|
|
}
|
|
i++;
|
|
}
|
|
*/
|
|
source->torsoBolt = 0;
|
|
|
|
source->ghoul2weapon = NULL;
|
|
}
|
|
|
|
const char *CG_TeamName(int team)
|
|
{
|
|
if (team==TEAM_RED)
|
|
return "RED";
|
|
else if (team==TEAM_BLUE)
|
|
return "BLUE";
|
|
else if (team==TEAM_SPECTATOR)
|
|
return "SPECTATOR";
|
|
return "FREE";
|
|
}
|
|
|
|
void CG_PrintCTFMessage(clientInfo_t *ci, const char *teamName, int ctfMessage)
|
|
{
|
|
char printMsg[1024];
|
|
char *refName = NULL;
|
|
const char *psStringEDString = NULL;
|
|
|
|
switch (ctfMessage)
|
|
{
|
|
case CTFMESSAGE_FRAGGED_FLAG_CARRIER:
|
|
refName = "FRAGGED_FLAG_CARRIER";
|
|
break;
|
|
case CTFMESSAGE_FLAG_RETURNED:
|
|
refName = "FLAG_RETURNED";
|
|
break;
|
|
case CTFMESSAGE_PLAYER_RETURNED_FLAG:
|
|
refName = "PLAYER_RETURNED_FLAG";
|
|
break;
|
|
case CTFMESSAGE_PLAYER_CAPTURED_FLAG:
|
|
refName = "PLAYER_CAPTURED_FLAG";
|
|
break;
|
|
case CTFMESSAGE_PLAYER_GOT_FLAG:
|
|
refName = "PLAYER_GOT_FLAG";
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
psStringEDString = CG_GetStringEdString("MP_INGAME", refName);
|
|
|
|
if (!psStringEDString || !psStringEDString[0])
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (teamName && teamName[0])
|
|
{
|
|
const char *f = strstr(psStringEDString, "%s");
|
|
|
|
if (f)
|
|
{
|
|
int strLen = 0;
|
|
int i = 0;
|
|
|
|
if (ci)
|
|
{
|
|
Com_sprintf(printMsg, sizeof(printMsg), "%s ", ci->name);
|
|
strLen = strlen(printMsg);
|
|
}
|
|
|
|
while (psStringEDString[i] && i < 512)
|
|
{
|
|
if (psStringEDString[i] == '%' &&
|
|
psStringEDString[i+1] == 's')
|
|
{
|
|
printMsg[strLen] = '\0';
|
|
Q_strcat(printMsg, sizeof(printMsg), teamName);
|
|
strLen = strlen(printMsg);
|
|
|
|
i++;
|
|
}
|
|
else
|
|
{
|
|
printMsg[strLen] = psStringEDString[i];
|
|
strLen++;
|
|
}
|
|
|
|
i++;
|
|
}
|
|
|
|
printMsg[strLen] = '\0';
|
|
|
|
goto doPrint;
|
|
}
|
|
}
|
|
|
|
if (ci)
|
|
{
|
|
Com_sprintf(printMsg, sizeof(printMsg), "%s %s", ci->name, psStringEDString);
|
|
}
|
|
else
|
|
{
|
|
Com_sprintf(printMsg, sizeof(printMsg), "%s", psStringEDString);
|
|
}
|
|
|
|
doPrint:
|
|
Com_Printf("%s\n", printMsg);
|
|
}
|
|
|
|
void CG_GetCTFMessageEvent(entityState_t *es)
|
|
{
|
|
int clIndex = es->trickedentindex;
|
|
int teamIndex = es->trickedentindex2;
|
|
clientInfo_t *ci = NULL;
|
|
const char *teamName = NULL;
|
|
|
|
if (clIndex < MAX_CLIENTS)
|
|
{
|
|
ci = &cgs.clientinfo[clIndex];
|
|
}
|
|
|
|
if (teamIndex < 50)
|
|
{
|
|
teamName = CG_TeamName(teamIndex);
|
|
}
|
|
|
|
if (!ci)
|
|
{
|
|
return;
|
|
}
|
|
|
|
CG_PrintCTFMessage(ci, teamName, es->eventParm);
|
|
}
|
|
|
|
#include "../namespace_begin.h"
|
|
qboolean BG_InKnockDownOnly( int anim );
|
|
#include "../namespace_end.h"
|
|
|
|
//JLFRUMBLE
|
|
#ifdef _XBOX
|
|
extern void FF_XboxDamage(int damage, float xpos);
|
|
#endif
|
|
|
|
void DoFall(centity_t *cent, entityState_t *es, int clientNum)
|
|
{
|
|
int delta = es->eventParm;
|
|
|
|
if (cent->currentState.eFlags & EF_DEAD)
|
|
{ //corpses crack into the ground ^_^
|
|
if (delta > 25)
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.fallSound );
|
|
}
|
|
else
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( "sound/movers/objects/objectHit.wav" ) );
|
|
}
|
|
}
|
|
else if (BG_InKnockDownOnly(es->legsAnim))
|
|
{
|
|
if (delta > 14)
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.fallSound );
|
|
}
|
|
else
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( "sound/movers/objects/objectHit.wav" ) );
|
|
}
|
|
}
|
|
else if (delta > 50)
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.fallSound );
|
|
trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE,
|
|
CG_CustomSound( cent->currentState.number, "*land1.wav" ) );
|
|
cent->pe.painTime = cg.time; // don't play a pain sound right after this
|
|
}
|
|
else if (delta > 44)
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.fallSound );
|
|
trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE,
|
|
CG_CustomSound( cent->currentState.number, "*land1.wav" ) );
|
|
cent->pe.painTime = cg.time; // don't play a pain sound right after this
|
|
}
|
|
else
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound );
|
|
}
|
|
|
|
if ( clientNum == cg.predictedPlayerState.clientNum )
|
|
{
|
|
// smooth landing z changes
|
|
cg.landChange = -delta;
|
|
if (cg.landChange > 32)
|
|
{
|
|
cg.landChange = 32;
|
|
}
|
|
if (cg.landChange < -32)
|
|
{
|
|
cg.landChange = -32;
|
|
}
|
|
cg.landTime = cg.time;
|
|
}
|
|
//JLFRUMBLE
|
|
#ifdef _XBOX
|
|
if ( cent->playerState)
|
|
{
|
|
|
|
if (BG_InKnockDownOnly(es->legsAnim))
|
|
{
|
|
if (delta > 14)
|
|
{
|
|
FF_XboxDamage(20, 0);
|
|
}
|
|
else
|
|
{
|
|
FF_XboxDamage(14, 0);
|
|
}
|
|
return;
|
|
}
|
|
if ( delta > 50)
|
|
FF_XboxDamage(50, 0);
|
|
else
|
|
FF_XboxDamage(delta, 0);
|
|
/* else if (delta > 44)
|
|
FF_XboxDamage(44, 0);
|
|
else
|
|
FF_XboxDamage(20, 0);
|
|
*/
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
}
|
|
|
|
int CG_InClientBitflags(entityState_t *ent, int client)
|
|
{
|
|
int checkIn;
|
|
int sub = 0;
|
|
|
|
if (client > 47)
|
|
{
|
|
checkIn = ent->trickedentindex4;
|
|
sub = 48;
|
|
}
|
|
else if (client > 31)
|
|
{
|
|
checkIn = ent->trickedentindex3;
|
|
sub = 32;
|
|
}
|
|
else if (client > 15)
|
|
{
|
|
checkIn = ent->trickedentindex2;
|
|
sub = 16;
|
|
}
|
|
else
|
|
{
|
|
checkIn = ent->trickedentindex;
|
|
}
|
|
|
|
if (checkIn & (1 << (client-sub)))
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void CG_PlayDoorLoopSound( centity_t *cent );
|
|
void CG_PlayDoorSound( centity_t *cent, int type );
|
|
|
|
void CG_TryPlayCustomSound( vec3_t origin, int entityNum, int channel, const char *soundName )
|
|
{
|
|
sfxHandle_t cSound = CG_CustomSound(entityNum, soundName);
|
|
|
|
if (cSound <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
trap_S_StartSound(origin, entityNum, channel, cSound);
|
|
}
|
|
|
|
void CG_G2MarkEvent(entityState_t *es)
|
|
{
|
|
//es->origin should be the hit location of the projectile,
|
|
//whereas es->origin2 is the predicted position of the
|
|
//projectile. (based on the trajectory upon impact) -rww
|
|
centity_t *pOwner = &cg_entities[es->otherEntityNum];
|
|
vec3_t startPoint;
|
|
float size = 0.0f;
|
|
qhandle_t shader = 0;
|
|
|
|
if (!pOwner->ghoul2)
|
|
{ //can't do anything then...
|
|
return;
|
|
}
|
|
|
|
//es->eventParm being non-0 means to do a special trace check
|
|
//first. This will give us an impact right at the surface to
|
|
//project the mark on. Typically this is used for radius
|
|
//explosions and such, where the source position could be
|
|
//way outside of model space.
|
|
if (es->eventParm)
|
|
{
|
|
trace_t tr;
|
|
int ignore = ENTITYNUM_NONE;
|
|
|
|
CG_G2Trace(&tr, es->origin, NULL, NULL, es->origin2, ignore, MASK_PLAYERSOLID);
|
|
|
|
if (tr.entityNum != es->otherEntityNum)
|
|
{ //try again if we hit an ent but not the one we wanted.
|
|
//CG_TestLine(es->origin, es->origin2, 2000, 0x0000ff, 1);
|
|
if (tr.entityNum < ENTITYNUM_WORLD)
|
|
{
|
|
ignore = tr.entityNum;
|
|
CG_G2Trace(&tr, es->origin, NULL, NULL, es->origin2, ignore, MASK_PLAYERSOLID);
|
|
if (tr.entityNum != es->otherEntityNum)
|
|
{ //try extending the trace a bit.. or not
|
|
/*
|
|
vec3_t v;
|
|
|
|
VectorSubtract(es->origin2, es->origin, v);
|
|
VectorScale(v, 64.0f, v);
|
|
VectorAdd(es->origin2, v, es->origin2);
|
|
|
|
CG_G2Trace(&tr, es->origin, NULL, NULL, es->origin2, ignore, MASK_PLAYERSOLID);
|
|
if (tr.entityNum != es->otherEntityNum)
|
|
{
|
|
return;
|
|
}
|
|
*/
|
|
//didn't manage to collide with the desired person. No mark will be placed then.
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
//otherwise we now have a valid starting point.
|
|
VectorCopy(tr.endpos, startPoint);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(es->origin, startPoint);
|
|
}
|
|
|
|
if ( (es->eFlags&EF_JETPACK_ACTIVE) )
|
|
{// a vehicle weapon, make it a larger size mark
|
|
//OR base this on the size of the thing you hit?
|
|
if ( g_vehWeaponInfo[es->otherEntityNum2].fG2MarkSize )
|
|
{
|
|
size = flrand( 0.6f, 1.4f )*g_vehWeaponInfo[es->otherEntityNum2].fG2MarkSize;
|
|
}
|
|
else
|
|
{
|
|
size = flrand( 32.0f, 72.0f );
|
|
}
|
|
//specify mark shader in vehWeapon file
|
|
if ( g_vehWeaponInfo[es->otherEntityNum2].iG2MarkShaderHandle )
|
|
{//have one we want to use instead of defaults
|
|
shader = g_vehWeaponInfo[es->otherEntityNum2].iG2MarkShaderHandle;
|
|
}
|
|
}
|
|
switch(es->weapon)
|
|
{
|
|
case WP_BRYAR_PISTOL:
|
|
case WP_CONCUSSION:
|
|
case WP_BRYAR_OLD:
|
|
case WP_BLASTER:
|
|
case WP_DISRUPTOR:
|
|
case WP_BOWCASTER:
|
|
case WP_REPEATER:
|
|
case WP_TURRET:
|
|
if ( !size )
|
|
{
|
|
size = 4.0f;
|
|
}
|
|
if ( !shader )
|
|
{
|
|
shader = cgs.media.bdecal_bodyburn1;
|
|
}
|
|
CG_AddGhoul2Mark(shader, size,
|
|
startPoint, es->origin2, es->owner, pOwner->lerpOrigin,
|
|
pOwner->lerpAngles[YAW], pOwner->ghoul2,
|
|
pOwner->modelScale, Q_irand(10000, 20000));
|
|
break;
|
|
case WP_ROCKET_LAUNCHER:
|
|
case WP_THERMAL:
|
|
if ( !size )
|
|
{
|
|
size = 24.0f;
|
|
}
|
|
if ( !shader )
|
|
{
|
|
shader = cgs.media.bdecal_burn1;
|
|
}
|
|
CG_AddGhoul2Mark(shader, size,
|
|
startPoint, es->origin2, es->owner, pOwner->lerpOrigin,
|
|
pOwner->lerpAngles[YAW], pOwner->ghoul2,
|
|
pOwner->modelScale, Q_irand(10000, 20000));
|
|
break;
|
|
/*
|
|
case WP_FLECHETTE:
|
|
CG_AddGhoul2Mark(cgs.media.bdecal_bodyburn1, flrand(0.5f, 1.0f),
|
|
startPoint, es->origin2, es->owner, pOwner->lerpOrigin,
|
|
pOwner->lerpAngles[YAW], pOwner->ghoul2,
|
|
pOwner->modelScale);
|
|
break;
|
|
*/
|
|
//Issues with small scale?
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CG_CalcVehMuzzle(Vehicle_t *pVeh, centity_t *ent, int muzzleNum)
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t vehAngles;
|
|
|
|
assert(pVeh);
|
|
|
|
if (pVeh->m_iMuzzleTime[muzzleNum] == cg.time)
|
|
{ //already done for this frame, don't need to do it again
|
|
return;
|
|
}
|
|
//Uh... how about we set this, hunh...? :)
|
|
pVeh->m_iMuzzleTime[muzzleNum] = cg.time;
|
|
|
|
VectorCopy( ent->lerpAngles, vehAngles );
|
|
if ( pVeh->m_pVehicleInfo )
|
|
{
|
|
if (pVeh->m_pVehicleInfo->type == VH_ANIMAL
|
|
||pVeh->m_pVehicleInfo->type == VH_WALKER)
|
|
{
|
|
vehAngles[PITCH] = vehAngles[ROLL] = 0.0f;
|
|
}
|
|
else if (pVeh->m_pVehicleInfo->type == VH_SPEEDER)
|
|
{
|
|
vehAngles[PITCH] = 0.0f;
|
|
}
|
|
}
|
|
trap_G2API_GetBoltMatrix_NoRecNoRot(ent->ghoul2, 0, pVeh->m_iMuzzleTag[muzzleNum], &boltMatrix, vehAngles,
|
|
ent->lerpOrigin, cg.time, NULL, ent->modelScale);
|
|
BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, pVeh->m_vMuzzlePos[muzzleNum]);
|
|
BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, pVeh->m_vMuzzleDir[muzzleNum]);
|
|
}
|
|
|
|
//corresponds to G_VehMuzzleFireFX -rww
|
|
void CG_VehMuzzleFireFX(centity_t *veh, entityState_t *broadcaster)
|
|
{
|
|
Vehicle_t *pVeh = veh->m_pVehicle;
|
|
int curMuz = 0, muzFX = 0;
|
|
|
|
if (!pVeh || !veh->ghoul2)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for ( curMuz = 0; curMuz < MAX_VEHICLE_MUZZLES; curMuz++ )
|
|
{//go through all muzzles and
|
|
if ( pVeh->m_iMuzzleTag[curMuz] != -1//valid muzzle bolt
|
|
&& (broadcaster->trickedentindex&(1<<curMuz)) )//fired
|
|
{//this muzzle fired
|
|
muzFX = 0;
|
|
if ( pVeh->m_pVehicleInfo->weapMuzzle[curMuz] == 0 )
|
|
{//no weaopon for this muzzle? check turrets
|
|
int i, j;
|
|
for ( i = 0; i < MAX_VEHICLE_TURRETS; i++ )
|
|
{
|
|
for ( j = 0; j < MAX_VEHICLE_TURRETS; j++ )
|
|
{
|
|
if ( pVeh->m_pVehicleInfo->turret[i].iMuzzle[j]-1 == curMuz )
|
|
{//this muzzle belongs to this turret
|
|
muzFX = g_vehWeaponInfo[pVeh->m_pVehicleInfo->turret[i].iWeapon].iMuzzleFX;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
muzFX = g_vehWeaponInfo[pVeh->m_pVehicleInfo->weapMuzzle[curMuz]].iMuzzleFX;
|
|
}
|
|
if ( muzFX )
|
|
{
|
|
//CG_CalcVehMuzzle(pVeh, veh, curMuz);
|
|
//trap_FX_PlayEffectID(muzFX, pVeh->m_vMuzzlePos[curMuz], pVeh->m_vMuzzleDir[curMuz], -1, -1);
|
|
trap_FX_PlayBoltedEffectID(muzFX, veh->currentState.origin, veh->ghoul2, pVeh->m_iMuzzleTag[curMuz], veh->currentState.number, 0, 0, qtrue);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
const char *cg_stringEdVoiceChatTable[MAX_CUSTOM_SIEGE_SOUNDS] =
|
|
{
|
|
"VC_ATT",//"*att_attack",
|
|
"VC_ATT_PRIMARY",//"*att_primary",
|
|
"VC_ATT_SECONDARY",//"*att_second",
|
|
"VC_DEF_GUNS",//"*def_guns",
|
|
"VC_DEF_POSITION",//"*def_position",
|
|
"VC_DEF_PRIMARY",//"*def_primary",
|
|
"VC_DEF_SECONDARY",//"*def_second",
|
|
"VC_REPLY_COMING",//"*reply_coming",
|
|
"VC_REPLY_GO",//"*reply_go",
|
|
"VC_REPLY_NO",//"*reply_no",
|
|
"VC_REPLY_STAY",//"*reply_stay",
|
|
"VC_REPLY_YES",//"*reply_yes",
|
|
"VC_REQ_ASSIST",//"*req_assist",
|
|
"VC_REQ_DEMO",//"*req_demo",
|
|
"VC_REQ_HVY",//"*req_hvy",
|
|
"VC_REQ_MEDIC",//"*req_medic",
|
|
"VC_REQ_SUPPLY",//"*req_sup",
|
|
"VC_REQ_TECH",//"*req_tech",
|
|
"VC_SPOT_AIR",//"*spot_air",
|
|
"VC_SPOT_DEF",//"*spot_defenses",
|
|
"VC_SPOT_EMPLACED",//"*spot_emplaced",
|
|
"VC_SPOT_SNIPER",//"*spot_sniper",
|
|
"VC_SPOT_TROOP",//"*spot_troops",
|
|
"VC_TAC_COVER",//"*tac_cover",
|
|
"VC_TAC_FALLBACK",//"*tac_fallback",
|
|
"VC_TAC_FOLLOW",//"*tac_follow",
|
|
"VC_TAC_HOLD",//"*tac_hold",
|
|
"VC_TAC_SPLIT",//"*tac_split",
|
|
"VC_TAC_TOGETHER",//"*tac_together",
|
|
NULL
|
|
};
|
|
|
|
//stupid way of figuring out what string to use for voice chats
|
|
const char *CG_GetStringForVoiceSound(const char *s)
|
|
{
|
|
int i = 0;
|
|
while (i < MAX_CUSTOM_SIEGE_SOUNDS)
|
|
{
|
|
if (bg_customSiegeSoundNames[i] &&
|
|
!Q_stricmp(bg_customSiegeSoundNames[i], s))
|
|
{ //get the matching reference name
|
|
assert(cg_stringEdVoiceChatTable[i]);
|
|
return CG_GetStringEdString("MENUS", (char *)cg_stringEdVoiceChatTable[i]);
|
|
}
|
|
i++;
|
|
}
|
|
|
|
return "voice chat";
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CG_EntityEvent
|
|
|
|
An entity has an event value
|
|
also called by CG_CheckPlayerstateEvents
|
|
==============
|
|
*/
|
|
#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");}
|
|
extern void CG_ChatBox_AddString(char *chatStr); //cg_draw.c
|
|
void CG_EntityEvent( centity_t *cent, vec3_t position ) {
|
|
entityState_t *es;
|
|
int event;
|
|
vec3_t dir;
|
|
const char *s;
|
|
int clientNum;
|
|
clientInfo_t *ci;
|
|
int eID = 0;
|
|
int isnd = 0;
|
|
centity_t *cl_ent;
|
|
|
|
es = ¢->currentState;
|
|
event = es->event & ~EV_EVENT_BITS;
|
|
|
|
if ( cg_debugEvents.integer ) {
|
|
CG_Printf( "ent:%3i event:%3i ", es->number, event );
|
|
}
|
|
|
|
if ( !event ) {
|
|
DEBUGNAME("ZEROEVENT");
|
|
return;
|
|
}
|
|
|
|
clientNum = es->clientNum;
|
|
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
|
|
clientNum = 0;
|
|
}
|
|
|
|
if (es->eType == ET_NPC)
|
|
{
|
|
clientNum = es->number;
|
|
|
|
if (!cent->npcClient)
|
|
{
|
|
CG_CreateNPCClient(¢->npcClient); //allocate memory for it
|
|
|
|
if (!cent->npcClient)
|
|
{
|
|
assert(0);
|
|
return;
|
|
}
|
|
|
|
memset(cent->npcClient, 0, sizeof(clientInfo_t));
|
|
cent->npcClient->ghoul2Model = NULL;
|
|
}
|
|
|
|
ci = cent->npcClient;
|
|
|
|
assert(ci);
|
|
}
|
|
else
|
|
{
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
}
|
|
|
|
switch ( event ) {
|
|
//
|
|
// movement generated events
|
|
//
|
|
case EV_CLIENTJOIN:
|
|
DEBUGNAME("EV_CLIENTJOIN");
|
|
|
|
//Slight hack to force a local reinit of client entity on join.
|
|
cl_ent = &cg_entities[es->eventParm];
|
|
|
|
if (cl_ent)
|
|
{
|
|
//cl_ent->torsoBolt = 0;
|
|
cl_ent->bolt1 = 0;
|
|
cl_ent->bolt2 = 0;
|
|
cl_ent->bolt3 = 0;
|
|
cl_ent->bolt4 = 0;
|
|
cl_ent->bodyHeight = 0;//SABER_LENGTH_MAX;
|
|
//cl_ent->saberExtendTime = 0;
|
|
cl_ent->boltInfo = 0;
|
|
cl_ent->frame_minus1_refreshed = 0;
|
|
cl_ent->frame_minus2_refreshed = 0;
|
|
cl_ent->frame_hold_time = 0;
|
|
cl_ent->frame_hold_refreshed = 0;
|
|
cl_ent->trickAlpha = 0;
|
|
cl_ent->trickAlphaTime = 0;
|
|
cl_ent->ghoul2weapon = NULL;
|
|
cl_ent->weapon = WP_NONE;
|
|
cl_ent->teamPowerEffectTime = 0;
|
|
cl_ent->teamPowerType = 0;
|
|
cl_ent->numLoopingSounds = 0;
|
|
//cl_ent->localAnimIndex = 0;
|
|
}
|
|
break;
|
|
|
|
case EV_FOOTSTEP:
|
|
DEBUGNAME("EV_FOOTSTEP");
|
|
if (cg_footsteps.integer) {
|
|
footstep_t soundType;
|
|
switch( es->eventParm )
|
|
{
|
|
case MATERIAL_MUD:
|
|
soundType = FOOTSTEP_MUDWALK;
|
|
break;
|
|
case MATERIAL_DIRT:
|
|
soundType = FOOTSTEP_DIRTWALK;
|
|
break;
|
|
case MATERIAL_SAND:
|
|
soundType = FOOTSTEP_SANDWALK;
|
|
break;
|
|
case MATERIAL_SNOW:
|
|
soundType = FOOTSTEP_SNOWWALK;
|
|
break;
|
|
case MATERIAL_SHORTGRASS:
|
|
case MATERIAL_LONGGRASS:
|
|
soundType = FOOTSTEP_GRASSWALK;
|
|
break;
|
|
case MATERIAL_SOLIDMETAL:
|
|
soundType = FOOTSTEP_METALWALK;
|
|
break;
|
|
case MATERIAL_HOLLOWMETAL:
|
|
soundType = FOOTSTEP_PIPEWALK;
|
|
break;
|
|
case MATERIAL_GRAVEL:
|
|
soundType = FOOTSTEP_GRAVELWALK;
|
|
break;
|
|
case MATERIAL_CARPET:
|
|
case MATERIAL_FABRIC:
|
|
case MATERIAL_CANVAS:
|
|
case MATERIAL_RUBBER:
|
|
case MATERIAL_PLASTIC:
|
|
soundType = FOOTSTEP_RUGWALK;
|
|
break;
|
|
case MATERIAL_SOLIDWOOD:
|
|
case MATERIAL_HOLLOWWOOD:
|
|
soundType = FOOTSTEP_WOODWALK;
|
|
break;
|
|
|
|
default:
|
|
soundType = FOOTSTEP_STONEWALK;
|
|
break;
|
|
}
|
|
|
|
trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ soundType ][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_METALWALK ][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:
|
|
DEBUGNAME("EV_FALL");
|
|
if (es->number == cg.snap->ps.clientNum && cg.snap->ps.fallingToDeath)
|
|
{
|
|
break;
|
|
}
|
|
DoFall(cent, es, clientNum);
|
|
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");
|
|
break;
|
|
|
|
case EV_GHOUL2_MARK:
|
|
DEBUGNAME("EV_GHOUL2_MARK");
|
|
|
|
if (cg_ghoul2Marks.integer)
|
|
{ //Can we put a burn mark on him?
|
|
CG_G2MarkEvent(es);
|
|
}
|
|
break;
|
|
|
|
case EV_GLOBAL_DUEL:
|
|
DEBUGNAME("EV_GLOBAL_DUEL");
|
|
//used for beginning of power duels
|
|
//if (cg.predictedPlayerState.persistant[PERS_TEAM] != TEAM_SPECTATOR)
|
|
if (es->otherEntityNum == cg.predictedPlayerState.clientNum ||
|
|
es->otherEntityNum2 == cg.predictedPlayerState.clientNum ||
|
|
es->groundEntityNum == cg.predictedPlayerState.clientNum)
|
|
{
|
|
CG_CenterPrint( CG_GetStringEdString("MP_SVGAME", "BEGIN_DUEL"), 120, GIANTCHAR_WIDTH*2 );
|
|
trap_S_StartLocalSound( cgs.media.countFightSound, CHAN_ANNOUNCER );
|
|
}
|
|
break;
|
|
|
|
case EV_PRIVATE_DUEL:
|
|
DEBUGNAME("EV_PRIVATE_DUEL");
|
|
|
|
if (cg.snap->ps.clientNum != es->number)
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (es->eventParm)
|
|
{ //starting the duel
|
|
if (es->eventParm == 2)
|
|
{
|
|
CG_CenterPrint( CG_GetStringEdString("MP_SVGAME", "BEGIN_DUEL"), 120, GIANTCHAR_WIDTH*2 );
|
|
trap_S_StartLocalSound( cgs.media.countFightSound, CHAN_ANNOUNCER );
|
|
}
|
|
else
|
|
{
|
|
trap_S_StartBackgroundTrack( "music/mp/duel.mp3", "music/mp/duel.mp3", qfalse );
|
|
}
|
|
}
|
|
else
|
|
{ //ending the duel
|
|
CG_StartMusic(qtrue);
|
|
}
|
|
break;
|
|
|
|
case EV_JUMP:
|
|
DEBUGNAME("EV_JUMP");
|
|
if (cg_jumpSounds.integer)
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
|
|
}
|
|
break;
|
|
case EV_ROLL:
|
|
DEBUGNAME("EV_ROLL");
|
|
if (es->number == cg.snap->ps.clientNum && cg.snap->ps.fallingToDeath)
|
|
{
|
|
break;
|
|
}
|
|
if (es->eventParm)
|
|
{ //fall-roll-in-one event
|
|
DoFall(cent, es, clientNum);
|
|
}
|
|
|
|
trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
|
|
trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.rollSound );
|
|
|
|
//FIXME: need some sort of body impact on ground sound and maybe kick up some dust?
|
|
break;
|
|
|
|
case EV_TAUNT:
|
|
DEBUGNAME("EV_TAUNT");
|
|
{
|
|
int soundIndex = 0;
|
|
if ( cgs.gametype != GT_DUEL
|
|
&& cgs.gametype != GT_POWERDUEL
|
|
&& es->eventParm == TAUNT_TAUNT )
|
|
{//normal taunt
|
|
soundIndex = CG_CustomSound( es->number, "*taunt.wav" );
|
|
}
|
|
else
|
|
{
|
|
switch ( es->eventParm )
|
|
{
|
|
case TAUNT_TAUNT:
|
|
default:
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
soundIndex = CG_CustomSound( es->number, va("*anger%d.wav", Q_irand(1,3)) );
|
|
}
|
|
else
|
|
{
|
|
soundIndex = CG_CustomSound( es->number, va("*taunt%d.wav", Q_irand(1,3)) );
|
|
if ( !soundIndex )
|
|
{
|
|
soundIndex = CG_CustomSound( es->number, va("*anger%d.wav", Q_irand(1,3)) );
|
|
}
|
|
}
|
|
break;
|
|
case TAUNT_BOW:
|
|
//soundIndex = CG_CustomSound( es->number, va("*respect%d.wav", Q_irand(1,3)) );
|
|
break;
|
|
case TAUNT_MEDITATE:
|
|
//soundIndex = CG_CustomSound( es->number, va("*meditate%d.wav", Q_irand(1,3)) );
|
|
break;
|
|
case TAUNT_FLOURISH:
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
soundIndex = CG_CustomSound( es->number, va("*deflect%d.wav", Q_irand(1,3)) );
|
|
if ( !soundIndex )
|
|
{
|
|
soundIndex = CG_CustomSound( es->number, va("*gloat%d.wav", Q_irand(1,3)) );
|
|
if ( !soundIndex )
|
|
{
|
|
soundIndex = CG_CustomSound( es->number, va("*anger%d.wav", Q_irand(1,3)) );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
soundIndex = CG_CustomSound( es->number, va("*gloat%d.wav", Q_irand(1,3)) );
|
|
if ( !soundIndex )
|
|
{
|
|
soundIndex = CG_CustomSound( es->number, va("*deflect%d.wav", Q_irand(1,3)) );
|
|
if ( !soundIndex )
|
|
{
|
|
soundIndex = CG_CustomSound( es->number, va("*anger%d.wav", Q_irand(1,3)) );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case TAUNT_GLOAT:
|
|
soundIndex = CG_CustomSound( es->number, va("*victory%d.wav", Q_irand(1,3)) );
|
|
break;
|
|
}
|
|
}
|
|
if ( !soundIndex )
|
|
{
|
|
soundIndex = CG_CustomSound( es->number, "*taunt.wav" );
|
|
}
|
|
if ( soundIndex )
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_VOICE, soundIndex );
|
|
}
|
|
}
|
|
break;
|
|
|
|
//Begin NPC sounds
|
|
case EV_ANGER1: //Say when acquire an enemy when didn't have one before
|
|
case EV_ANGER2:
|
|
case EV_ANGER3:
|
|
DEBUGNAME("EV_ANGERx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*anger%i.wav", event - EV_ANGER1 + 1) );
|
|
break;
|
|
|
|
case EV_VICTORY1: //Say when killed an enemy
|
|
case EV_VICTORY2:
|
|
case EV_VICTORY3:
|
|
DEBUGNAME("EV_VICTORYx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*victory%i.wav", event - EV_VICTORY1 + 1) );
|
|
break;
|
|
|
|
case EV_CONFUSE1: //Say when confused
|
|
case EV_CONFUSE2:
|
|
case EV_CONFUSE3:
|
|
DEBUGNAME("EV_CONFUSEDx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*confuse%i.wav", event - EV_CONFUSE1 + 1) );
|
|
break;
|
|
|
|
case EV_PUSHED1: //Say when pushed
|
|
case EV_PUSHED2:
|
|
case EV_PUSHED3:
|
|
DEBUGNAME("EV_PUSHEDx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*pushed%i.wav", event - EV_PUSHED1 + 1) );
|
|
break;
|
|
|
|
case EV_CHOKE1: //Say when choking
|
|
case EV_CHOKE2:
|
|
case EV_CHOKE3:
|
|
DEBUGNAME("EV_CHOKEx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*choke%i.wav", event - EV_CHOKE1 + 1) );
|
|
break;
|
|
|
|
case EV_FFWARN: //Warn ally to stop shooting you
|
|
DEBUGNAME("EV_FFWARN");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*ffwarn.wav" );
|
|
break;
|
|
|
|
case EV_FFTURN: //Turn on ally after being shot by them
|
|
DEBUGNAME("EV_FFTURN");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*ffturn.wav" );
|
|
break;
|
|
|
|
//extra sounds for ST
|
|
case EV_CHASE1:
|
|
case EV_CHASE2:
|
|
case EV_CHASE3:
|
|
DEBUGNAME("EV_CHASEx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*chase%i.wav", event - EV_CHASE1 + 1) );
|
|
break;
|
|
case EV_COVER1:
|
|
case EV_COVER2:
|
|
case EV_COVER3:
|
|
case EV_COVER4:
|
|
case EV_COVER5:
|
|
DEBUGNAME("EV_COVERx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*cover%i.wav", event - EV_COVER1 + 1) );
|
|
break;
|
|
case EV_DETECTED1:
|
|
case EV_DETECTED2:
|
|
case EV_DETECTED3:
|
|
case EV_DETECTED4:
|
|
case EV_DETECTED5:
|
|
DEBUGNAME("EV_DETECTEDx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*detected%i.wav", event - EV_DETECTED1 + 1) );
|
|
break;
|
|
case EV_GIVEUP1:
|
|
case EV_GIVEUP2:
|
|
case EV_GIVEUP3:
|
|
case EV_GIVEUP4:
|
|
DEBUGNAME("EV_GIVEUPx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*giveup%i.wav", event - EV_GIVEUP1 + 1) );
|
|
break;
|
|
case EV_LOOK1:
|
|
case EV_LOOK2:
|
|
DEBUGNAME("EV_LOOKx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*look%i.wav", event - EV_LOOK1 + 1) );
|
|
break;
|
|
case EV_LOST1:
|
|
DEBUGNAME("EV_LOST1");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*lost1.wav" );
|
|
break;
|
|
case EV_OUTFLANK1:
|
|
case EV_OUTFLANK2:
|
|
DEBUGNAME("EV_OUTFLANKx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*outflank%i.wav", event - EV_OUTFLANK1 + 1) );
|
|
break;
|
|
case EV_ESCAPING1:
|
|
case EV_ESCAPING2:
|
|
case EV_ESCAPING3:
|
|
DEBUGNAME("EV_ESCAPINGx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*escaping%i.wav", event - EV_ESCAPING1 + 1) );
|
|
break;
|
|
case EV_SIGHT1:
|
|
case EV_SIGHT2:
|
|
case EV_SIGHT3:
|
|
DEBUGNAME("EV_SIGHTx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*sight%i.wav", event - EV_SIGHT1 + 1) );
|
|
break;
|
|
case EV_SOUND1:
|
|
case EV_SOUND2:
|
|
case EV_SOUND3:
|
|
DEBUGNAME("EV_SOUNDx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*sound%i.wav", event - EV_SOUND1 + 1) );
|
|
break;
|
|
case EV_SUSPICIOUS1:
|
|
case EV_SUSPICIOUS2:
|
|
case EV_SUSPICIOUS3:
|
|
case EV_SUSPICIOUS4:
|
|
case EV_SUSPICIOUS5:
|
|
DEBUGNAME("EV_SUSPICIOUSx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*suspicious%i.wav", event - EV_SUSPICIOUS1 + 1) );
|
|
break;
|
|
//extra sounds for Jedi
|
|
case EV_COMBAT1:
|
|
case EV_COMBAT2:
|
|
case EV_COMBAT3:
|
|
DEBUGNAME("EV_COMBATx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*combat%i.wav", event - EV_COMBAT1 + 1) );
|
|
break;
|
|
case EV_JDETECTED1:
|
|
case EV_JDETECTED2:
|
|
case EV_JDETECTED3:
|
|
DEBUGNAME("EV_JDETECTEDx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*jdetected%i.wav", event - EV_JDETECTED1 + 1) );
|
|
break;
|
|
case EV_TAUNT1:
|
|
case EV_TAUNT2:
|
|
case EV_TAUNT3:
|
|
DEBUGNAME("EV_TAUNTx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*taunt%i.wav", event - EV_TAUNT1 + 1) );
|
|
break;
|
|
case EV_JCHASE1:
|
|
case EV_JCHASE2:
|
|
case EV_JCHASE3:
|
|
DEBUGNAME("EV_JCHASEx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*jchase%i.wav", event - EV_JCHASE1 + 1) );
|
|
break;
|
|
case EV_JLOST1:
|
|
case EV_JLOST2:
|
|
case EV_JLOST3:
|
|
DEBUGNAME("EV_JLOSTx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*jlost%i.wav", event - EV_JLOST1 + 1) );
|
|
break;
|
|
case EV_DEFLECT1:
|
|
case EV_DEFLECT2:
|
|
case EV_DEFLECT3:
|
|
DEBUGNAME("EV_DEFLECTx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*deflect%i.wav", event - EV_DEFLECT1 + 1) );
|
|
break;
|
|
case EV_GLOAT1:
|
|
case EV_GLOAT2:
|
|
case EV_GLOAT3:
|
|
DEBUGNAME("EV_GLOATx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*gloat%i.wav", event - EV_GLOAT1 + 1) );
|
|
break;
|
|
case EV_PUSHFAIL:
|
|
DEBUGNAME("EV_PUSHFAIL");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*pushfail.wav" );
|
|
break;
|
|
//End NPC sounds
|
|
|
|
case EV_SIEGESPEC:
|
|
DEBUGNAME("EV_SIEGESPEC");
|
|
if ( es->owner == cg.predictedPlayerState.clientNum )
|
|
{
|
|
cg_siegeDeathTime = es->time;
|
|
}
|
|
|
|
break;
|
|
|
|
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;
|
|
qboolean newindex = qfalse;
|
|
|
|
index = cg_entities[es->eventParm].currentState.modelindex; // player predicted
|
|
|
|
if (index < 1 && cg_entities[es->eventParm].currentState.isJediMaster)
|
|
{ //a holocron most likely
|
|
index = cg_entities[es->eventParm].currentState.trickedentindex4;
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.holocronPickup );
|
|
|
|
if (es->number == cg.snap->ps.clientNum && showPowersName[index])
|
|
{
|
|
const char *strText = CG_GetStringEdString("MP_INGAME", "PICKUPLINE");
|
|
|
|
//Com_Printf("%s %s\n", strText, showPowersName[index]);
|
|
CG_CenterPrint( va("%s %s\n", strText, CG_GetStringEdString("SP_INGAME",showPowersName[index])), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
|
|
}
|
|
|
|
//Show the player their force selection bar in case picking the holocron up changed the current selection
|
|
if (index != FP_SABER_OFFENSE && index != FP_SABER_DEFENSE && index != FP_SABERTHROW &&
|
|
index != FP_LEVITATION &&
|
|
es->number == cg.snap->ps.clientNum &&
|
|
(index == cg.snap->ps.fd.forcePowerSelected || !(cg.snap->ps.fd.forcePowersActive & (1 << cg.snap->ps.fd.forcePowerSelected))))
|
|
{
|
|
if (cg.forceSelect != index)
|
|
{
|
|
cg.forceSelect = index;
|
|
newindex = qtrue;
|
|
}
|
|
}
|
|
|
|
if (es->number == cg.snap->ps.clientNum && newindex)
|
|
{
|
|
if (cg.forceSelectTime < cg.time)
|
|
{
|
|
cg.forceSelectTime = cg.time;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (cg_entities[es->eventParm].weapon >= cg.time)
|
|
{ //rww - an unfortunately necessary hack to prevent double item pickups
|
|
break;
|
|
}
|
|
|
|
//Hopefully even if this entity is somehow removed and replaced with, say, another
|
|
//item, this time will have expired by the time that item needs to be picked up.
|
|
//Of course, it's quite possible this will fail miserably, so if you've got a better
|
|
//solution then please do use it.
|
|
cg_entities[es->eventParm].weapon = cg.time+500;
|
|
|
|
if ( index < 1 || index >= bg_numItems ) {
|
|
break;
|
|
}
|
|
item = &bg_itemlist[ index ];
|
|
|
|
if ( /*item->giType != IT_POWERUP && */item->giType != IT_TEAM) {
|
|
if (item->pickup_sound && item->pickup_sound[0])
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound ) );
|
|
}
|
|
}
|
|
|
|
// 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 && item->pickup_sound[0] ) {
|
|
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound) );
|
|
}
|
|
|
|
// show icon and name on status bar
|
|
if ( es->number == cg.snap->ps.clientNum ) {
|
|
CG_ItemPickup( index );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EV_VEH_FIRE:
|
|
DEBUGNAME("EV_VEH_FIRE");
|
|
{
|
|
centity_t *veh = &cg_entities[es->owner];
|
|
CG_VehMuzzleFireFX(veh, es);
|
|
}
|
|
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 )
|
|
{
|
|
if ( CG_InFighter() || CG_InATST() || cg.snap->ps.weapon == WP_NONE )
|
|
{//just letting us know our vehicle is out of ammo
|
|
//FIXME: flash something on HUD or give some message so we know we have no ammo
|
|
centity_t *localCent = &cg_entities[cg.snap->ps.clientNum];
|
|
if ( localCent->m_pVehicle
|
|
&& localCent->m_pVehicle->m_pVehicleInfo
|
|
&& localCent->m_pVehicle->m_pVehicleInfo->weapon[es->eventParm].soundNoAmmo )
|
|
{//play the "no Ammo" sound for this weapon
|
|
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, localCent->m_pVehicle->m_pVehicleInfo->weapon[es->eventParm].soundNoAmmo );
|
|
}
|
|
else
|
|
{//play the default "no ammo" sound
|
|
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.noAmmoSound );
|
|
}
|
|
//flash the HUD so they associate the sound with the visual indicator that they don't have enough ammo
|
|
if ( cg_vehicleAmmoWarningTime < cg.time
|
|
|| cg_vehicleAmmoWarning != es->eventParm )
|
|
{//if there's already one going, don't interrupt it (unless they tried to fire another weapon that's out of ammo)
|
|
cg_vehicleAmmoWarning = es->eventParm;
|
|
cg_vehicleAmmoWarningTime = cg.time+500;
|
|
}
|
|
}
|
|
else if ( cg.snap->ps.weapon == WP_SABER )
|
|
{
|
|
cg.forceHUDTotalFlashTime = cg.time + 1000;
|
|
}
|
|
else
|
|
{
|
|
int weap = 0;
|
|
|
|
if (es->eventParm && es->eventParm < WP_NUM_WEAPONS)
|
|
{
|
|
cg.snap->ps.stats[STAT_WEAPONS] &= ~(1 << es->eventParm);
|
|
weap = cg.snap->ps.weapon;
|
|
}
|
|
else if (es->eventParm)
|
|
{
|
|
weap = (es->eventParm-WP_NUM_WEAPONS);
|
|
}
|
|
CG_OutOfAmmoChange(weap);
|
|
}
|
|
}
|
|
break;
|
|
case EV_CHANGE_WEAPON:
|
|
DEBUGNAME("EV_CHANGE_WEAPON");
|
|
{
|
|
int weapon = es->eventParm;
|
|
weaponInfo_t *weaponInfo;
|
|
|
|
assert(weapon >= 0 && weapon < MAX_WEAPONS);
|
|
|
|
weaponInfo = &cg_weapons[weapon];
|
|
|
|
assert(weaponInfo);
|
|
|
|
if (weaponInfo->selectSound)
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, weaponInfo->selectSound );
|
|
}
|
|
else if (weapon != WP_SABER)
|
|
{ //not sure what SP is doing for this but I don't want a select sound for saber (it has the saber-turn-on)
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
|
|
}
|
|
}
|
|
break;
|
|
case EV_FIRE_WEAPON:
|
|
DEBUGNAME("EV_FIRE_WEAPON");
|
|
if (cent->currentState.number >= MAX_CLIENTS && cent->currentState.eType != ET_NPC)
|
|
{ //special case for turret firing
|
|
vec3_t gunpoint, gunangle;
|
|
mdxaBone_t matrix;
|
|
|
|
weaponInfo_t *weaponInfo = &cg_weapons[WP_TURRET];
|
|
|
|
if ( !weaponInfo->registered )
|
|
{
|
|
CG_RegisterWeapon(WP_TURRET);
|
|
}
|
|
|
|
if (cent->ghoul2)
|
|
{
|
|
if (!cent->bolt1)
|
|
{
|
|
cent->bolt1 = trap_G2API_AddBolt(cent->ghoul2, 0, "*flash01");
|
|
}
|
|
if (!cent->bolt2)
|
|
{
|
|
cent->bolt2 = trap_G2API_AddBolt(cent->ghoul2, 0, "*flash02");
|
|
}
|
|
trap_G2API_SetBoneAnim(cent->ghoul2, 0, "Bone02", 1, 4, BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
1.0f, cg.time, -1, 300);
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (cent->currentState.eventParm)
|
|
{
|
|
trap_G2API_GetBoltMatrix(cent->ghoul2, 0, cent->bolt2, &matrix, cent->currentState.angles, cent->currentState.origin, cg.time, cgs.gameModels, cent->modelScale);
|
|
}
|
|
else
|
|
{
|
|
trap_G2API_GetBoltMatrix(cent->ghoul2, 0, cent->bolt1, &matrix, cent->currentState.angles, cent->currentState.origin, cg.time, cgs.gameModels, cent->modelScale);
|
|
}
|
|
|
|
gunpoint[0] = matrix.matrix[0][3];
|
|
gunpoint[1] = matrix.matrix[1][3];
|
|
gunpoint[2] = matrix.matrix[2][3];
|
|
|
|
gunangle[0] = -matrix.matrix[0][0];
|
|
gunangle[1] = -matrix.matrix[1][0];
|
|
gunangle[2] = -matrix.matrix[2][0];
|
|
|
|
trap_FX_PlayEffectID(cgs.effects.mEmplacedMuzzleFlash, gunpoint, gunangle, -1, -1);
|
|
}
|
|
else if (cent->currentState.weapon != WP_EMPLACED_GUN || cent->currentState.eType == ET_NPC)
|
|
{
|
|
if (cent->currentState.eType == ET_NPC &&
|
|
cent->currentState.NPC_class == CLASS_VEHICLE &&
|
|
cent->m_pVehicle)
|
|
{ //vehicles do nothing for clientside weapon fire events.. at least for now.
|
|
break;
|
|
}
|
|
CG_FireWeapon( cent, qfalse );
|
|
}
|
|
break;
|
|
|
|
case EV_ALT_FIRE:
|
|
DEBUGNAME("EV_ALT_FIRE");
|
|
|
|
if (cent->currentState.weapon == WP_EMPLACED_GUN)
|
|
{ //don't do anything for emplaced stuff
|
|
break;
|
|
}
|
|
|
|
if (cent->currentState.eType == ET_NPC &&
|
|
cent->currentState.NPC_class == CLASS_VEHICLE &&
|
|
cent->m_pVehicle)
|
|
{ //vehicles do nothing for clientside weapon fire events.. at least for now.
|
|
break;
|
|
}
|
|
|
|
CG_FireWeapon( cent, qtrue );
|
|
|
|
//if you just exploded your detpacks and you have no ammo left for them, autoswitch
|
|
if ( cg.snap->ps.clientNum == cent->currentState.number &&
|
|
cg.snap->ps.weapon == WP_DET_PACK )
|
|
{
|
|
if (cg.snap->ps.ammo[weaponData[WP_DET_PACK].ammoIndex] == 0)
|
|
{
|
|
CG_OutOfAmmoChange(WP_DET_PACK);
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case EV_SABER_ATTACK:
|
|
DEBUGNAME("EV_SABER_ATTACK");
|
|
{
|
|
qhandle_t swingSound = trap_S_RegisterSound(va("sound/weapons/saber/saberhup%i.wav", Q_irand(1, 8)));
|
|
clientInfo_t *client = NULL;
|
|
if ( cg_entities[es->number].currentState.eType == ET_NPC )
|
|
{
|
|
client = cg_entities[es->number].npcClient;
|
|
}
|
|
else if ( es->number < MAX_CLIENTS )
|
|
{
|
|
client = &cgs.clientinfo[es->number];
|
|
}
|
|
if ( client && client->infoValid && client->saber[0].swingSound[0] )
|
|
{//custom swing sound
|
|
swingSound = client->saber[0].swingSound[Q_irand(0,2)];
|
|
}
|
|
trap_S_StartSound(es->pos.trBase, es->number, CHAN_WEAPON, swingSound );
|
|
}
|
|
break;
|
|
|
|
case EV_SABER_HIT:
|
|
DEBUGNAME("EV_SABER_HIT");
|
|
{
|
|
int hitPersonFxID = cgs.effects.mSaberBloodSparks;
|
|
int hitPersonSmallFxID = cgs.effects.mSaberBloodSparksSmall;
|
|
int hitPersonMidFxID = cgs.effects.mSaberBloodSparksMid;
|
|
int hitOtherFxID = cgs.effects.mSaberCut;
|
|
int hitSound = trap_S_RegisterSound(va("sound/weapons/saber/saberhit%i.wav", Q_irand(1, 3)));
|
|
|
|
if ( es->otherEntityNum2 >= 0
|
|
&& es->otherEntityNum2 < ENTITYNUM_NONE )
|
|
{//we have a specific person who is causing this effect, see if we should override it with any custom saber effects/sounds
|
|
clientInfo_t *client = NULL;
|
|
if ( cg_entities[es->otherEntityNum2].currentState.eType == ET_NPC )
|
|
{
|
|
client = cg_entities[es->otherEntityNum2].npcClient;
|
|
}
|
|
else if ( es->otherEntityNum2 < MAX_CLIENTS )
|
|
{
|
|
client = &cgs.clientinfo[es->otherEntityNum2];
|
|
}
|
|
if ( client && client->infoValid )
|
|
{
|
|
int saberNum = es->weapon;
|
|
int bladeNum = es->legsAnim;
|
|
if ( WP_SaberBladeUseSecondBladeStyle( &client->saber[saberNum], bladeNum ) )
|
|
{//use second blade style values
|
|
if ( client->saber[saberNum].hitPersonEffect2 )
|
|
{//custom hit person effect
|
|
hitPersonFxID = hitPersonSmallFxID = hitPersonMidFxID = client->saber[saberNum].hitPersonEffect2;
|
|
}
|
|
if ( client->saber[saberNum].hitOtherEffect2 )
|
|
{//custom hit other effect
|
|
hitOtherFxID = client->saber[saberNum].hitOtherEffect2;
|
|
}
|
|
if ( client->saber[saberNum].hit2Sound[0] )
|
|
{//custom hit sound
|
|
hitSound = client->saber[saberNum].hit2Sound[Q_irand(0,2)];
|
|
}
|
|
}
|
|
else
|
|
{//use first blade style values
|
|
if ( client->saber[saberNum].hitPersonEffect )
|
|
{//custom hit person effect
|
|
hitPersonFxID = hitPersonSmallFxID = hitPersonMidFxID = client->saber[saberNum].hitPersonEffect;
|
|
}
|
|
if ( client->saber[saberNum].hitOtherEffect )
|
|
{//custom hit other effect
|
|
hitOtherFxID = client->saber[0].hitOtherEffect;
|
|
}
|
|
if ( client->saber[saberNum].hitSound[0] )
|
|
{//custom hit sound
|
|
hitSound = client->saber[saberNum].hitSound[Q_irand(0,2)];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (es->eventParm == 16)
|
|
{ //Make lots of sparks, something special happened
|
|
vec3_t fxDir;
|
|
VectorCopy(es->angles, fxDir);
|
|
if (!fxDir[0] && !fxDir[1] && !fxDir[2])
|
|
{
|
|
fxDir[1] = 1;
|
|
}
|
|
trap_S_StartSound(es->origin, es->number, CHAN_AUTO, hitSound );
|
|
trap_FX_PlayEffectID( hitPersonFxID, es->origin, fxDir, -1, -1 );
|
|
trap_FX_PlayEffectID( hitPersonFxID, es->origin, fxDir, -1, -1 );
|
|
trap_FX_PlayEffectID( hitPersonFxID, es->origin, fxDir, -1, -1 );
|
|
trap_FX_PlayEffectID( hitPersonFxID, es->origin, fxDir, -1, -1 );
|
|
trap_FX_PlayEffectID( hitPersonFxID, es->origin, fxDir, -1, -1 );
|
|
trap_FX_PlayEffectID( hitPersonFxID, es->origin, fxDir, -1, -1 );
|
|
}
|
|
else if (es->eventParm)
|
|
{ //hit a person
|
|
vec3_t fxDir;
|
|
VectorCopy(es->angles, fxDir);
|
|
if (!fxDir[0] && !fxDir[1] && !fxDir[2])
|
|
{
|
|
fxDir[1] = 1;
|
|
}
|
|
trap_S_StartSound(es->origin, es->number, CHAN_AUTO, hitSound );
|
|
if ( es->eventParm == 3 )
|
|
{ // moderate or big hits.
|
|
trap_FX_PlayEffectID( hitPersonSmallFxID, es->origin, fxDir, -1, -1 );
|
|
}
|
|
else if ( es->eventParm == 2 )
|
|
{ // this is for really big hits.
|
|
trap_FX_PlayEffectID( hitPersonMidFxID, es->origin, fxDir, -1, -1 );
|
|
}
|
|
else
|
|
{ // this should really just be done in the effect itself, no?
|
|
trap_FX_PlayEffectID( hitPersonFxID, es->origin, fxDir, -1, -1 );
|
|
trap_FX_PlayEffectID( hitPersonFxID, es->origin, fxDir, -1, -1 );
|
|
trap_FX_PlayEffectID( hitPersonFxID, es->origin, fxDir, -1, -1 );
|
|
}
|
|
}
|
|
else
|
|
{ //hit something else
|
|
vec3_t fxDir;
|
|
VectorCopy(es->angles, fxDir);
|
|
if (!fxDir[0] && !fxDir[1] && !fxDir[2])
|
|
{
|
|
fxDir[1] = 1;
|
|
}
|
|
//old jk2mp method
|
|
/*
|
|
trap_S_StartSound(es->origin, es->number, CHAN_AUTO, trap_S_RegisterSound("sound/weapons/saber/saberhit.wav"));
|
|
trap_FX_PlayEffectID( trap_FX_RegisterEffect("saber/spark.efx"), es->origin, fxDir, -1, -1 );
|
|
*/
|
|
|
|
trap_FX_PlayEffectID( hitOtherFxID, es->origin, fxDir, -1, -1 );
|
|
}
|
|
|
|
//rww - this means we have the number of the ent being hit and the ent that owns the saber doing
|
|
//the hit. This being the case, we can store these indecies and the current time in order to do
|
|
//some visual tricks on the client between frames to make it look like we're actually continuing
|
|
//to hit between server frames.
|
|
if (es->otherEntityNum != ENTITYNUM_NONE && es->otherEntityNum2 != ENTITYNUM_NONE)
|
|
{
|
|
centity_t *saberOwner;
|
|
|
|
saberOwner = &cg_entities[es->otherEntityNum2];
|
|
|
|
saberOwner->serverSaberHitIndex = es->otherEntityNum;
|
|
saberOwner->serverSaberHitTime = cg.time;
|
|
|
|
if (es->eventParm)
|
|
{
|
|
saberOwner->serverSaberFleshImpact = qtrue;
|
|
}
|
|
else
|
|
{
|
|
saberOwner->serverSaberFleshImpact = qfalse;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EV_SABER_BLOCK:
|
|
DEBUGNAME("EV_SABER_BLOCK");
|
|
{
|
|
if (es->eventParm)
|
|
{ //saber block
|
|
qboolean cullPass = qfalse;
|
|
int blockFXID = cgs.effects.mSaberBlock;
|
|
qhandle_t blockSound = trap_S_RegisterSound(va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ));
|
|
qboolean noFlare = qfalse;
|
|
|
|
if ( es->otherEntityNum2 >= 0
|
|
&& es->otherEntityNum2 < ENTITYNUM_NONE )
|
|
{//we have a specific person who is causing this effect, see if we should override it with any custom saber effects/sounds
|
|
clientInfo_t *client = NULL;
|
|
if ( cg_entities[es->otherEntityNum2].currentState.eType == ET_NPC )
|
|
{
|
|
client = cg_entities[es->otherEntityNum2].npcClient;
|
|
}
|
|
else if ( es->otherEntityNum2 < MAX_CLIENTS )
|
|
{
|
|
client = &cgs.clientinfo[es->otherEntityNum2];
|
|
}
|
|
if ( client && client->infoValid )
|
|
{
|
|
int saberNum = es->weapon;
|
|
int bladeNum = es->legsAnim;
|
|
if ( WP_SaberBladeUseSecondBladeStyle( &client->saber[saberNum], bladeNum ) )
|
|
{//use second blade style values
|
|
if ( client->saber[saberNum].blockEffect2 )
|
|
{//custom saber block effect
|
|
blockFXID = client->saber[saberNum].blockEffect2;
|
|
}
|
|
if ( client->saber[saberNum].block2Sound[0] )
|
|
{//custom hit sound
|
|
blockSound = client->saber[saberNum].block2Sound[Q_irand(0,2)];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( client->saber[saberNum].blockEffect )
|
|
{//custom saber block effect
|
|
blockFXID = client->saber[saberNum].blockEffect;
|
|
}
|
|
if ( client->saber[saberNum].blockSound[0] )
|
|
{//custom hit sound
|
|
blockSound = client->saber[saberNum].blockSound[Q_irand(0,2)];
|
|
}
|
|
}
|
|
if ( (client->saber[saberNum].saberFlags2&SFL2_NO_CLASH_FLARE) )
|
|
{
|
|
noFlare = qtrue;
|
|
}
|
|
}
|
|
}
|
|
if (cg.mInRMG)
|
|
{
|
|
trace_t tr;
|
|
vec3_t vecSub;
|
|
|
|
VectorSubtract(cg.refdef.vieworg, es->origin, vecSub);
|
|
|
|
if (VectorLength(vecSub) < 5000)
|
|
{
|
|
CG_Trace(&tr, cg.refdef.vieworg, NULL, NULL, es->origin, ENTITYNUM_NONE, CONTENTS_TERRAIN|CONTENTS_SOLID);
|
|
|
|
if (tr.fraction == 1.0 || tr.entityNum < MAX_CLIENTS)
|
|
{
|
|
cullPass = qtrue;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cullPass = qtrue;
|
|
}
|
|
|
|
if (cullPass)
|
|
{
|
|
vec3_t fxDir;
|
|
|
|
VectorCopy(es->angles, fxDir);
|
|
if (!fxDir[0] && !fxDir[1] && !fxDir[2])
|
|
{
|
|
fxDir[1] = 1;
|
|
}
|
|
trap_S_StartSound(es->origin, es->number, CHAN_AUTO, blockSound );
|
|
trap_FX_PlayEffectID( blockFXID, es->origin, fxDir, -1, -1 );
|
|
|
|
if ( !noFlare )
|
|
{
|
|
cg_saberFlashTime = cg.time-50;
|
|
VectorCopy( es->origin, cg_saberFlashPos );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ //projectile block
|
|
vec3_t fxDir;
|
|
VectorCopy(es->angles, fxDir);
|
|
if (!fxDir[0] && !fxDir[1] && !fxDir[2])
|
|
{
|
|
fxDir[1] = 1;
|
|
}
|
|
trap_FX_PlayEffectID(cgs.effects.mBlasterDeflect, es->origin, fxDir, -1, -1);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EV_SABER_CLASHFLARE:
|
|
DEBUGNAME("EV_SABER_CLASHFLARE");
|
|
{
|
|
qboolean cullPass = qfalse;
|
|
|
|
if (cg.mInRMG)
|
|
{
|
|
trace_t tr;
|
|
vec3_t vecSub;
|
|
|
|
VectorSubtract(cg.refdef.vieworg, es->origin, vecSub);
|
|
|
|
if (VectorLength(vecSub) < 5000)
|
|
{
|
|
CG_Trace(&tr, cg.refdef.vieworg, NULL, NULL, es->origin, ENTITYNUM_NONE, CONTENTS_TERRAIN|CONTENTS_SOLID);
|
|
|
|
if (tr.fraction == 1.0 || tr.entityNum < MAX_CLIENTS)
|
|
{
|
|
cullPass = qtrue;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cullPass = qtrue;
|
|
}
|
|
|
|
if (cullPass)
|
|
{
|
|
cg_saberFlashTime = cg.time-50;
|
|
VectorCopy( es->origin, cg_saberFlashPos );
|
|
}
|
|
trap_S_StartSound ( es->origin, -1, CHAN_WEAPON, trap_S_RegisterSound( va("sound/weapons/saber/saberhitwall%i", Q_irand(1, 3)) ) );
|
|
}
|
|
break;
|
|
|
|
case EV_SABER_UNHOLSTER:
|
|
DEBUGNAME("EV_SABER_UNHOLSTER");
|
|
{
|
|
clientInfo_t *ci = NULL;
|
|
|
|
if (es->eType == ET_NPC)
|
|
{
|
|
ci = cg_entities[es->number].npcClient;
|
|
}
|
|
else if (es->number < MAX_CLIENTS)
|
|
{
|
|
ci = &cgs.clientinfo[es->number];
|
|
}
|
|
|
|
if (ci)
|
|
{
|
|
if (ci->saber[0].soundOn)
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, ci->saber[0].soundOn );
|
|
}
|
|
if (ci->saber[1].soundOn)
|
|
{
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, ci->saber[1].soundOn );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EV_BECOME_JEDIMASTER:
|
|
DEBUGNAME("EV_SABER_UNHOLSTER");
|
|
{
|
|
trace_t tr;
|
|
vec3_t playerMins = {-15, -15, DEFAULT_MINS_2+8};
|
|
vec3_t playerMaxs = {15, 15, DEFAULT_MAXS_2};
|
|
vec3_t ang, pos, dpos;
|
|
|
|
VectorClear(ang);
|
|
ang[ROLL] = 1;
|
|
|
|
VectorCopy(position, dpos);
|
|
dpos[2] -= 4096;
|
|
|
|
CG_Trace(&tr, position, playerMins, playerMaxs, dpos, es->number, MASK_SOLID);
|
|
VectorCopy(tr.endpos, pos);
|
|
|
|
if (tr.fraction == 1)
|
|
{
|
|
break;
|
|
}
|
|
trap_FX_PlayEffectID(cgs.effects.mJediSpawn, pos, ang, -1, -1);
|
|
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( "sound/weapons/saber/saberon.wav" ) );
|
|
|
|
if (cg.snap->ps.clientNum == es->number)
|
|
{
|
|
trap_S_StartLocalSound(cgs.media.happyMusic, CHAN_LOCAL);
|
|
CGCam_SetMusicMult(0.3, 5000);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EV_DISRUPTOR_MAIN_SHOT:
|
|
DEBUGNAME("EV_DISRUPTOR_MAIN_SHOT");
|
|
if (cent->currentState.eventParm != cg.snap->ps.clientNum ||
|
|
cg.renderingThirdPerson)
|
|
{ //h4q3ry
|
|
CG_GetClientWeaponMuzzleBoltPoint(cent->currentState.eventParm, cent->currentState.origin2);
|
|
}
|
|
else
|
|
{
|
|
if (cg.lastFPFlashPoint[0] ||cg.lastFPFlashPoint[1] || cg.lastFPFlashPoint[2])
|
|
{ //get the position of the muzzle flash for the first person weapon model from the last frame
|
|
VectorCopy(cg.lastFPFlashPoint, cent->currentState.origin2);
|
|
}
|
|
}
|
|
FX_DisruptorMainShot( cent->currentState.origin2, cent->lerpOrigin );
|
|
break;
|
|
|
|
case EV_DISRUPTOR_SNIPER_SHOT:
|
|
DEBUGNAME("EV_DISRUPTOR_SNIPER_SHOT");
|
|
if (cent->currentState.eventParm != cg.snap->ps.clientNum ||
|
|
cg.renderingThirdPerson)
|
|
{ //h4q3ry
|
|
CG_GetClientWeaponMuzzleBoltPoint(cent->currentState.eventParm, cent->currentState.origin2);
|
|
}
|
|
else
|
|
{
|
|
if (cg.lastFPFlashPoint[0] ||cg.lastFPFlashPoint[1] || cg.lastFPFlashPoint[2])
|
|
{ //get the position of the muzzle flash for the first person weapon model from the last frame
|
|
VectorCopy(cg.lastFPFlashPoint, cent->currentState.origin2);
|
|
}
|
|
}
|
|
FX_DisruptorAltShot( cent->currentState.origin2, cent->lerpOrigin, cent->currentState.shouldtarget );
|
|
break;
|
|
|
|
case EV_DISRUPTOR_SNIPER_MISS:
|
|
DEBUGNAME("EV_DISRUPTOR_SNIPER_MISS");
|
|
ByteToDir( es->eventParm, dir );
|
|
if (es->weapon)
|
|
{ //primary
|
|
FX_DisruptorHitWall( cent->lerpOrigin, dir );
|
|
}
|
|
else
|
|
{ //secondary
|
|
FX_DisruptorAltMiss( cent->lerpOrigin, dir );
|
|
}
|
|
break;
|
|
|
|
case EV_DISRUPTOR_HIT:
|
|
DEBUGNAME("EV_DISRUPTOR_HIT");
|
|
ByteToDir( es->eventParm, dir );
|
|
if (es->weapon)
|
|
{ //client
|
|
FX_DisruptorHitPlayer( cent->lerpOrigin, dir, qtrue );
|
|
}
|
|
else
|
|
{ //non-client
|
|
FX_DisruptorHitWall( cent->lerpOrigin, dir );
|
|
}
|
|
break;
|
|
|
|
case EV_DISRUPTOR_ZOOMSOUND:
|
|
DEBUGNAME("EV_DISRUPTOR_ZOOMSOUND");
|
|
if (es->number == cg.snap->ps.clientNum)
|
|
{
|
|
if (cg.snap->ps.zoomMode)
|
|
{
|
|
trap_S_StartLocalSound(trap_S_RegisterSound("sound/weapons/disruptor/zoomstart.wav"), CHAN_AUTO);
|
|
}
|
|
else
|
|
{
|
|
trap_S_StartLocalSound(trap_S_RegisterSound("sound/weapons/disruptor/zoomend.wav"), CHAN_AUTO);
|
|
}
|
|
}
|
|
break;
|
|
case EV_PREDEFSOUND:
|
|
DEBUGNAME("EV_PREDEFSOUND");
|
|
{
|
|
int sID = -1;
|
|
|
|
switch (es->eventParm)
|
|
{
|
|
case PDSOUND_PROTECTHIT:
|
|
sID = trap_S_RegisterSound("sound/weapons/force/protecthit.mp3");
|
|
break;
|
|
case PDSOUND_PROTECT:
|
|
sID = trap_S_RegisterSound("sound/weapons/force/protect.mp3");
|
|
break;
|
|
case PDSOUND_ABSORBHIT:
|
|
sID = trap_S_RegisterSound("sound/weapons/force/absorbhit.mp3");
|
|
if (es->trickedentindex >= 0 && es->trickedentindex < MAX_CLIENTS)
|
|
{
|
|
int clnum = es->trickedentindex;
|
|
|
|
cg_entities[clnum].teamPowerEffectTime = cg.time + 1000;
|
|
cg_entities[clnum].teamPowerType = 3;
|
|
}
|
|
break;
|
|
case PDSOUND_ABSORB:
|
|
sID = trap_S_RegisterSound("sound/weapons/force/absorb.mp3");
|
|
break;
|
|
case PDSOUND_FORCEJUMP:
|
|
sID = trap_S_RegisterSound("sound/weapons/force/jump.mp3");
|
|
break;
|
|
case PDSOUND_FORCEGRIP:
|
|
sID = trap_S_RegisterSound("sound/weapons/force/grip.mp3");
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (sID != 1)
|
|
{
|
|
trap_S_StartSound(es->origin, es->number, CHAN_AUTO, sID);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EV_TEAM_POWER:
|
|
DEBUGNAME("EV_TEAM_POWER");
|
|
{
|
|
int clnum = 0;
|
|
|
|
while (clnum < MAX_CLIENTS)
|
|
{
|
|
if (CG_InClientBitflags(es, clnum))
|
|
{
|
|
if (es->eventParm == 1)
|
|
{ //eventParm 1 is heal
|
|
trap_S_StartSound (NULL, clnum, CHAN_AUTO, cgs.media.teamHealSound );
|
|
cg_entities[clnum].teamPowerEffectTime = cg.time + 1000;
|
|
cg_entities[clnum].teamPowerType = 1;
|
|
}
|
|
else
|
|
{ //eventParm 2 is force regen
|
|
trap_S_StartSound (NULL, clnum, CHAN_AUTO, cgs.media.teamRegenSound );
|
|
cg_entities[clnum].teamPowerEffectTime = cg.time + 1000;
|
|
cg_entities[clnum].teamPowerType = 0;
|
|
}
|
|
}
|
|
clnum++;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EV_SCREENSHAKE:
|
|
DEBUGNAME("EV_SCREENSHAKE");
|
|
if (!es->modelindex || cg.predictedPlayerState.clientNum == es->modelindex-1)
|
|
{
|
|
CGCam_Shake(es->angles[0], es->time);
|
|
}
|
|
break;
|
|
case EV_LOCALTIMER:
|
|
DEBUGNAME("EV_LOCALTIMER");
|
|
if (es->owner == cg.predictedPlayerState.clientNum)
|
|
{
|
|
CG_LocalTimingBar(es->time, es->time2);
|
|
}
|
|
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_ITEMUSEFAIL:
|
|
DEBUGNAME("EV_ITEMUSEFAIL");
|
|
if (cg.snap->ps.clientNum == es->number)
|
|
{
|
|
char *psStringEDRef = NULL;
|
|
|
|
switch(es->eventParm)
|
|
{
|
|
case SENTRY_NOROOM:
|
|
psStringEDRef = (char *)CG_GetStringEdString("MP_INGAME", "SENTRY_NOROOM");
|
|
break;
|
|
case SENTRY_ALREADYPLACED:
|
|
psStringEDRef = (char *)CG_GetStringEdString("MP_INGAME", "SENTRY_ALREADYPLACED");
|
|
break;
|
|
case SHIELD_NOROOM:
|
|
psStringEDRef = (char *)CG_GetStringEdString("MP_INGAME", "SHIELD_NOROOM");
|
|
break;
|
|
case SEEKER_ALREADYDEPLOYED:
|
|
psStringEDRef = (char *)CG_GetStringEdString("MP_INGAME", "SEEKER_ALREADYDEPLOYED");
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (!psStringEDRef)
|
|
{
|
|
break;
|
|
}
|
|
|
|
Com_Printf("%s\n", psStringEDRef);
|
|
}
|
|
break;
|
|
|
|
//=================================================================
|
|
|
|
//
|
|
// other events
|
|
//
|
|
case EV_PLAYER_TELEPORT_IN:
|
|
DEBUGNAME("EV_PLAYER_TELEPORT_IN");
|
|
{
|
|
trace_t tr;
|
|
vec3_t playerMins = {-15, -15, DEFAULT_MINS_2+8};
|
|
vec3_t playerMaxs = {15, 15, DEFAULT_MAXS_2};
|
|
vec3_t ang, pos, dpos;
|
|
|
|
VectorClear(ang);
|
|
ang[ROLL] = 1;
|
|
|
|
VectorCopy(position, dpos);
|
|
dpos[2] -= 4096;
|
|
|
|
CG_Trace(&tr, position, playerMins, playerMaxs, dpos, es->number, MASK_SOLID);
|
|
VectorCopy(tr.endpos, pos);
|
|
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleInSound );
|
|
|
|
if (tr.fraction == 1)
|
|
{
|
|
break;
|
|
}
|
|
trap_FX_PlayEffectID(cgs.effects.mSpawn, pos, ang, -1, -1);
|
|
}
|
|
break;
|
|
|
|
case EV_PLAYER_TELEPORT_OUT:
|
|
DEBUGNAME("EV_PLAYER_TELEPORT_OUT");
|
|
{
|
|
trace_t tr;
|
|
vec3_t playerMins = {-15, -15, DEFAULT_MINS_2+8};
|
|
vec3_t playerMaxs = {15, 15, DEFAULT_MAXS_2};
|
|
vec3_t ang, pos, dpos;
|
|
|
|
VectorClear(ang);
|
|
ang[ROLL] = 1;
|
|
|
|
VectorCopy(position, dpos);
|
|
dpos[2] -= 4096;
|
|
|
|
CG_Trace(&tr, position, playerMins, playerMaxs, dpos, es->number, MASK_SOLID);
|
|
VectorCopy(tr.endpos, pos);
|
|
|
|
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound );
|
|
|
|
if (tr.fraction == 1)
|
|
{
|
|
break;
|
|
}
|
|
trap_FX_PlayEffectID(cgs.effects.mSpawn, pos, ang, -1, -1);
|
|
}
|
|
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");
|
|
//Do something here?
|
|
break;
|
|
|
|
case EV_SCOREPLUM:
|
|
DEBUGNAME("EV_SCOREPLUM");
|
|
CG_ScorePlum( cent->currentState.otherEntityNum, cent->lerpOrigin, cent->currentState.time );
|
|
break;
|
|
|
|
case EV_CTFMESSAGE:
|
|
DEBUGNAME("EV_CTFMESSAGE");
|
|
CG_GetCTFMessageEvent(es);
|
|
break;
|
|
|
|
case EV_BODYFADE:
|
|
if (es->eType != ET_BODY)
|
|
{
|
|
assert(!"EV_BODYFADE event from a non-corpse");
|
|
break;
|
|
}
|
|
|
|
if (cent->ghoul2 && trap_G2_HaveWeGhoul2Models(cent->ghoul2))
|
|
{
|
|
//turn the inside of the face off, to avoid showing the mouth when we start alpha fading the corpse
|
|
trap_G2API_SetSurfaceOnOff( cent->ghoul2, "head_eyes_mouth", 0x00000002/*G2SURFACEFLAG_OFF*/ );
|
|
}
|
|
|
|
cent->bodyFadeTime = cg.time + 60000;
|
|
break;
|
|
|
|
//
|
|
// siege gameplay events
|
|
//
|
|
case EV_SIEGE_ROUNDOVER:
|
|
DEBUGNAME("EV_SIEGE_ROUNDOVER");
|
|
CG_SiegeRoundOver(&cg_entities[cent->currentState.weapon], cent->currentState.eventParm);
|
|
break;
|
|
case EV_SIEGE_OBJECTIVECOMPLETE:
|
|
DEBUGNAME("EV_SIEGE_OBJECTIVECOMPLETE");
|
|
CG_SiegeObjectiveCompleted(&cg_entities[cent->currentState.weapon], cent->currentState.eventParm, cent->currentState.trickedentindex);
|
|
break;
|
|
|
|
case EV_DESTROY_GHOUL2_INSTANCE:
|
|
DEBUGNAME("EV_DESTROY_GHOUL2_INSTANCE");
|
|
if (cg_entities[es->eventParm].ghoul2 && trap_G2_HaveWeGhoul2Models(cg_entities[es->eventParm].ghoul2))
|
|
{
|
|
if (es->eventParm < MAX_CLIENTS)
|
|
{ //You try to do very bad thing!
|
|
#ifdef _DEBUG
|
|
Com_Printf("WARNING: Tried to kill a client ghoul2 instance with a server event!\n");
|
|
#endif
|
|
break;
|
|
}
|
|
trap_G2API_CleanGhoul2Models(&(cg_entities[es->eventParm].ghoul2));
|
|
}
|
|
break;
|
|
|
|
case EV_DESTROY_WEAPON_MODEL:
|
|
DEBUGNAME("EV_DESTROY_WEAPON_MODEL");
|
|
if (cg_entities[es->eventParm].ghoul2 && trap_G2_HaveWeGhoul2Models(cg_entities[es->eventParm].ghoul2) &&
|
|
trap_G2API_HasGhoul2ModelOnIndex(&(cg_entities[es->eventParm].ghoul2), 1))
|
|
{
|
|
trap_G2API_RemoveGhoul2Model(&(cg_entities[es->eventParm].ghoul2), 1);
|
|
}
|
|
break;
|
|
|
|
case EV_GIVE_NEW_RANK:
|
|
DEBUGNAME("EV_GIVE_NEW_RANK");
|
|
if (es->trickedentindex == cg.snap->ps.clientNum)
|
|
{
|
|
trap_Cvar_Set("ui_rankChange", va("%i", es->eventParm));
|
|
|
|
trap_Cvar_Set("ui_myteam", va("%i", es->bolt2));
|
|
|
|
if (!( trap_Key_GetCatcher() & KEYCATCH_UI ) && !es->bolt1)
|
|
{
|
|
trap_OpenUIMenu(UIMENU_PLAYERCONFIG);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EV_SET_FREE_SABER:
|
|
DEBUGNAME("EV_SET_FREE_SABER");
|
|
|
|
trap_Cvar_Set("ui_freeSaber", va("%i", es->eventParm));
|
|
break;
|
|
|
|
case EV_SET_FORCE_DISABLE:
|
|
DEBUGNAME("EV_SET_FORCE_DISABLE");
|
|
|
|
trap_Cvar_Set("ui_forcePowerDisable", va("%i", es->eventParm));
|
|
break;
|
|
|
|
//
|
|
// missile impacts
|
|
//
|
|
case EV_CONC_ALT_IMPACT:
|
|
DEBUGNAME("EV_CONC_ALT_IMPACT");
|
|
{
|
|
float dist;
|
|
float shotDist = VectorNormalize(es->angles);
|
|
vec3_t spot;
|
|
|
|
for (dist = 0.0f; dist < shotDist; dist += 64.0f)
|
|
{ //one effect would be.. a whole lot better
|
|
VectorMA( es->origin2, dist, es->angles, spot );
|
|
trap_FX_PlayEffectID(cgs.effects.mConcussionAltRing, spot, es->angles2, -1, -1);
|
|
}
|
|
|
|
ByteToDir( es->eventParm, dir );
|
|
CG_MissileHitWall(WP_CONCUSSION, es->owner, position, dir, IMPACTSOUND_DEFAULT, qtrue, 0);
|
|
|
|
FX_ConcAltShot(es->origin2, spot);
|
|
|
|
//steal the bezier effect from the disruptor
|
|
FX_DisruptorAltMiss(position, dir);
|
|
}
|
|
break;
|
|
|
|
case EV_MISSILE_STICK:
|
|
DEBUGNAME("EV_MISSILE_STICK");
|
|
// trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.missileStick );
|
|
break;
|
|
|
|
case EV_MISSILE_HIT:
|
|
DEBUGNAME("EV_MISSILE_HIT");
|
|
ByteToDir( es->eventParm, dir );
|
|
if ( es->emplacedOwner )
|
|
{//hack: this is an index to a custom effect to use
|
|
trap_FX_PlayEffectID(cgs.gameEffects[es->emplacedOwner], position, dir, -1, -1);
|
|
}
|
|
else if ( CG_VehicleWeaponImpact( cent ) )
|
|
{//a vehicle missile that uses an overridden impact effect...
|
|
}
|
|
else if (cent->currentState.eFlags & EF_ALT_FIRING)
|
|
{
|
|
CG_MissileHitPlayer( es->weapon, position, dir, es->otherEntityNum, qtrue);
|
|
}
|
|
else
|
|
{
|
|
CG_MissileHitPlayer( es->weapon, position, dir, es->otherEntityNum, qfalse);
|
|
}
|
|
|
|
if (cg_ghoul2Marks.integer &&
|
|
es->trickedentindex)
|
|
{ //flag to place a ghoul2 mark
|
|
CG_G2MarkEvent(es);
|
|
}
|
|
break;
|
|
|
|
case EV_MISSILE_MISS:
|
|
DEBUGNAME("EV_MISSILE_MISS");
|
|
ByteToDir( es->eventParm, dir );
|
|
if ( es->emplacedOwner )
|
|
{//hack: this is an index to a custom effect to use
|
|
trap_FX_PlayEffectID(cgs.gameEffects[es->emplacedOwner], position, dir, -1, -1);
|
|
}
|
|
else if ( CG_VehicleWeaponImpact( cent ) )
|
|
{//a vehicle missile that used an overridden impact effect...
|
|
}
|
|
else if (cent->currentState.eFlags & EF_ALT_FIRING)
|
|
{
|
|
CG_MissileHitWall(es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT, qtrue, es->generic1);
|
|
}
|
|
else
|
|
{
|
|
CG_MissileHitWall(es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT, qfalse, 0);
|
|
}
|
|
|
|
if (cg_ghoul2Marks.integer &&
|
|
es->trickedentindex)
|
|
{ //flag to place a ghoul2 mark
|
|
CG_G2MarkEvent(es);
|
|
}
|
|
break;
|
|
|
|
case EV_MISSILE_MISS_METAL:
|
|
DEBUGNAME("EV_MISSILE_MISS_METAL");
|
|
ByteToDir( es->eventParm, dir );
|
|
if ( es->emplacedOwner )
|
|
{//hack: this is an index to a custom effect to use
|
|
trap_FX_PlayEffectID(cgs.gameEffects[es->emplacedOwner], position, dir, -1, -1);
|
|
}
|
|
else if ( CG_VehicleWeaponImpact( cent ) )
|
|
{//a vehicle missile that used an overridden impact effect...
|
|
}
|
|
else if (cent->currentState.eFlags & EF_ALT_FIRING)
|
|
{
|
|
CG_MissileHitWall(es->weapon, 0, position, dir, IMPACTSOUND_METAL, qtrue, es->generic1);
|
|
}
|
|
else
|
|
{
|
|
CG_MissileHitWall(es->weapon, 0, position, dir, IMPACTSOUND_METAL, qfalse, 0);
|
|
}
|
|
break;
|
|
|
|
case EV_PLAY_EFFECT:
|
|
DEBUGNAME("EV_PLAY_EFFECT");
|
|
switch(es->eventParm)
|
|
{ //it isn't a hack, it's ingenuity!
|
|
case EFFECT_SMOKE:
|
|
eID = cgs.effects.mEmplacedDeadSmoke;
|
|
break;
|
|
case EFFECT_EXPLOSION:
|
|
eID = cgs.effects.mEmplacedExplode;
|
|
break;
|
|
case EFFECT_EXPLOSION_PAS:
|
|
eID = cgs.effects.mTurretExplode;
|
|
break;
|
|
case EFFECT_SPARK_EXPLOSION:
|
|
eID = cgs.effects.mSparkExplosion;
|
|
break;
|
|
case EFFECT_EXPLOSION_TRIPMINE:
|
|
eID = cgs.effects.mTripmineExplosion;
|
|
break;
|
|
case EFFECT_EXPLOSION_DETPACK:
|
|
eID = cgs.effects.mDetpackExplosion;
|
|
break;
|
|
case EFFECT_EXPLOSION_FLECHETTE:
|
|
eID = cgs.effects.mFlechetteAltBlow;
|
|
break;
|
|
case EFFECT_STUNHIT:
|
|
eID = cgs.effects.mStunBatonFleshImpact;
|
|
break;
|
|
case EFFECT_EXPLOSION_DEMP2ALT:
|
|
FX_DEMP2_AltDetonate( cent->lerpOrigin, es->weapon );
|
|
eID = cgs.effects.mAltDetonate;
|
|
break;
|
|
case EFFECT_EXPLOSION_TURRET:
|
|
eID = cgs.effects.mTurretExplode;
|
|
break;
|
|
case EFFECT_SPARKS:
|
|
eID = cgs.effects.mSparksExplodeNoSound;
|
|
break;
|
|
case EFFECT_WATER_SPLASH:
|
|
eID = cgs.effects.waterSplash;
|
|
break;
|
|
case EFFECT_ACID_SPLASH:
|
|
eID = cgs.effects.acidSplash;
|
|
break;
|
|
case EFFECT_LAVA_SPLASH:
|
|
eID = cgs.effects.lavaSplash;
|
|
break;
|
|
case EFFECT_LANDING_MUD:
|
|
eID = cgs.effects.landingMud;
|
|
break;
|
|
case EFFECT_LANDING_SAND:
|
|
eID = cgs.effects.landingSand;
|
|
break;
|
|
case EFFECT_LANDING_DIRT:
|
|
eID = cgs.effects.landingDirt;
|
|
break;
|
|
case EFFECT_LANDING_SNOW:
|
|
eID = cgs.effects.landingSnow;
|
|
break;
|
|
case EFFECT_LANDING_GRAVEL:
|
|
eID = cgs.effects.landingGravel;
|
|
break;
|
|
default:
|
|
eID = -1;
|
|
break;
|
|
}
|
|
|
|
if (eID != -1)
|
|
{
|
|
vec3_t fxDir;
|
|
|
|
VectorCopy(es->angles, fxDir);
|
|
|
|
if (!fxDir[0] && !fxDir[1] && !fxDir[2])
|
|
{
|
|
fxDir[1] = 1;
|
|
}
|
|
|
|
trap_FX_PlayEffectID(eID, es->origin, fxDir, -1, -1);
|
|
}
|
|
break;
|
|
|
|
case EV_PLAY_EFFECT_ID:
|
|
case EV_PLAY_PORTAL_EFFECT_ID:
|
|
DEBUGNAME("EV_PLAY_EFFECT_ID");
|
|
{
|
|
vec3_t fxDir;
|
|
qboolean portalEffect = qfalse;
|
|
int efxIndex = 0;
|
|
|
|
if (event == EV_PLAY_PORTAL_EFFECT_ID)
|
|
{ //This effect should only be played inside sky portals.
|
|
portalEffect = qtrue;
|
|
}
|
|
|
|
AngleVectors(es->angles, fxDir, 0, 0);
|
|
|
|
if (!fxDir[0] && !fxDir[1] && !fxDir[2])
|
|
{
|
|
fxDir[1] = 1;
|
|
}
|
|
|
|
if ( cgs.gameEffects[ es->eventParm ] )
|
|
{
|
|
efxIndex = cgs.gameEffects[es->eventParm];
|
|
}
|
|
else
|
|
{
|
|
s = CG_ConfigString( CS_EFFECTS + es->eventParm );
|
|
if (s && s[0])
|
|
{
|
|
efxIndex = trap_FX_RegisterEffect(s);
|
|
}
|
|
}
|
|
|
|
if (efxIndex)
|
|
{
|
|
if (portalEffect)
|
|
{
|
|
trap_FX_PlayPortalEffectID(efxIndex, position, fxDir, -1, -1 );
|
|
}
|
|
else
|
|
{
|
|
trap_FX_PlayEffectID(efxIndex, position, fxDir, -1, -1 );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EV_PLAYDOORSOUND:
|
|
CG_PlayDoorSound(cent, es->eventParm);
|
|
break;
|
|
case EV_PLAYDOORLOOPSOUND:
|
|
CG_PlayDoorLoopSound(cent);
|
|
break;
|
|
case EV_BMODEL_SOUND:
|
|
DEBUGNAME("EV_BMODEL_SOUND");
|
|
{
|
|
sfxHandle_t sfx;
|
|
const char *soundSet;
|
|
|
|
soundSet = CG_ConfigString( CS_AMBIENT_SET + es->soundSetIndex );
|
|
|
|
if (!soundSet || !soundSet[0])
|
|
{
|
|
break;
|
|
}
|
|
|
|
sfx = trap_AS_GetBModelSound(soundSet, es->eventParm);
|
|
|
|
if (sfx == -1)
|
|
{
|
|
break;
|
|
}
|
|
|
|
trap_S_StartSound( NULL, es->number, CHAN_AUTO, sfx );
|
|
}
|
|
break;
|
|
|
|
|
|
case EV_MUTE_SOUND:
|
|
DEBUGNAME("EV_MUTE_SOUND");
|
|
if (cg_entities[es->trickedentindex2].currentState.eFlags & EF_SOUNDTRACKER)
|
|
{
|
|
cg_entities[es->trickedentindex2].currentState.eFlags -= EF_SOUNDTRACKER;
|
|
}
|
|
trap_S_MuteSound(es->trickedentindex2, es->trickedentindex);
|
|
CG_S_StopLoopingSound(es->trickedentindex2, -1);
|
|
break;
|
|
|
|
case EV_VOICECMD_SOUND:
|
|
DEBUGNAME("EV_VOICECMD_SOUND");
|
|
if (es->groundEntityNum >= MAX_CLIENTS)
|
|
{ //don't ever use this unless it is being used on a real client
|
|
break;
|
|
}
|
|
{
|
|
sfxHandle_t sfx = cgs.gameSounds[ es->eventParm ];
|
|
clientInfo_t *ci = &cgs.clientinfo[es->groundEntityNum];
|
|
centity_t *vChatEnt = &cg_entities[es->groundEntityNum];
|
|
char descr[1024];
|
|
|
|
strcpy(descr, CG_GetStringForVoiceSound(CG_ConfigString( CS_SOUNDS + es->eventParm )));
|
|
|
|
if (!sfx)
|
|
{
|
|
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
|
|
sfx = CG_CustomSound( es->groundEntityNum, s );
|
|
}
|
|
|
|
if (sfx)
|
|
{
|
|
if (es->groundEntityNum != cg.predictedPlayerState.clientNum)
|
|
{ //play on the head as well to simulate hearing in radio and in world
|
|
if (ci->team == cg.predictedPlayerState.persistant[PERS_TEAM])
|
|
{ //don't hear it if this person is on the other team, but they can still
|
|
//hear it in the world spot.
|
|
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_MENU1, sfx);
|
|
}
|
|
}
|
|
if (ci->team == cg.predictedPlayerState.persistant[PERS_TEAM])
|
|
{ //add to the chat box
|
|
//hear it in the world spot.
|
|
char vchatstr[1024];
|
|
strcpy(vchatstr, va("<%s: %s>\n", ci->name, descr));
|
|
CG_Printf(vchatstr);
|
|
CG_ChatBox_AddString(vchatstr);
|
|
}
|
|
|
|
//and play in world for everyone
|
|
trap_S_StartSound (NULL, es->groundEntityNum, CHAN_VOICE, sfx);
|
|
vChatEnt->vChatTime = cg.time + 1000;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EV_GENERAL_SOUND:
|
|
DEBUGNAME("EV_GENERAL_SOUND");
|
|
if (es->saberEntityNum == TRACK_CHANNEL_2 || es->saberEntityNum == TRACK_CHANNEL_3 ||
|
|
es->saberEntityNum == TRACK_CHANNEL_5)
|
|
{ //channels 2 and 3 are for speed and rage, 5 for sight
|
|
if ( cgs.gameSounds[ es->eventParm ] )
|
|
{
|
|
CG_S_AddRealLoopingSound(es->number, es->pos.trBase, vec3_origin, cgs.gameSounds[ es->eventParm ] );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( cgs.gameSounds[ es->eventParm ] ) {
|
|
trap_S_StartSound (NULL, es->number, es->saberEntityNum, cgs.gameSounds[ es->eventParm ] );
|
|
} else {
|
|
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
|
|
trap_S_StartSound (NULL, es->number, es->saberEntityNum, 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_MENU1, cgs.gameSounds[ es->eventParm ] );
|
|
} else {
|
|
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
|
|
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_MENU1, 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
|
|
//CG_AddBufferedSound( cgs.media.redScoredSound );
|
|
break;
|
|
case GTS_BLUE_CAPTURE: // CTF: blue team captured the red flag, 1FCTF: blue team captured the neutral flag
|
|
//CG_AddBufferedSound( cgs.media.blueScoredSound );
|
|
break;
|
|
case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used
|
|
if (cgs.gametype == GT_CTY)
|
|
{
|
|
CG_AddBufferedSound( cgs.media.blueYsalReturnedSound );
|
|
}
|
|
else
|
|
{
|
|
CG_AddBufferedSound( cgs.media.blueFlagReturnedSound );
|
|
}
|
|
break;
|
|
case GTS_BLUE_RETURN: // CTF red flag returned, 1FCTF: neutral flag returned
|
|
if (cgs.gametype == GT_CTY)
|
|
{
|
|
CG_AddBufferedSound( cgs.media.redYsalReturnedSound );
|
|
}
|
|
else
|
|
{
|
|
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 (cgs.gametype == GT_CTY)
|
|
{
|
|
CG_AddBufferedSound( cgs.media.redTookYsalSound );
|
|
}
|
|
else
|
|
{
|
|
CG_AddBufferedSound( cgs.media.redTookFlagSound );
|
|
}
|
|
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 (cgs.gametype == GT_CTY)
|
|
{
|
|
CG_AddBufferedSound( cgs.media.blueTookYsalSound );
|
|
}
|
|
else
|
|
{
|
|
CG_AddBufferedSound( cgs.media.blueTookFlagSound );
|
|
}
|
|
break;
|
|
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;
|
|
default:
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case EV_ENTITY_SOUND:
|
|
DEBUGNAME("EV_ENTITY_SOUND");
|
|
//somewhat of a hack - weapon is the caller entity's index, trickedentindex is the proper sound channel
|
|
if ( cgs.gameSounds[ es->eventParm ] ) {
|
|
trap_S_StartSound (NULL, es->clientNum, es->trickedentindex, cgs.gameSounds[ es->eventParm ] );
|
|
} else {
|
|
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
|
|
trap_S_StartSound (NULL, es->clientNum, es->trickedentindex, CG_CustomSound( es->clientNum, s ) );
|
|
}
|
|
break;
|
|
|
|
case EV_PLAY_ROFF:
|
|
DEBUGNAME("EV_PLAY_ROFF");
|
|
trap_ROFF_Play(es->weapon, es->eventParm, es->trickedentindex);
|
|
break;
|
|
|
|
case EV_GLASS_SHATTER:
|
|
DEBUGNAME("EV_GLASS_SHATTER");
|
|
CG_GlassShatter(es->genericenemyindex, es->origin, es->angles, es->trickedentindex, es->pos.trTime);
|
|
break;
|
|
|
|
case EV_DEBRIS:
|
|
DEBUGNAME("EV_DEBRIS");
|
|
CG_Chunks(es->owner, es->origin, es->angles, es->origin2, es->angles2, es->speed,
|
|
es->eventParm, es->trickedentindex, es->modelindex, es->apos.trBase[0]);
|
|
break;
|
|
|
|
case EV_MISC_MODEL_EXP:
|
|
DEBUGNAME("EV_MISC_MODEL_EXP");
|
|
CG_MiscModelExplosion(es->origin2, es->angles2, es->time, es->eventParm);
|
|
break;
|
|
|
|
case EV_PAIN:
|
|
// local player sounds are triggered in CG_CheckLocalSounds,
|
|
// so ignore events on the player
|
|
DEBUGNAME("EV_PAIN");
|
|
|
|
if ( !cg_oldPainSounds.integer || (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");
|
|
trap_S_StartSound( NULL, es->number, CHAN_VOICE,
|
|
CG_CustomSound( es->number, va("*death%i.wav", event - EV_DEATH1 + 1) ) );
|
|
if (es->eventParm && es->number == cg.snap->ps.clientNum)
|
|
{
|
|
trap_S_StartLocalSound(cgs.media.dramaticFailure, CHAN_LOCAL);
|
|
CGCam_SetMusicMult(0.3, 5000);
|
|
}
|
|
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_FORCE_DRAINED:
|
|
DEBUGNAME("EV_FORCE_DRAINED");
|
|
ByteToDir( es->eventParm, dir );
|
|
//FX_ForceDrained(position, dir);
|
|
trap_S_StartSound (NULL, es->owner, CHAN_AUTO, cgs.media.drainSound );
|
|
cg_entities[es->owner].teamPowerEffectTime = cg.time + 1000;
|
|
cg_entities[es->owner].teamPowerType = 2;
|
|
break;
|
|
|
|
case EV_GIB_PLAYER:
|
|
DEBUGNAME("EV_GIB_PLAYER");
|
|
//trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound );
|
|
//CG_GibPlayer( cent->lerpOrigin );
|
|
break;
|
|
|
|
case EV_STARTLOOPINGSOUND:
|
|
DEBUGNAME("EV_STARTLOOPINGSOUND");
|
|
if ( cgs.gameSounds[ es->eventParm ] )
|
|
{
|
|
isnd = cgs.gameSounds[es->eventParm];
|
|
}
|
|
else
|
|
{
|
|
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
|
|
isnd = CG_CustomSound(es->number, s);
|
|
}
|
|
|
|
CG_S_AddRealLoopingSound( es->number, es->pos.trBase, vec3_origin, isnd );
|
|
es->loopSound = isnd;
|
|
break;
|
|
|
|
case EV_STOPLOOPINGSOUND:
|
|
DEBUGNAME("EV_STOPLOOPINGSOUND");
|
|
CG_S_StopLoopingSound( es->number, -1 );
|
|
es->loopSound = 0;
|
|
break;
|
|
|
|
case EV_WEAPON_CHARGE:
|
|
DEBUGNAME("EV_WEAPON_CHARGE");
|
|
assert(es->eventParm > WP_NONE && es->eventParm < WP_NUM_WEAPONS);
|
|
if (cg_weapons[es->eventParm].chargeSound)
|
|
{
|
|
trap_S_StartSound(NULL, es->number, CHAN_WEAPON, cg_weapons[es->eventParm].chargeSound);
|
|
}
|
|
else if (es->eventParm == WP_DISRUPTOR)
|
|
{
|
|
trap_S_StartSound(NULL, es->number, CHAN_WEAPON, cgs.media.disruptorZoomLoop);
|
|
}
|
|
break;
|
|
|
|
case EV_WEAPON_CHARGE_ALT:
|
|
DEBUGNAME("EV_WEAPON_CHARGE_ALT");
|
|
assert(es->eventParm > WP_NONE && es->eventParm < WP_NUM_WEAPONS);
|
|
if (cg_weapons[es->eventParm].altChargeSound)
|
|
{
|
|
trap_S_StartSound(NULL, es->number, CHAN_WEAPON, cg_weapons[es->eventParm].altChargeSound);
|
|
}
|
|
break;
|
|
|
|
case EV_SHIELD_HIT:
|
|
DEBUGNAME("EV_SHIELD_HIT");
|
|
ByteToDir(es->eventParm, dir);
|
|
CG_PlayerShieldHit(es->otherEntityNum, dir, es->time2);
|
|
break;
|
|
|
|
case EV_DEBUG_LINE:
|
|
DEBUGNAME("EV_DEBUG_LINE");
|
|
CG_Beam( cent );
|
|
break;
|
|
|
|
case EV_TESTLINE:
|
|
DEBUGNAME("EV_TESTLINE");
|
|
CG_TestLine(es->origin, es->origin2, es->time2, es->weapon, 1);
|
|
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 );
|
|
}
|
|
|