q3rally/engine/code/cgame/cg_event.c

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2011-02-18 14:31:32 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.com)
2011-02-18 14:31:32 +00:00
This file is part of q3rally source code.
q3rally source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
q3rally source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// cg_event.c -- handle entity events at snapshot or playerstate transitions
#include "cg_local.h"
// for the voice chats
#ifdef MISSIONPACK
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#include "../../ui/menudef.h"
#endif
//==========================================================================
/*
===================
CG_PlaceString
Also called by scoreboard drawing
===================
*/
const char *CG_PlaceString( int rank ) {
static char str[64];
char *s, *t;
if ( rank & RANK_TIED_FLAG ) {
rank &= ~RANK_TIED_FLAG;
t = "Tied for ";
} else {
t = "";
}
if ( rank == 1 ) {
s = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue
} else if ( rank == 2 ) {
s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red
} else if ( rank == 3 ) {
s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow
} else if ( rank == 11 ) {
s = "11th";
} else if ( rank == 12 ) {
s = "12th";
} else if ( rank == 13 ) {
s = "13th";
} else if ( rank % 10 == 1 ) {
s = va("%ist", rank);
} else if ( rank % 10 == 2 ) {
s = va("%ind", rank);
} else if ( rank % 10 == 3 ) {
s = va("%ird", rank);
} else {
s = va("%ith", rank);
}
Com_sprintf( str, sizeof( str ), "%s%s", t, s );
return str;
}
/*
=============
CG_Obituary
=============
*/
static void CG_Obituary( entityState_t *ent ) {
int mod;
int target, attacker;
char *message;
// Q3Rally Code Start
char *pronoun;
// Q3Rally Code END
char *message2;
const char *targetInfo;
const char *attackerInfo;
char targetName[32];
char attackerName[32];
gender_t gender;
clientInfo_t *ci;
target = ent->otherEntityNum;
attacker = ent->otherEntityNum2;
mod = ent->eventParm;
if ( target < 0 || target >= MAX_CLIENTS ) {
CG_Error( "CG_Obituary: target out of range" );
}
ci = &cgs.clientinfo[target];
if ( attacker < 0 || attacker >= MAX_CLIENTS ) {
attacker = ENTITYNUM_WORLD;
attackerInfo = NULL;
} else {
attackerInfo = CG_ConfigString( CS_PLAYERS + attacker );
}
targetInfo = CG_ConfigString( CS_PLAYERS + target );
if ( !targetInfo ) {
return;
}
Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof(targetName) - 2);
strcat( targetName, S_COLOR_WHITE );
message2 = "";
// check for single client messages
switch( mod ) {
case MOD_SUICIDE:
message = "suicides";
break;
case MOD_FALLING:
message = "cratered";
break;
case MOD_CRUSH:
message = "was squished";
break;
case MOD_WATER:
message = "sank like a rock";
break;
case MOD_SLIME:
message = "melted";
break;
case MOD_LAVA:
message = "does a back flip into the lava";
break;
case MOD_TARGET_LASER:
message = "saw the light";
break;
case MOD_TRIGGER_HURT:
message = "was in the wrong place";
break;
// Q3Rally Code Start
case MOD_BIOHAZARD:
if (attacker != ENTITYNUM_WORLD) message = NULL;
else message = "was melted by bio";
break;
case MOD_POISON:
if (attacker != ENTITYNUM_WORLD) message = NULL;
else message = "couldn't stand the gas";
break;
case MOD_FIRE:
if (attacker != ENTITYNUM_WORLD) message = NULL;
else message = "went up in flames";
break;
case MOD_BO_SHOCKS:
switch((int)(random() * 2) % 2){
case 0:
message = "jumped a little too high";
break;
default:
message = "'s shocks couldn't handle the stress";
break;
}
break;
case MOD_WORLD_COLLISION:
message = "couldn't stay on the road";
break;
case MOD_HIGH_FORCES:
message = "put a little too much stress on his car";
break;
// Q3Rally Code END
default:
message = NULL;
break;
}
if (attacker == target) {
gender = ci->gender;
// Q3Rally Code Start
if ( gender == GENDER_FEMALE )
pronoun = "her";
else if ( gender == GENDER_NEUTER )
pronoun = "its";
else
pronoun = "his";
// Q3Rally Code END
switch (mod) {
#ifdef MISSIONPACK
case MOD_KAMIKAZE:
message = "goes out with a bang";
break;
#endif
case MOD_GRENADE_SPLASH:
if ( gender == GENDER_FEMALE )
message = "tripped on her own grenade";
else if ( gender == GENDER_NEUTER )
message = "tripped on its own grenade";
else
message = "tripped on his own grenade";
break;
// Q3Rally Code Start
case MOD_MINE_SPLASH:
message = va("got too close to %s own mine", pronoun);
break;
case MOD_MINE:
message = va("forgot about %s own mine", pronoun);
break;
case MOD_BIOHAZARD:
message = va("was melted by %s own bio", pronoun);
break;
case MOD_POISON:
message = va("couldn't stand %s own poison", pronoun);
break;
case MOD_FIRE:
message = va("burned in %s own flames", pronoun);
break;
// Q3Rally Code END
case MOD_ROCKET_SPLASH:
if ( gender == GENDER_FEMALE )
message = "blew herself up";
else if ( gender == GENDER_NEUTER )
message = "blew itself up";
else
message = "blew himself up";
break;
case MOD_PLASMA_SPLASH:
if ( gender == GENDER_FEMALE )
message = "melted herself";
else if ( gender == GENDER_NEUTER )
message = "melted itself";
else
message = "melted himself";
break;
case MOD_BFG_SPLASH:
message = "should have used a smaller gun";
break;
case MOD_FLAME_THROWER:
message = "was flame grilled by";
break;
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#ifdef MISSIONPACK
case MOD_PROXIMITY_MINE:
if( gender == GENDER_FEMALE ) {
message = "found her prox mine";
} else if ( gender == GENDER_NEUTER ) {
message = "found its prox mine";
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} else {
message = "found his prox mine";
}
break;
#endif
default:
if ( gender == GENDER_FEMALE )
message = "killed herself";
else if ( gender == GENDER_NEUTER )
message = "killed itself";
else
message = "killed himself";
break;
}
}
if (message) {
// Q3Rally Code Start - take out the space
if (message[0] == '\'')
CG_Printf( "%s%s.\n", targetName, message);
else
// Q3Rally Code END
CG_Printf( "%s %s.\n", targetName, message);
return;
}
// check for kill messages from the current clientNum
if ( attacker == cg.snap->ps.clientNum ) {
char *s;
if ( cgs.gametype < GT_TEAM ) {
s = va("You fragged %s\n%s place with %i", targetName,
CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),
cg.snap->ps.persistant[PERS_SCORE] );
} else {
s = va("You fragged %s", targetName );
}
#ifdef MISSIONPACK
if (!(cg_singlePlayerActive.integer && cg_cameraOrbit.integer)) {
CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
#else
CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
#endif
// print the text message as well
}
// check for double client messages
if ( !attackerInfo ) {
attacker = ENTITYNUM_WORLD;
strcpy( attackerName, "noname" );
} else {
Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof(attackerName) - 2);
strcat( attackerName, S_COLOR_WHITE );
// check for kill messages about the current clientNum
if ( target == cg.snap->ps.clientNum ) {
Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) );
}
}
if ( attacker != ENTITYNUM_WORLD ) {
switch (mod) {
case MOD_GRAPPLE:
message = "was caught by";
break;
case MOD_GAUNTLET:
message = "was pummeled by";
break;
case MOD_MACHINEGUN:
message = "was machinegunned by";
break;
case MOD_SHOTGUN:
message = "was gunned down by";
break;
case MOD_GRENADE:
message = "ate";
message2 = "'s grenade";
break;
case MOD_GRENADE_SPLASH:
message = "was shredded by";
message2 = "'s shrapnel";
break;
case MOD_ROCKET:
message = "ate";
message2 = "'s rocket";
break;
case MOD_ROCKET_SPLASH:
message = "almost dodged";
message2 = "'s rocket";
break;
case MOD_PLASMA:
message = "was melted by";
message2 = "'s plasmagun";
break;
case MOD_PLASMA_SPLASH:
message = "was melted by";
message2 = "'s plasmagun";
break;
case MOD_RAILGUN:
message = "was railed by";
break;
case MOD_LIGHTNING:
message = "was electrocuted by";
break;
case MOD_BFG:
case MOD_BFG_SPLASH:
message = "was blasted by";
message2 = "'s BFG";
break;
#ifdef MISSIONPACK
case MOD_NAIL:
message = "was nailed by";
break;
case MOD_CHAINGUN:
message = "got lead poisoning from";
message2 = "'s Chaingun";
break;
case MOD_PROXIMITY_MINE:
message = "was too close to";
message2 = "'s Prox Mine";
break;
case MOD_KAMIKAZE:
message = "falls to";
message2 = "'s Kamikaze blast";
break;
case MOD_JUICED:
message = "was juiced by";
break;
#endif
case MOD_TELEFRAG:
message = "tried to invade";
message2 = "'s personal space";
break;
// Q3Rally Code Start
case MOD_BIOHAZARD:
message = "was melted by";
message2 = "'s patch of bio";
break;
case MOD_FIRE:
message = "was burnt by";
message2 = "'s trail of flame";
break;
case MOD_MINE:
message = "ran over";
message2 = "'s mine";
break;
case MOD_MINE_SPLASH:
message = "got too close to";
message2 = "'s mine";
break;
case MOD_CAR_COLLISION:
message = "got rammed by";
message2 = "'s vehicle";
break;
// Q3Rally Code END
default:
message = "was killed by";
break;
}
if (message) {
CG_Printf( "%s %s %s%s\n",
targetName, message, attackerName, message2);
return;
}
}
// we don't know what it was
CG_Printf( "%s died.\n", targetName );
}
//==========================================================================
/*
===============
CG_UseItem
===============
*/
static void CG_UseItem( centity_t *cent ) {
clientInfo_t *ci;
int itemNum, clientNum;
gitem_t *item;
entityState_t *es;
es = &cent->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 );
CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
}
switch ( itemNum ) {
default:
case HI_NONE:
trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound );
break;
case HI_TELEPORTER:
break;
case HI_MEDKIT:
clientNum = cent->currentState.clientNum;
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
ci = &cgs.clientinfo[ clientNum ];
ci->medkitUsageTime = cg.time;
}
trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound );
break;
#ifdef MISSIONPACK
case HI_KAMIKAZE:
break;
case HI_PORTAL:
break;
case HI_INVULNERABILITY:
trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useInvulnerabilitySound );
break;
#endif
// Q3Rally Code Start
case HI_TURBO:
break;
// Q3Rally Code END
}
}
/*
================
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 ( bg_itemlist[itemNum].giType == IT_WEAPON ) {
// select it immediately
// Q3Rally Code Start (improved auto switch)
if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag < RWP_SMOKE &&
bg_itemlist[itemNum].giTag > cg.weaponSelect ) {
cg.weaponSelectTime = cg.time;
cg.weaponSelect = bg_itemlist[itemNum].giTag;
}
/*
if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_MACHINEGUN ) {
cg.weaponSelectTime = cg.time;
cg.weaponSelect = bg_itemlist[itemNum].giTag;
}
*/
// Q3Rally Code END
}
}
/*
================
CG_WaterLevel
Returns waterlevel for entity origin
================
*/
int CG_WaterLevel(centity_t *cent) {
vec3_t point;
int contents, sample1, sample2, anim, waterlevel;
int viewheight;
anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
if (anim == LEGS_WALKCR || anim == LEGS_IDLECR) {
viewheight = CROUCH_VIEWHEIGHT;
} else {
viewheight = DEFAULT_VIEWHEIGHT;
}
//
// get waterlevel, accounting for ducking
//
waterlevel = 0;
point[0] = cent->lerpOrigin[0];
point[1] = cent->lerpOrigin[1];
point[2] = cent->lerpOrigin[2] + MINS_Z + 1;
contents = CG_PointContents(point, -1);
if (contents & MASK_WATER) {
sample2 = viewheight - MINS_Z;
sample1 = sample2 / 2;
waterlevel = 1;
point[2] = cent->lerpOrigin[2] + MINS_Z + sample1;
contents = CG_PointContents(point, -1);
if (contents & MASK_WATER) {
waterlevel = 2;
point[2] = cent->lerpOrigin[2] + MINS_Z + sample2;
contents = CG_PointContents(point, -1);
if (contents & MASK_WATER) {
waterlevel = 3;
}
}
}
return waterlevel;
}
2011-02-18 14:31:32 +00:00
/*
================
CG_PainEvent
Also called by playerstate transition
================
*/
void CG_PainEvent( centity_t *cent, int health ) {
// Q3Rally Code Start
// char *snd;
sfxHandle_t snd;
// Q3Rally Code END
// don't do more than two pain sounds a second
if ( cg.time - cent->pe.painTime < 500 ) {
return;
}
// Q3Rally Code Start
/*
if ( health < 25 ) {
snd = "*pain25_1.wav";
} else if ( health < 50 ) {
snd = "*pain50_1.wav";
} else if ( health < 75 ) {
snd = "*pain75_1.wav";
} else {
snd = "*pain100_1.wav";
}
// play a gurp sound instead of a normal pain sound
if (CG_WaterLevel(cent) == 3) {
if (rand()&1) {
trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp1.wav"));
} else {
trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp2.wav"));
}
} else {
trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, snd));
}
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*/
if ( health < 25 ) {
snd = cgs.media.damage25[(int)(random() * 2)];
} else if ( health < 50 ) {
snd = cgs.media.damage50[(int)(random() * 2)];
} else if ( health < 75 ) {
snd = cgs.media.damage75[(int)(random() * 2)];
} else {
snd = cgs.media.damage100[(int)(random() * 2)];
}
trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE, snd );
// Q3Rally Code END
// save pain time for programitic twitch animation
cent->pe.painTime = cg.time;
cent->pe.painDirection ^= 1;
}
/*
==============
CG_EntityEvent
An entity has an event value
also called by CG_CheckPlayerstateEvents
==============
*/
#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");}
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;
es = &cent->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;
}
ci = &cgs.clientinfo[ clientNum ];
switch ( event ) {
//
// movement generated events
//
case EV_FOOTSTEP:
DEBUGNAME("EV_FOOTSTEP");
// Q3Rally Code Start
/*
if (cg_footsteps.integer) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ ci->footsteps ][rand()&3] );
}
*/
// Q3Rally Code END
break;
case EV_FOOTSTEP_METAL:
DEBUGNAME("EV_FOOTSTEP_METAL");
// Q3Rally Code Start
/*
if (cg_footsteps.integer) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] );
}
*/
// Q3Rally Code END
break;
case EV_FOOTSPLASH:
DEBUGNAME("EV_FOOTSPLASH");
// Q3Rally Code Start
/*
if (cg_footsteps.integer) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
}
*/
// Q3Rally Code END
break;
case EV_FOOTWADE:
DEBUGNAME("EV_FOOTWADE");
// Q3Rally Code Start
/*
if (cg_footsteps.integer) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
}
*/
// Q3Rally Code END
break;
case EV_SWIM:
DEBUGNAME("EV_SWIM");
// Q3Rally Code Start
/*
if (cg_footsteps.integer) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
}
*/
// Q3Rally Code END
break;
case EV_FALL_SHORT:
DEBUGNAME("EV_FALL_SHORT");
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound );
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -8;
cg.landTime = cg.time;
}
break;
case EV_FALL_MEDIUM:
DEBUGNAME("EV_FALL_MEDIUM");
// use normal pain sound
trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) );
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -16;
cg.landTime = cg.time;
}
break;
case EV_FALL_FAR:
DEBUGNAME("EV_FALL_FAR");
// Q3Rally Code Start
// trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
// Q3Rally Code END
cent->pe.painTime = cg.time; // don't play a pain sound right after this
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -24;
cg.landTime = cg.time;
}
break;
case EV_STEP_4:
case EV_STEP_8:
case EV_STEP_12:
case EV_STEP_16: // smooth out step up transitions
DEBUGNAME("EV_STEP");
{
float oldStep;
int delta;
int step;
if ( clientNum != cg.predictedPlayerState.clientNum ) {
break;
}
// if we are interpolating, we don't need to smooth steps
if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ||
cg_nopredict.integer || cg_synchronousClients.integer ) {
break;
}
// check for stepping up before a previous step is completed
delta = cg.time - cg.stepTime;
if (delta < STEP_TIME) {
oldStep = cg.stepChange * (STEP_TIME - delta) / STEP_TIME;
} else {
oldStep = 0;
}
// add this amount
step = 4 * (event - EV_STEP_4 + 1 );
cg.stepChange = oldStep + step;
if ( cg.stepChange > MAX_STEP_CHANGE ) {
cg.stepChange = MAX_STEP_CHANGE;
}
cg.stepTime = cg.time;
break;
}
case EV_JUMP_PAD:
DEBUGNAME("EV_JUMP_PAD");
// CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm );
{
vec3_t up = {0, 0, 1};
CG_SmokePuff( cent->lerpOrigin, up,
2011-02-18 14:31:32 +00:00
32,
1, 1, 1, 0.33f,
1000,
cg.time, 0,
LEF_PUFF_DONT_SCALE,
cgs.media.smokePuffShader );
}
// boing sound at origin, jump sound on player
trap_S_StartSound ( cent->lerpOrigin, -1, CHAN_VOICE, cgs.media.jumpPadSound );
// Q3Rally Code Start
// trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
// Q3Rally Code END
break;
case EV_JUMP:
DEBUGNAME("EV_JUMP");
// Q3Rally Code Start
// trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
// Q3Rally Code END
break;
case EV_TAUNT:
DEBUGNAME("EV_TAUNT");
// Q3Rally Code Start
// trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) );
// Q3Rally Code END
break;
#ifdef MISSIONPACK
case EV_TAUNT_YES:
DEBUGNAME("EV_TAUNT_YES");
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_YES);
break;
case EV_TAUNT_NO:
DEBUGNAME("EV_TAUNT_NO");
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_NO);
break;
case EV_TAUNT_FOLLOWME:
DEBUGNAME("EV_TAUNT_FOLLOWME");
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_FOLLOWME);
break;
case EV_TAUNT_GETFLAG:
DEBUGNAME("EV_TAUNT_GETFLAG");
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONGETFLAG);
break;
case EV_TAUNT_GUARDBASE:
DEBUGNAME("EV_TAUNT_GUARDBASE");
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONDEFENSE);
break;
case EV_TAUNT_PATROL:
DEBUGNAME("EV_TAUNT_PATROL");
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONPATROL);
break;
#endif
case EV_WATER_TOUCH:
DEBUGNAME("EV_WATER_TOUCH");
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrInSound );
break;
case EV_WATER_LEAVE:
DEBUGNAME("EV_WATER_LEAVE");
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound );
break;
case EV_WATER_UNDER:
DEBUGNAME("EV_WATER_UNDER");
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound );
break;
case EV_WATER_CLEAR:
DEBUGNAME("EV_WATER_CLEAR");
// Q3Rally Code Start
// trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) );
// Q3Rally Code END
break;
case EV_ITEM_PICKUP:
DEBUGNAME("EV_ITEM_PICKUP");
{
gitem_t *item;
int index;
index = es->eventParm; // player predicted
if ( index < 1 || index >= bg_numItems ) {
break;
}
item = &bg_itemlist[ index ];
// powerups and team items will have a separate global sound, this one
// will be played at prediction time
if ( item->giType == IT_POWERUP || item->giType == IT_TEAM ) {
2011-02-18 14:31:32 +00:00
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.n_healthSound );
} else if (item->giType == IT_PERSISTANT_POWERUP) {
#ifdef MISSIONPACK
switch (item->giTag ) {
case PW_SCOUT:
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.scoutSound );
break;
case PW_GUARD:
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.guardSound );
break;
case PW_DOUBLER:
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.doublerSound );
break;
case PW_AMMOREGEN:
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.ammoregenSound );
break;
}
#endif
} else {
trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) );
}
// show icon and name on status bar
if ( es->number == cg.snap->ps.clientNum ) {
CG_ItemPickup( index );
}
}
break;
case EV_GLOBAL_ITEM_PICKUP:
DEBUGNAME("EV_GLOBAL_ITEM_PICKUP");
{
gitem_t *item;
int index;
index = es->eventParm; // player predicted
if ( index < 1 || index >= bg_numItems ) {
break;
}
item = &bg_itemlist[ index ];
// powerup pickups are global
if( item->pickup_sound ) {
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) );
}
// show icon and name on status bar
if ( es->number == cg.snap->ps.clientNum ) {
CG_ItemPickup( index );
}
}
break;
//
// weapon events
//
case EV_NOAMMO:
DEBUGNAME("EV_NOAMMO");
// trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound );
if ( es->number == cg.snap->ps.clientNum ) {
CG_OutOfAmmoChange();
}
break;
case EV_CHANGE_WEAPON:
DEBUGNAME("EV_CHANGE_WEAPON");
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
break;
case EV_FIRE_WEAPON:
DEBUGNAME("EV_FIRE_WEAPON");
CG_FireWeapon( cent );
break;
case EV_ALTFIRE_WEAPON:
DEBUGNAME("EV_ALTFIRE_WEAPON")
CG_FireAltWeapon( cent );
break;
// Q3Rally Code Start
case EV_FIRE_REARWEAPON:
DEBUGNAME("EV_FIRE_REARWEAPON");
CG_FireRearWeapon( cent, es->eventParm );
break;
case EV_HAZARD:
DEBUGNAME("EV_HAZARD");
CG_Hazard( es->weapon, position, es->eventParm );
break;
// Q3Rally Code END
case EV_USE_ITEM0:
DEBUGNAME("EV_USE_ITEM0");
CG_UseItem( cent );
break;
case EV_USE_ITEM1:
DEBUGNAME("EV_USE_ITEM1");
CG_UseItem( cent );
break;
case EV_USE_ITEM2:
DEBUGNAME("EV_USE_ITEM2");
CG_UseItem( cent );
break;
case EV_USE_ITEM3:
DEBUGNAME("EV_USE_ITEM3");
CG_UseItem( cent );
break;
case EV_USE_ITEM4:
DEBUGNAME("EV_USE_ITEM4");
CG_UseItem( cent );
break;
case EV_USE_ITEM5:
DEBUGNAME("EV_USE_ITEM5");
CG_UseItem( cent );
break;
case EV_USE_ITEM6:
DEBUGNAME("EV_USE_ITEM6");
CG_UseItem( cent );
break;
case EV_USE_ITEM7:
DEBUGNAME("EV_USE_ITEM7");
CG_UseItem( cent );
break;
case EV_USE_ITEM8:
DEBUGNAME("EV_USE_ITEM8");
CG_UseItem( cent );
break;
case EV_USE_ITEM9:
DEBUGNAME("EV_USE_ITEM9");
CG_UseItem( cent );
break;
case EV_USE_ITEM10:
DEBUGNAME("EV_USE_ITEM10");
CG_UseItem( cent );
break;
case EV_USE_ITEM11:
DEBUGNAME("EV_USE_ITEM11");
CG_UseItem( cent );
break;
case EV_USE_ITEM12:
DEBUGNAME("EV_USE_ITEM12");
CG_UseItem( cent );
break;
case EV_USE_ITEM13:
DEBUGNAME("EV_USE_ITEM13");
CG_UseItem( cent );
break;
case EV_USE_ITEM14:
DEBUGNAME("EV_USE_ITEM14");
CG_UseItem( cent );
break;
case EV_USE_ITEM15:
DEBUGNAME("EV_USE_ITEM15");
CG_UseItem( cent );
break;
2011-02-18 14:31:32 +00:00
//=================================================================
//
// other events
//
case EV_PLAYER_TELEPORT_IN:
DEBUGNAME("EV_PLAYER_TELEPORT_IN");
// Q3Rally Code Start
cg_entities[cent->currentState.clientNum].teleportFlag = 1;
cg_entities[cent->currentState.clientNum].wheelSkidding[0] = qfalse;
cg_entities[cent->currentState.clientNum].wheelSkidding[1] = qfalse;
cg_entities[cent->currentState.clientNum].wheelSkidding[2] = qfalse;
cg_entities[cent->currentState.clientNum].wheelSkidding[3] = qfalse;
// Q3Rally Code END
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleInSound );
CG_SpawnEffect( position);
break;
case EV_PLAYER_TELEPORT_OUT:
DEBUGNAME("EV_PLAYER_TELEPORT_OUT");
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound );
CG_SpawnEffect( position);
break;
case EV_ITEM_POP:
DEBUGNAME("EV_ITEM_POP");
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound );
break;
case EV_ITEM_RESPAWN:
DEBUGNAME("EV_ITEM_RESPAWN");
cent->miscTime = cg.time; // scale up from this
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound );
break;
case EV_GRENADE_BOUNCE:
DEBUGNAME("EV_GRENADE_BOUNCE");
if ( rand() & 1 ) {
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb1aSound );
} else {
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb2aSound );
}
break;
2011-05-01 08:21:44 +00:00
2011-02-18 14:31:32 +00:00
#ifdef MISSIONPACK
case EV_PROXIMITY_MINE_STICK:
DEBUGNAME("EV_PROXIMITY_MINE_STICK");
if( es->eventParm & SURF_FLESH ) {
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimplSound );
} else if( es->eventParm & SURF_METALSTEPS ) {
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpmSound );
} else {
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpdSound );
}
break;
case EV_PROXIMITY_MINE_TRIGGER:
DEBUGNAME("EV_PROXIMITY_MINE_TRIGGER");
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbactvSound );
break;
case EV_KAMIKAZE:
DEBUGNAME("EV_KAMIKAZE");
CG_KamikazeEffect( cent->lerpOrigin );
break;
case EV_OBELISKEXPLODE:
DEBUGNAME("EV_OBELISKEXPLODE");
CG_ObeliskExplode( cent->lerpOrigin, es->eventParm );
break;
case EV_OBELISKPAIN:
DEBUGNAME("EV_OBELISKPAIN");
CG_ObeliskPain( cent->lerpOrigin );
break;
case EV_INVUL_IMPACT:
DEBUGNAME("EV_INVUL_IMPACT");
CG_InvulnerabilityImpact( cent->lerpOrigin, cent->currentState.angles );
break;
case EV_JUICED:
DEBUGNAME("EV_JUICED");
CG_InvulnerabilityJuiced( cent->lerpOrigin );
break;
case EV_LIGHTNINGBOLT:
DEBUGNAME("EV_LIGHTNINGBOLT");
CG_LightningBoltBeam(es->origin2, es->pos.trBase);
break;
#endif
case EV_SCOREPLUM:
DEBUGNAME("EV_SCOREPLUM");
CG_ScorePlum( cent->currentState.otherEntityNum, cent->lerpOrigin, cent->currentState.time );
break;
//
// missile impacts
//
case EV_MISSILE_HIT:
DEBUGNAME("EV_MISSILE_HIT");
ByteToDir( es->eventParm, dir );
CG_MissileHitPlayer( es->weapon, position, dir, es->otherEntityNum );
break;
case EV_MISSILE_MISS:
DEBUGNAME("EV_MISSILE_MISS");
ByteToDir( es->eventParm, dir );
CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT );
break;
case EV_MISSILE_MISS_METAL:
DEBUGNAME("EV_MISSILE_MISS_METAL");
ByteToDir( es->eventParm, dir );
CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL );
break;
case EV_RAILTRAIL:
DEBUGNAME("EV_RAILTRAIL");
cent->currentState.weapon = WP_RAILGUN;
// if the end was on a nomark surface, don't make an explosion
CG_RailTrail( ci, es->origin2, es->pos.trBase );
if ( es->eventParm != 255 ) {
ByteToDir( es->eventParm, dir );
CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT );
}
break;
case EV_BULLET_HIT_WALL:
DEBUGNAME("EV_BULLET_HIT_WALL");
ByteToDir( es->eventParm, dir );
CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD );
break;
case EV_BULLET_HIT_FLESH:
DEBUGNAME("EV_BULLET_HIT_FLESH");
CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm );
break;
case EV_SHOTGUN:
DEBUGNAME("EV_SHOTGUN");
CG_ShotgunFire( es );
break;
case EV_GENERAL_SOUND:
DEBUGNAME("EV_GENERAL_SOUND");
if ( cgs.gameSounds[ es->eventParm ] ) {
trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] );
} else {
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) );
}
break;
case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes
DEBUGNAME("EV_GLOBAL_SOUND");
if ( cgs.gameSounds[ es->eventParm ] ) {
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] );
} else {
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) );
}
break;
case EV_GLOBAL_TEAM_SOUND: // play from the player's head so it never diminishes
{
DEBUGNAME("EV_GLOBAL_TEAM_SOUND");
switch( es->eventParm ) {
case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag
ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED )
2011-02-18 14:31:32 +00:00
CG_AddBufferedSound( cgs.media.captureYourTeamSound );
else
CG_AddBufferedSound( cgs.media.captureOpponentSound );
break;
case GTS_BLUE_CAPTURE: // CTF: blue team captured the red flag, 1FCTF: blue team captured the neutral flag
ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE )
2011-02-18 14:31:32 +00:00
CG_AddBufferedSound( cgs.media.captureYourTeamSound );
else
CG_AddBufferedSound( cgs.media.captureOpponentSound );
break;
case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used
ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED )
2011-02-18 14:31:32 +00:00
CG_AddBufferedSound( cgs.media.returnYourTeamSound );
else
CG_AddBufferedSound( cgs.media.returnOpponentSound );
//
CG_AddBufferedSound( cgs.media.blueFlagReturnedSound );
break;
case GTS_BLUE_RETURN: // CTF red flag returned, 1FCTF: neutral flag returned
ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE )
2011-02-18 14:31:32 +00:00
CG_AddBufferedSound( cgs.media.returnYourTeamSound );
else
CG_AddBufferedSound( cgs.media.returnOpponentSound );
//
CG_AddBufferedSound( cgs.media.redFlagReturnedSound );
break;
case GTS_RED_TAKEN: // CTF: red team took blue flag, 1FCTF: blue team took the neutral flag
// if this player picked up the flag then a sound is played in CG_CheckLocalSounds
if (cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
}
else {
ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) {
2011-02-18 14:31:32 +00:00
#ifdef MISSIONPACK
if (cgs.gametype == GT_1FCTF)
CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
else
#endif
CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
2011-02-18 14:31:32 +00:00
}
ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) {
2011-02-18 14:31:32 +00:00
#ifdef MISSIONPACK
if (cgs.gametype == GT_1FCTF)
CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
else
#endif
CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound );
}
}
break;
case GTS_BLUE_TAKEN: // CTF: blue team took the red flag, 1FCTF red team took the neutral flag
// if this player picked up the flag then a sound is played in CG_CheckLocalSounds
if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
}
else {
ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) {
2011-02-18 14:31:32 +00:00
#ifdef MISSIONPACK
if (cgs.gametype == GT_1FCTF)
CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
else
#endif
CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
}
ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) {
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#ifdef MISSIONPACK
if (cgs.gametype == GT_1FCTF)
CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
else
#endif
CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound );
}
}
break;
#ifdef MISSIONPACK
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case GTS_REDOBELISK_ATTACKED: // Overload: red obelisk is being attacked
ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) {
2011-02-18 14:31:32 +00:00
CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
}
break;
case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked
ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) {
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CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
}
break;
#endif
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case GTS_REDTEAM_SCORED:
CG_AddBufferedSound(cgs.media.redScoredSound);
break;
case GTS_BLUETEAM_SCORED:
CG_AddBufferedSound(cgs.media.blueScoredSound);
break;
case GTS_REDTEAM_TOOK_LEAD:
CG_AddBufferedSound(cgs.media.redLeadsSound);
break;
case GTS_BLUETEAM_TOOK_LEAD:
CG_AddBufferedSound(cgs.media.blueLeadsSound);
break;
case GTS_TEAMS_ARE_TIED:
CG_AddBufferedSound( cgs.media.teamsTiedSound );
break;
#ifdef MISSIONPACK
case GTS_KAMIKAZE:
trap_S_StartLocalSound(cgs.media.kamikazeFarSound, CHAN_ANNOUNCER);
break;
#endif
default:
break;
}
break;
}
case EV_PAIN:
// local player sounds are triggered in CG_CheckLocalSounds,
// so ignore events on the player
DEBUGNAME("EV_PAIN");
if ( cent->currentState.number != cg.snap->ps.clientNum ) {
CG_PainEvent( cent, es->eventParm );
}
break;
case EV_DEATH1:
case EV_DEATH2:
case EV_DEATH3:
DEBUGNAME("EV_DEATHx");
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// Q3Rally Code Start
/*
if (CG_WaterLevel(cent) == 3) {
trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, "*drown.wav"));
} else {
trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1)));
}
*/
if (CG_WaterLevel(cent) == 3) {
trap_S_StartSound(NULL, es->number, CHAN_VOICE, cgs.media.drown);
} else {
trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.death[(int)(random()*2)] );
}
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// Q3Rally Code END
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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;
// Q3Rally Code Start
case EV_POWERUP_SHIELD:
DEBUGNAME("EV_POWERUP_SHIELD");
if ( es->number == cg.snap->ps.clientNum ) {
cg.powerupActive = PW_SHIELD;
cg.powerupTime = cg.time;
}
trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.shieldSound );
break;
// Q3Rally Code END
case EV_POWERUP_REGEN:
DEBUGNAME("EV_POWERUP_REGEN");
if ( es->number == cg.snap->ps.clientNum ) {
cg.powerupActive = PW_REGEN;
cg.powerupTime = cg.time;
}
trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.regenSound );
break;
case EV_GIB_PLAYER:
DEBUGNAME("EV_GIB_PLAYER");
// don't play gib sound when using the kamikaze because it interferes
// with the kamikaze sound, downside is that the gib sound will also
// not be played when someone is gibbed while just carrying the kamikaze
if ( !(es->eFlags & EF_KAMIKAZE) ) {
// Q3Rally Code Start - explosion sound instead
// trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound );
trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.sfx_rockexp );
// Q3Rally Code END
}
// Q3Rally Code Start
// CG_GibPlayer( cent->lerpOrigin );
CG_GibPlayer( cent->lerpOrigin, cent->currentState.pos.trDelta, cent->currentState.clientNum );
// Q3Rally Code END
break;
case EV_STOPLOOPINGSOUND:
DEBUGNAME("EV_STOPLOOPINGSOUND");
trap_S_StopLoopingSound( es->number );
es->loopSound = 0;
break;
case EV_DEBUG_LINE:
DEBUGNAME("EV_DEBUG_LINE");
CG_Beam( cent );
break;
case EV_EMIT_DEBRIS_LIGHT:
DEBUGNAME("EV_EMIT_DEBRIS_LIGHT");
CG_ShowDebris( cent->lerpOrigin, es->eventParm, EV_EMIT_DEBRIS_LIGHT );
2011-05-01 07:31:00 +00:00
break;
case EV_EMIT_DEBRIS_DARK:
DEBUGNAME("EV_EMIT_DEBRIS_DARK");
CG_ShowDebris( cent->lerpOrigin, es->eventParm, EV_EMIT_DEBRIS_DARK );
break;
case EV_EMIT_DEBRIS_LIGHT_LARGE:
DEBUGNAME("EV_EMIT_DEBRIS_LIGHT_LARGE");
CG_ShowDebris( cent->lerpOrigin, es->eventParm, EV_EMIT_DEBRIS_LIGHT_LARGE );
break;
case EV_EMIT_DEBRIS_DARK_LARGE:
DEBUGNAME("EV_EMIT_DEBRIS_DARK_LARGE");
CG_ShowDebris( cent->lerpOrigin, es->eventParm, EV_EMIT_DEBRIS_DARK_LARGE );
break;
case EV_EMIT_DEBRIS_WOOD:
DEBUGNAME("EV_EMIT_DEBRIS_WOOD");
CG_ShowDebris( cent->lerpOrigin, es->eventParm, EV_EMIT_DEBRIS_WOOD );
break;
case EV_EMIT_DEBRIS_FLESH:
DEBUGNAME("EV_EMIT_DEBRIS_FLESH");
CG_ShowDebris( cent->lerpOrigin, es->eventParm, EV_EMIT_DEBRIS_FLESH );
break;
case EV_EMIT_DEBRIS_GLASS:
DEBUGNAME("EV_EMIT_DEBRIS_GLASS");
CG_ShowDebris( cent->lerpOrigin, es->eventParm, EV_EMIT_DEBRIS_GLASS );
break;
2011-06-21 22:21:46 +00:00
case EV_EMIT_DEBRIS_STONE:
DEBUGNAME("EV_EMIT_DEBRIS_STONE");
CG_ShowDebris( cent->lerpOrigin, es->eventParm, EV_EMIT_DEBRIS_STONE );
break;
case EV_EARTHQUAKE:
DEBUGNAME("EV_EARTHQUAKE");
CG_StartEarthquake((es->eventParm & 0x0F) + 1, ((1 + ((es->eventParm & 0xF0) >> 4)) * 2000) + 1000);
2011-06-21 22:21:46 +00:00
break;
case EV_EXPLOSION:
DEBUGNAME("EV_EXPLOSION");
// show plume (if enabled)
if ( cg_oldRocket.integer == 0 ) {
dir[0] = 0;
dir[1] = 0;
dir[2] = 25;
CG_ParticleExplosion( "explode1", cent->lerpOrigin, dir, 1400, 20, 30 );
}
// show explosion
dir[0] = 0;
dir[1] = 0;
dir[2] = 0;
CG_MakeExplosion( cent->lerpOrigin, dir, cgs.media.dishFlashModel, cgs.media.rocketExplosionShader, 1000, qtrue );
break;
case EV_PARTICLES_GRAVITY:
DEBUGNAME("EV_PARTICLES_GRAVITY");
CG_ParticlesFromEntityState( cent->lerpOrigin, PT_GRAVITY, es );
break;
case EV_PARTICLES_LINEAR:
DEBUGNAME("EV_PARTICLES_LINEAR");
CG_ParticlesFromEntityState( cent->lerpOrigin, PT_LINEAR_BOTH, es );
break;
case EV_PARTICLES_LINEAR_UP:
DEBUGNAME("EV_PARTICLES_LINEAR_UP");
CG_ParticlesFromEntityState( cent->lerpOrigin, PT_LINEAR_UP, es );
break;
case EV_PARTICLES_LINEAR_DOWN:
DEBUGNAME("EV_PARTICLES_LINEAR_DOWN");
CG_ParticlesFromEntityState( cent->lerpOrigin, PT_LINEAR_DOWN, es );
2011-05-01 07:31:00 +00:00
break;
2011-02-18 14:31:32 +00:00
default:
DEBUGNAME("UNKNOWN");
CG_Error( "Unknown event: %i", event );
break;
}
2011-02-18 14:31:32 +00:00
}
/*
==============
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( &cent->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
CG_SetEntitySoundPosition( cent );
CG_EntityEvent( cent, cent->lerpOrigin );
}