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// cg_event.c -- handle entity events at snapshot or playerstate transitions
// this line must stay at top so the whole PCH thing works...
# include "cg_headers.h"
//#include "cg_local.h"
# include "cg_media.h"
# include "FxScheduler.h"
# include "..\game\anims.h"
extern void CG_TryPlayCustomSound ( vec3_t origin , int entityNum , soundChannel_t channel , const char * soundName , int customSoundSet ) ;
//==========================================================================
qboolean CG_IsFemale ( const char * infostring ) {
char * sex ;
sex = Info_ValueForKey ( infostring , " s " ) ;
if ( sex [ 0 ] = = ' f ' | | sex [ 0 ] = = ' F ' )
return qtrue ;
return qfalse ;
}
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 = " \033 41st \033 7 " ; // draw in blue
} else if ( rank = = 2 ) {
s = " \033 12nd \033 7 " ; // draw in red
} else if ( rank = = 3 ) {
s = " \033 33rd \033 7 " ; // 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_ItemPickup
A new item was picked up this frame
= = = = = = = = = = = = = = = =
*/
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void CG_ItemPickup ( int itemNum , qboolean bHadItem ) {
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cg . itemPickup = itemNum ;
cg . itemPickupTime = cg . time ;
cg . itemPickupBlendTime = cg . time ;
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if ( bg_itemlist [ itemNum ] . classname & & bg_itemlist [ itemNum ] . classname [ 0 ] )
{
char text [ 1024 ] , data [ 1024 ] ;
if ( cgi_SP_GetStringTextString ( " INGAME_PICKUPLINE " , text , sizeof ( text ) ) )
{
if ( cgi_SP_GetStringTextString ( va ( " INGAME_%s " , bg_itemlist [ itemNum ] . classname ) , data , sizeof ( data ) ) )
{
Com_Printf ( " %s %s \n " , text , data ) ;
}
}
}
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// see if it should be the grabbed weapon
if ( bg_itemlist [ itemNum ] . giType = = IT_WEAPON )
{
const int nCurWpn = cg . predicted_player_state . weapon ;
const int nNewWpn = bg_itemlist [ itemNum ] . giTag ;
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if ( nCurWpn = = WP_SABER | | bHadItem )
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{ //never switch away from the saber!
return ;
}
// kef -- check cg_autoswitch...
//
// 0 == no switching
// 1 == automatically switch to best SAFE weapon
// 2 == automatically switch to best weapon, safe or otherwise
//
// NOTE: automatically switching to any weapon you pick up is stupid and annoying and we won't do it.
//
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if ( nNewWpn = = WP_SABER )
{ //always switch to saber
SetWeaponSelectTime ( ) ;
cg . weaponSelect = nNewWpn ;
}
else if ( 0 = = cg_autoswitch . integer )
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{
// don't switch
}
else if ( 1 = = cg_autoswitch . integer )
{
// safe switching
if ( ( nNewWpn > nCurWpn ) & &
! ( nNewWpn = = WP_DET_PACK ) & &
! ( nNewWpn = = WP_TRIP_MINE ) & &
! ( nNewWpn = = WP_THERMAL ) & &
! ( nNewWpn = = WP_ROCKET_LAUNCHER ) )
{
// switch to new wpn
// cg.weaponSelectTime = cg.time;
SetWeaponSelectTime ( ) ;
cg . weaponSelect = nNewWpn ;
}
}
else if ( 2 = = cg_autoswitch . integer )
{
// best
if ( nNewWpn > nCurWpn )
{
// switch to new wpn
// cg.weaponSelectTime = cg.time;
SetWeaponSelectTime ( ) ;
cg . weaponSelect = nNewWpn ;
}
}
}
}
/*
= = = = = = = = = = = = = = =
UseItem
= = = = = = = = = = = = = = =
*/
extern void CG_ToggleBinoculars ( void ) ;
extern void CG_ToggleLAGoggles ( void ) ;
void UseItem ( int itemNum )
{
centity_t * cent ;
cent = & cg_entities [ cg . snap - > ps . clientNum ] ;
switch ( itemNum )
{
case INV_ELECTROBINOCULARS :
CG_ToggleBinoculars ( ) ;
break ;
case INV_LIGHTAMP_GOGGLES :
CG_ToggleLAGoggles ( ) ;
break ;
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case INV_GOODIE_KEY :
if ( cent - > gent - > client - > ps . inventory [ INV_GOODIE_KEY ] )
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{
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cent - > gent - > client - > ps . inventory [ INV_GOODIE_KEY ] - - ;
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}
break ;
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case INV_SECURITY_KEY :
if ( cent - > gent - > client - > ps . inventory [ INV_SECURITY_KEY ] )
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{
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cent - > gent - > client - > ps . inventory [ INV_SECURITY_KEY ] - - ;
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}
break ;
}
}
/*
= = = = = = = = = = = = = = =
CG_UseForce
= = = = = = = = = = = = = = =
*/
static void CG_UseForce ( centity_t * cent )
{
//FIXME: sound or graphic change or something?
//actual force power action is on game/pm side
}
/*
= = = = = = = = = = = = = = =
CG_UseItem
= = = = = = = = = = = = = = =
*/
static void CG_UseItem ( centity_t * cent )
{
int itemNum ;
entityState_t * es ;
es = & cent - > currentState ;
itemNum = cg . inventorySelect ;
if ( itemNum < 0 | | itemNum > INV_MAX )
{
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 );
}
}
UseItem ( itemNum ) ;
}
/*
= = = = = = = = = = = = = =
CG_EntityEvent
An entity has an event value
= = = = = = = = = = = = = =
*/
# 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 ;
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vec3_t axis [ 3 ] ;
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const char * s , * s2 ;
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 ;
}
if ( ! cent - > gent ) //|| !cent->gent->client )
{
return ;
}
//ci = ¢->gent->client->clientInfo;
clientNum = cent - > gent - > s . number ;
switch ( event ) {
//
// movement generated events
//
case EV_FOOTSTEP :
DEBUGNAME ( " EV_FOOTSTEP " ) ;
if ( cg_footsteps . integer ) {
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if ( cent - > gent & & cent - > gent - > s . number = = 0 & & ! cg . renderingThirdPerson ) //!cg_thirdPerson.integer )
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{ //Everyone else has keyframed footsteps in animsounds.cfg
cgi_S_StartSound ( NULL , es - > number , CHAN_BODY ,
cgs . media . footsteps [ FOOTSTEP_NORMAL ] [ rand ( ) & 3 ] ) ;
}
}
break ;
case EV_FOOTSTEP_METAL :
DEBUGNAME ( " EV_FOOTSTEP_METAL " ) ;
if ( cg_footsteps . integer )
{
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if ( cent - > gent & & cent - > gent - > s . number = = 0 & & ! cg . renderingThirdPerson ) //!cg_thirdPerson.integer )
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{ //Everyone else has keyframed footsteps in animsounds.cfg
cgi_S_StartSound ( NULL , es - > number , CHAN_BODY , cgs . media . footsteps [ FOOTSTEP_METAL ] [ rand ( ) & 3 ] ) ;
}
}
break ;
case EV_FOOTSPLASH :
DEBUGNAME ( " EV_FOOTSPLASH " ) ;
if ( cg_footsteps . integer ) {
cgi_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 ) {
cgi_S_StartSound ( NULL , es - > number , CHAN_BODY ,
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cgs . media . footsteps [ FOOTSTEP_WADE ] [ rand ( ) & 3 ] ) ;
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}
break ;
case EV_SWIM :
DEBUGNAME ( " EV_SWIM " ) ;
if ( cg_footsteps . integer ) {
cgi_S_StartSound ( NULL , es - > number , CHAN_BODY ,
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cgs . media . footsteps [ FOOTSTEP_SWIM ] [ rand ( ) & 3 ] ) ;
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}
break ;
case EV_FALL_SHORT :
DEBUGNAME ( " EV_FALL_SHORT " ) ;
cgi_S_StartSound ( NULL , es - > number , CHAN_AUTO , cgs . media . landSound ) ;
if ( clientNum = = cg . predicted_player_state . clientNum ) {
// smooth landing z changes
cg . landChange = - 8 ;
cg . landTime = cg . time ;
}
//FIXME: maybe kick up some dust?
break ;
case EV_FALL_MEDIUM :
DEBUGNAME ( " EV_FALL_MEDIUM " ) ;
// use normal pain sound -
if ( g_entities [ es - > number ] . health < = 0 )
{ //dead
cgi_S_StartSound ( NULL , es - > number , CHAN_AUTO , cgs . media . landSound ) ;
}
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else if ( g_entities [ es - > number ] . s . weapon = = WP_SABER )
{ //jedi
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_BODY , " *land1.wav " , CS_BASIC ) ;
}
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else
{ //still alive
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_BODY , " *pain100.wav " , CS_BASIC ) ;
}
if ( clientNum = = cg . predicted_player_state . clientNum ) {
// smooth landing z changes
cg . landChange = - 16 ;
cg . landTime = cg . time ;
}
//FIXME: maybe kick up some dust?
break ;
case EV_FALL_FAR :
DEBUGNAME ( " EV_FALL_FAR " ) ;
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CG_TryPlayCustomSound ( NULL , es - > number , CHAN_BODY , " *land1.wav " , CS_BASIC ) ;
cgi_S_StartSound ( NULL , es - > number , CHAN_AUTO , cgs . media . landSound ) ;
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cent - > pe . painTime = cg . time ; // don't play a pain sound right after this
if ( clientNum = = cg . predicted_player_state . clientNum ) {
// smooth landing z changes
cg . landChange = - 24 ;
cg . landTime = cg . time ;
}
//FIXME: maybe kick up some dust?
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 . predicted_player_state . clientNum ) {
break ;
}
// if we are interpolating, we don't need to smooth steps
if ( cg_timescale . value > = 1.0f )
{
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 :
DEBUGNAME ( " EV_JUMP " ) ;
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_AUTO , " *jump1.wav " , CS_BASIC ) ; //CHAN_VOICE
break ;
case EV_ROLL :
DEBUGNAME ( " EV_ROLL " ) ;
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_AUTO , " *jump1.wav " , CS_BASIC ) ; //CHAN_VOICE
cgi_S_StartSound ( NULL , es - > number , CHAN_BODY , cgs . media . rollSound ) ; //CHAN_AUTO
//FIXME: need some sort of body impact on ground sound and maybe kick up some dust?
break ;
case EV_WATER_TOUCH :
DEBUGNAME ( " EV_WATER_TOUCH " ) ;
cgi_S_StartSound ( NULL , es - > number , CHAN_AUTO , cgs . media . watrInSound ) ;
break ;
case EV_WATER_LEAVE :
DEBUGNAME ( " EV_WATER_LEAVE " ) ;
cgi_S_StartSound ( NULL , es - > number , CHAN_AUTO , cgs . media . watrOutSound ) ;
break ;
case EV_WATER_UNDER :
DEBUGNAME ( " EV_WATER_UNDER " ) ;
cgi_S_StartSound ( NULL , es - > number , CHAN_AUTO , cgs . media . watrUnSound ) ;
break ;
case EV_WATER_CLEAR :
DEBUGNAME ( " EV_WATER_CLEAR " ) ;
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_AUTO , " *gasp.wav " , CS_BASIC ) ;
break ;
case EV_WATER_GURP1 :
case EV_WATER_GURP2 :
DEBUGNAME ( " EV_WATER_GURPx " ) ;
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_AUTO , va ( " *gurp%d.wav " , event - EV_WATER_GURP1 + 1 ) , CS_BASIC ) ;
break ;
case EV_WATER_DROWN :
DEBUGNAME ( " EV_WATER_DROWN " ) ;
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_AUTO , " *drown.wav " , CS_BASIC ) ;
break ;
case EV_ITEM_PICKUP :
DEBUGNAME ( " EV_ITEM_PICKUP " ) ;
{
gitem_t * item ;
int index ;
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qboolean bHadItem = qfalse ;
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index = es - > eventParm ; // player predicted
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if ( ( char ) index < 0 )
{
index = - ( char ) index ;
bHadItem = qtrue ;
}
if ( index > = bg_numItems ) {
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break ;
}
item = & bg_itemlist [ index ] ;
cgi_S_StartSound ( NULL , es - > number , CHAN_AUTO , cgi_S_RegisterSound ( item - > pickup_sound ) ) ;
// show icon and name on status bar
if ( es - > number = = cg . snap - > ps . clientNum ) {
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CG_ItemPickup ( index , bHadItem ) ;
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}
}
break ;
//
// weapon events
//
case EV_NOAMMO :
DEBUGNAME ( " EV_NOAMMO " ) ;
//cgi_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 " ) ;
if ( es - > weapon = = WP_SABER )
{
/*
if ( ! cent - > gent | | ! cent - > gent - > client | | ( cent - > currentState . saberInFlight = = qfalse & & cent - > currentState . saberActive = = qtrue ) )
{
cgi_S_StartSound ( NULL , es - > number , CHAN_AUTO , cgi_S_RegisterSound ( " sound/weapons/saber/saberoffquick.wav " ) ) ;
}
*/
if ( cent - > gent & & cent - > gent - > client )
{
//if ( cent->gent->client->ps.saberInFlight )
{ //if it's not in flight or lying around, turn it off!
cent - > currentState . saberActive = qfalse ;
}
}
}
// FIXME: if it happens that you don't want the saber to play the switch sounds, feel free to modify this bit.
if ( weaponData [ cg . weaponSelect ] . selectSnd [ 0 ] )
{
// custom select sound
cgi_S_StartSound ( NULL , es - > number , CHAN_AUTO , cgi_S_RegisterSound ( weaponData [ cg . weaponSelect ] . selectSnd ) ) ;
}
else
{
// generic sound
cgi_S_StartSound ( NULL , es - > number , CHAN_AUTO , cgs . media . selectSound ) ;
}
break ;
case EV_FIRE_WEAPON :
DEBUGNAME ( " EV_FIRE_WEAPON " ) ;
CG_FireWeapon ( cent , qfalse ) ;
break ;
case EV_ALT_FIRE :
DEBUGNAME ( " EV_ALT_FIRE " ) ;
CG_FireWeapon ( cent , qtrue ) ;
break ;
case EV_DISRUPTOR_MAIN_SHOT :
DEBUGNAME ( " EV_DISRUPTOR_MAIN_SHOT " ) ;
FX_DisruptorMainShot ( cent - > currentState . origin2 , cent - > lerpOrigin ) ;
break ;
case EV_DISRUPTOR_SNIPER_SHOT :
DEBUGNAME ( " EV_DISRUPTOR_SNIPER_SHOT " ) ;
FX_DisruptorAltShot ( cent - > currentState . origin2 , cent - > lerpOrigin , cent - > gent - > alt_fire ) ;
break ;
case EV_DISRUPTOR_SNIPER_MISS :
DEBUGNAME ( " EV_DISRUPTOR_SNIPER_MISS " ) ;
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FX_DisruptorAltMiss ( cent - > lerpOrigin , cent - > gent - > pos1 ) ;
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break ;
case EV_DEMP2_ALT_IMPACT :
FX_DEMP2_AltDetonate ( cent - > lerpOrigin , es - > eventParm ) ;
break ;
// case EV_POWERUP_SEEKER_FIRE:
// DEBUGNAME("EV_POWERUP_SEEKER_FIRE");
// CG_FireSeeker( cent );
// break;
case EV_POWERUP_BATTLESUIT :
DEBUGNAME ( " EV_POWERUP_BATTLESUIT " ) ;
if ( es - > number = = cg . snap - > ps . clientNum ) {
cg . powerupActive = PW_BATTLESUIT ;
cg . powerupTime = cg . time ;
}
//cgi_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.invulnoProtectSound );
break ;
//=================================================================
//
// other events
//
case EV_REPLICATOR :
DEBUGNAME ( " EV_REPLICATOR " ) ;
// FX_Replicator( cent, position );
break ;
case EV_BATTERIES_CHARGED :
cg . batteryChargeTime = cg . time + 3000 ;
cgi_S_StartSound ( ( float * ) vec3_origin , es - > number , CHAN_AUTO , cgs . media . batteryChargeSound ) ;
break ;
case EV_DISINTEGRATION :
{
DEBUGNAME ( " EV_DISINTEGRATION " ) ;
qboolean makeNotSolid = qfalse ;
int disintPW = es - > eventParm ;
int disintEffect = 0 ;
int disintLength = 0 ;
qhandle_t disintSound1 = NULL ;
qhandle_t disintSound2 = NULL ;
qhandle_t disintSound3 = NULL ;
switch ( disintPW )
{
case PW_DISRUPTION : // sniper rifle
disintEffect = EF_DISINTEGRATION ; //ef_
disintSound1 = cgs . media . disintegrateSound ; //with scream
disintSound2 = cgs . media . disintegrate2Sound ; //no scream
disintSound3 = cgs . media . disintegrate3Sound ; //with inhuman scream
disintLength = 2000 ;
makeNotSolid = qtrue ;
break ;
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/* case PW_SHOCKED:// arc welder
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disintEffect = EF_DISINT_1 ; //ef_
disintSound1 = NULL ; //with scream
disintSound2 = NULL ; //no scream
disintSound3 = NULL ; //with inhuman scream
disintLength = 4000 ;
break ;
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*/
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default :
return ;
break ;
}
if ( cent - > gent - > owner )
{
cent - > gent - > owner - > fx_time = cg . time ;
if ( cent - > gent - > owner - > client )
{
if ( disintSound1 & & disintSound2 )
{ //play an extra sound
/*
if ( cent - > gent - > owner - > client - > playerTeam = = TEAM_STARFLEET | |
cent - > gent - > owner - > client - > playerTeam = = TEAM_SCAVENGERS | |
cent - > gent - > owner - > client - > playerTeam = = TEAM_MALON | |
cent - > gent - > owner - > client - > playerTeam = = TEAM_IMPERIAL | |
cent - > gent - > owner - > client - > playerTeam = = TEAM_HIROGEN | |
cent - > gent - > owner - > client - > playerTeam = = TEAM_DISGUISE | |
cent - > gent - > owner - > client - > playerTeam = = TEAM_KLINGON )
*/
// listed all the non-humanoids, because there's a lot more humanoids
class_t npc_class = cent - > gent - > owner - > client - > NPC_class ;
if ( npc_class ! = CLASS_ATST & & npc_class ! = CLASS_GONK & &
npc_class ! = CLASS_INTERROGATOR & & npc_class ! = CLASS_MARK1 & &
npc_class ! = CLASS_MARK2 & & npc_class ! = CLASS_MOUSE & &
npc_class ! = CLASS_PROBE & & npc_class ! = CLASS_PROTOCOL & &
npc_class ! = CLASS_R2D2 & & npc_class ! = CLASS_R5D2 & &
npc_class ! = CLASS_SEEKER & & npc_class ! = CLASS_SENTRY )
{ //Only the humanoids scream
cgi_S_StartSound ( NULL , cent - > gent - > owner - > s . number , CHAN_VOICE , disintSound1 ) ;
}
// no more forge or 8472
// else if ( cent->gent->owner->client->playerTeam == TEAM_FORGE ||
// cent->gent->owner->client->playerTeam == TEAM_8472 )
// {
// cgi_S_StartSound ( NULL, cent->gent->s.number, CHAN_VOICE, disintSound3 );
// }
else
{
cgi_S_StartSound ( NULL , cent - > gent - > s . number , CHAN_AUTO , disintSound2 ) ;
}
}
cent - > gent - > owner - > s . powerups | = ( 1 < < disintPW ) ;
cent - > gent - > owner - > client - > ps . powerups [ disintPW ] = cg . time + disintLength ;
// Things that are being disintegrated should probably not be solid...
if ( makeNotSolid & & cent - > gent - > owner - > client - > playerTeam ! = TEAM_NEUTRAL )
{
cent - > gent - > contents = CONTENTS_NONE ;
}
}
else
{
cent - > gent - > owner - > s . eFlags = disintEffect ; //FIXME: |= ?
cent - > gent - > owner - > delay = cg . time + disintLength ;
}
}
}
break ;
// This does not necessarily have to be from a grenade...
case EV_GRENADE_BOUNCE :
DEBUGNAME ( " EV_GRENADE_BOUNCE " ) ;
CG_BounceEffect ( cent , es - > weapon , position , cent - > gent - > pos1 ) ;
break ;
//
// missile impacts
//
case EV_MISSILE_STICK :
DEBUGNAME ( " EV_MISSILE_STICK " ) ;
CG_MissileStick ( cent , es - > weapon , position ) ;
break ;
case EV_MISSILE_HIT :
DEBUGNAME ( " EV_MISSILE_HIT " ) ;
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CG_MissileHitPlayer ( cent , es - > weapon , position , cent - > gent - > pos1 , cent - > gent - > alt_fire ) ;
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break ;
case EV_MISSILE_MISS :
DEBUGNAME ( " EV_MISSILE_MISS " ) ;
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CG_MissileHitWall ( cent , es - > weapon , position , cent - > gent - > pos1 , cent - > gent - > alt_fire ) ;
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break ;
case EV_BMODEL_SOUND :
DEBUGNAME ( " EV_BMODEL_SOUND " ) ;
cgi_S_StartSound ( NULL , es - > number , CHAN_AUTO , es - > eventParm ) ;
break ;
case EV_GENERAL_SOUND :
DEBUGNAME ( " EV_GENERAL_SOUND " ) ;
if ( cgs . sound_precache [ es - > eventParm ] )
{
cgi_S_StartSound ( NULL , es - > number , CHAN_AUTO , cgs . sound_precache [ es - > eventParm ] ) ;
}
else
{
s = CG_ConfigString ( CS_SOUNDS + es - > eventParm ) ;
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_AUTO , s , CS_BASIC ) ;
}
break ;
case EV_GLOBAL_SOUND : // play from the player's head so it never diminishes
DEBUGNAME ( " EV_GLOBAL_SOUND " ) ;
if ( cgs . sound_precache [ es - > eventParm ] ) {
cgi_S_StartSound ( NULL , cg . snap - > ps . clientNum , CHAN_AUTO , cgs . sound_precache [ es - > eventParm ] ) ;
} else {
s = CG_ConfigString ( CS_SOUNDS + es - > eventParm ) ;
CG_TryPlayCustomSound ( NULL , cg . snap - > ps . clientNum , CHAN_AUTO , s , CS_BASIC ) ;
}
break ;
case EV_DRUGGED :
DEBUGNAME ( " EV_DRUGGED " ) ;
if ( cent - > gent & & cent - > gent - > owner & & cent - > gent - > owner - > s . number = = 0 )
{
// Only allow setting up the wonky vision on the player..do it for 10 seconds...must be synchronized with calcs done in cg_view. Just search for cg.wonkyTime to find 'em.
cg . wonkyTime = cg . time + 10000 ;
}
break ;
case EV_PAIN :
{
char * snd ;
const int health = es - > eventParm ;
if ( cent - > gent & & cent - > gent - > NPC & & ( cent - > gent - > NPC - > aiFlags & NPCAI_DIE_ON_IMPACT ) )
{
return ;
}
//FIXME: don't do this if we're falling to our deaths...
DEBUGNAME ( " EV_PAIN " ) ;
// don't do more than two pain sounds a second
if ( cg . time - cent - > pe . painTime < 500 ) {
return ;
}
if ( health < 25 ) {
snd = " *pain100.wav " ;
} else if ( health < 50 ) {
snd = " *pain75.wav " ;
} else if ( health < 75 ) {
snd = " *pain50.wav " ;
} else {
snd = " *pain25.wav " ;
}
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_VOICE , snd , CS_BASIC ) ;
// save pain time for programitic twitch animation
cent - > pe . painTime = cg . time ;
cent - > pe . painDirection ^ = 1 ;
}
break ;
case EV_DEATH1 :
case EV_DEATH2 :
case EV_DEATH3 :
DEBUGNAME ( " EV_DEATHx " ) ;
/*
if ( cent - > gent & & cent - > gent - > NPC & & ( cent - > gent - > NPC - > aiFlags & NPCAI_DIE_ON_IMPACT ) )
{
return ;
}
*/
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_VOICE , va ( " *death%i.wav " , event - EV_DEATH1 + 1 ) , CS_BASIC ) ;
break ;
// Called by the FxRunner entity...usually for Environmental FX Events
case EV_PLAY_EFFECT :
DEBUGNAME ( " EV_PLAY_EFFECT " ) ;
s = CG_ConfigString ( CS_EFFECTS + es - > eventParm ) ;
// Ghoul2 Insert Start
if ( es - > boltInfo ! = 0 )
{
theFxScheduler . PlayEffect ( s , cent - > lerpOrigin , axis , es - > boltInfo , - 1 ) ;
}
else
{
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VectorCopy ( cent - > gent - > pos3 , axis [ 0 ] ) ;
VectorCopy ( cent - > gent - > pos4 , axis [ 1 ] ) ;
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CrossProduct ( axis [ 0 ] , axis [ 1 ] , axis [ 2 ] ) ;
// the entNum the effect may be attached to
if ( es - > otherEntityNum )
{
theFxScheduler . PlayEffect ( s , cent - > lerpOrigin , axis , - 1 , es - > otherEntityNum ) ;
}
else
{
theFxScheduler . PlayEffect ( s , cent - > lerpOrigin , axis , - 1 , - 1 ) ;
}
}
// Ghoul2 Insert End
break ;
// play an effect bolted onto a muzzle
case EV_PLAY_MUZZLE_EFFECT :
DEBUGNAME ( " EV_PLAY_MUZZLE_EFFECT " ) ;
s = CG_ConfigString ( CS_EFFECTS + es - > eventParm ) ;
theFxScheduler . PlayEffect ( s , es - > otherEntityNum ) ;
break ;
case EV_TARGET_BEAM_DRAW :
DEBUGNAME ( " EV_TARGET_BEAM_DRAW " ) ;
if ( cent - > gent )
{
s = CG_ConfigString ( CS_EFFECTS + es - > eventParm ) ;
if ( s & & s [ 0 ] )
{
if ( cent - > gent - > delay )
{
s2 = CG_ConfigString ( CS_EFFECTS + cent - > gent - > delay ) ;
}
else
{
s2 = NULL ;
}
CG_DrawTargetBeam ( cent - > lerpOrigin , cent - > gent - > s . origin2 , cent - > gent - > pos1 , s , s2 ) ;
}
/* else
{
int gack = 0 ; // this is bad if it get's here
}
*/
}
break ;
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 ) , CS_COMBAT ) ;
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 ) , CS_COMBAT ) ;
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 ) , CS_COMBAT ) ;
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 ) , CS_COMBAT ) ;
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 ) , CS_COMBAT ) ;
break ;
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case EV_FFWARN : //Warn ally to stop shooting you
DEBUGNAME ( " EV_FFWARN " ) ;
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_VOICE , " *ffwarn.wav " , CS_COMBAT ) ;
break ;
case EV_FFTURN : //Turn on ally after being shot by them
DEBUGNAME ( " EV_FFTURN " ) ;
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_VOICE , " *ffturn.wav " , CS_COMBAT ) ;
break ;
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//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 ) , CS_EXTRA ) ;
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 ) , CS_EXTRA ) ;
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 ) , CS_EXTRA ) ;
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 ) , CS_EXTRA ) ;
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 ) , CS_EXTRA ) ;
break ;
case EV_LOST1 :
DEBUGNAME ( " EV_LOST1 " ) ;
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_VOICE , " *lost1.wav " , CS_EXTRA ) ;
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 ) , CS_EXTRA ) ;
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 ) , CS_EXTRA ) ;
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 ) , CS_EXTRA ) ;
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 ) , CS_EXTRA ) ;
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 ) , CS_EXTRA ) ;
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 ) , CS_JEDI ) ;
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 ) , CS_JEDI ) ;
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 ) , CS_JEDI ) ;
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 ) , CS_JEDI ) ;
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 ) , CS_JEDI ) ;
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 ) , CS_JEDI ) ;
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 ) , CS_JEDI ) ;
break ;
case EV_PUSHFAIL :
DEBUGNAME ( " EV_PUSHFAIL " ) ;
CG_TryPlayCustomSound ( NULL , es - > number , CHAN_VOICE , " *pushfail.wav " , CS_JEDI ) ;
break ;
case EV_USE_FORCE :
DEBUGNAME ( " EV_USE_FORCEITEM " ) ;
CG_UseForce ( cent ) ;
break ;
case EV_USE_ITEM :
DEBUGNAME ( " EV_USE_ITEM " ) ;
CG_UseItem ( cent ) ;
break ;
case EV_USE_INV_BINOCULARS :
DEBUGNAME ( " EV_USE_INV_BINOCULARS " ) ;
UseItem ( INV_ELECTROBINOCULARS ) ;
break ;
case EV_USE_INV_BACTA :
DEBUGNAME ( " EV_USE_INV_BACTA " ) ;
UseItem ( INV_BACTA_CANISTER ) ;
break ;
case EV_USE_INV_SEEKER :
DEBUGNAME ( " EV_USE_INV_SEEKER " ) ;
UseItem ( INV_SEEKER ) ;
break ;
case EV_USE_INV_LIGHTAMP_GOGGLES :
DEBUGNAME ( " EV_USE_INV_LIGHTAMP_GOGGLES " ) ;
UseItem ( INV_LIGHTAMP_GOGGLES ) ;
break ;
case EV_USE_INV_SENTRY :
DEBUGNAME ( " EV_USE_INV_SENTRY " ) ;
UseItem ( INV_SENTRY ) ;
break ;
case EV_DEBUG_LINE :
DEBUGNAME ( " EV_DEBUG_LINE " ) ;
CG_TestLine ( position , es - > origin2 , es - > time , ( unsigned int ) ( es - > time2 ) , es - > weapon ) ;
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
}
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
EvaluateTrajectory ( & cent - > currentState . pos , cg . snap - > serverTime , cent - > lerpOrigin ) ;
CG_SetEntitySoundPosition ( cent ) ;
CG_EntityEvent ( cent , cent - > lerpOrigin ) ;
}