// Copyright (C) 1999-2000 Id Software, Inc. // // cg_event.c -- handle entity events at snapshot or playerstate transitions #include "cg_local.h" #include "fx_local.h" #include "..\ghoul2\g2.h" #include "../ui/ui_shared.h" // for the voice chats #include "../../ui/menudef.h" //========================================================================== extern int g_saberFlashTime; extern vec3_t g_saberFlashPos; extern char *showPowersName[]; /* =================== 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 = "1st";//S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue } else if ( rank == 2 ) { s = "2nd";//S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red } else if ( rank == 3 ) { s = "3rd";//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; 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 ); // check for single client messages switch( mod ) { case MOD_SUICIDE: case MOD_FALLING: case MOD_CRUSH: case MOD_WATER: case MOD_SLIME: case MOD_LAVA: case MOD_TARGET_LASER: case MOD_TRIGGER_HURT: message = "DIED_GENERIC"; break; default: message = NULL; break; } // Attacker killed themselves. Ridicule them for it. if (attacker == target) { gender = ci->gender; switch (mod) { case MOD_BRYAR_PISTOL: case MOD_BRYAR_PISTOL_ALT: case MOD_BLASTER: case MOD_DISRUPTOR: case MOD_DISRUPTOR_SPLASH: case MOD_DISRUPTOR_SNIPER: case MOD_BOWCASTER: case MOD_REPEATER: case MOD_REPEATER_ALT: case MOD_FLECHETTE: if ( gender == GENDER_FEMALE ) message = "SUICIDE_SHOT_FEMALE"; else if ( gender == GENDER_NEUTER ) message = "SUICIDE_SHOT_GENDERLESS"; else message = "SUICIDE_SHOT_MALE"; break; case MOD_REPEATER_ALT_SPLASH: case MOD_FLECHETTE_ALT_SPLASH: case MOD_ROCKET: case MOD_ROCKET_SPLASH: case MOD_ROCKET_HOMING: case MOD_ROCKET_HOMING_SPLASH: case MOD_THERMAL: case MOD_THERMAL_SPLASH: case MOD_TRIP_MINE_SPLASH: case MOD_TIMED_MINE_SPLASH: case MOD_DET_PACK_SPLASH: if ( gender == GENDER_FEMALE ) message = "SUICIDE_EXPLOSIVES_FEMALE"; else if ( gender == GENDER_NEUTER ) message = "SUICIDE_EXPLOSIVES_GENDERLESS"; else message = "SUICIDE_EXPLOSIVES_MALE"; break; case MOD_DEMP2: if ( gender == GENDER_FEMALE ) message = "SUICIDE_ELECTROCUTED_FEMALE"; else if ( gender == GENDER_NEUTER ) message = "SUICIDE_ELECTROCUTED_GENDERLESS"; else message = "SUICIDE_ELECTROCUTED_MALE"; break; default: if ( gender == GENDER_FEMALE ) message = "SUICIDE_GENERICDEATH_FEMALE"; else if ( gender == GENDER_NEUTER ) message = "SUICIDE_GENERICDEATH_GENDERLESS"; else message = "SUICIDE_GENERICDEATH_MALE"; break; } } if (target != attacker && target < MAX_CLIENTS && attacker < MAX_CLIENTS) { goto clientkilled; } if (message) { gender = ci->gender; if (!message[0]) { if ( gender == GENDER_FEMALE ) message = "SUICIDE_GENERICDEATH_FEMALE"; else if ( gender == GENDER_NEUTER ) message = "SUICIDE_GENERICDEATH_GENDERLESS"; else message = "SUICIDE_GENERICDEATH_MALE"; } message = (char *)CG_GetStripEdString("INGAMETEXT", message); CG_Printf( "%s %s\n", targetName, message); return; } clientkilled: // check for kill messages from the current clientNum if ( attacker == cg.snap->ps.clientNum ) { char *s; if ( cgs.gametype < GT_TEAM ) { if (cgs.gametype == GT_JEDIMASTER && attacker < MAX_CLIENTS && !ent->isJediMaster && !cg.snap->ps.isJediMaster) { char part1[512]; char part2[512]; const char *kmsg1 = CG_GetStripEdString("INGAMETEXT", "KILLED_MESSAGE"); strcpy(part1, kmsg1); kmsg1 = CG_GetStripEdString("INGAMETEXT", "JMKILLED_NOTJM"); strcpy(part2, kmsg1); s = va("%s %s %s\n", part1, targetName, part2); } else { s = va("%s %s.\n%s place with %i.", (char *)CG_GetStripEdString("INGAMETEXT", "KILLED_MESSAGE"), targetName, CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ), cg.snap->ps.persistant[PERS_SCORE] ); } } else { s = va("%s %s", (char *)CG_GetStripEdString("INGAMETEXT", "KILLED_MESSAGE"), targetName ); } if (!(cg_singlePlayerActive.integer && cg_cameraOrbit.integer)) { CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); } // 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_STUN_BATON: message = "KILLED_STUN"; break; case MOD_MELEE: message = "KILLED_MELEE"; break; case MOD_SABER: message = "KILLED_SABER"; break; case MOD_BRYAR_PISTOL: case MOD_BRYAR_PISTOL_ALT: message = "KILLED_BRYAR"; break; case MOD_BLASTER: message = "KILLED_BLASTER"; break; case MOD_DISRUPTOR: case MOD_DISRUPTOR_SPLASH: message = "KILLED_DISRUPTOR"; break; case MOD_DISRUPTOR_SNIPER: message = "KILLED_DISRUPTORSNIPE"; break; case MOD_BOWCASTER: message = "KILLED_BOWCASTER"; break; case MOD_REPEATER: message = "KILLED_REPEATER"; break; case MOD_REPEATER_ALT: case MOD_REPEATER_ALT_SPLASH: message = "KILLED_REPEATERALT"; break; case MOD_DEMP2: case MOD_DEMP2_ALT: message = "KILLED_DEMP2"; break; case MOD_FLECHETTE: message = "KILLED_FLECHETTE"; break; case MOD_FLECHETTE_ALT_SPLASH: message = "KILLED_FLECHETTE_MINE"; break; case MOD_ROCKET: case MOD_ROCKET_SPLASH: message = "KILLED_ROCKET"; break; case MOD_ROCKET_HOMING: case MOD_ROCKET_HOMING_SPLASH: message = "KILLED_ROCKET_HOMING"; break; case MOD_THERMAL: case MOD_THERMAL_SPLASH: message = "KILLED_THERMAL"; break; case MOD_TRIP_MINE_SPLASH: message = "KILLED_TRIPMINE"; break; case MOD_TIMED_MINE_SPLASH: message = "KILLED_TRIPMINE_TIMED"; break; case MOD_DET_PACK_SPLASH: message = "KILLED_DETPACK"; 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_TRIGGER_HURT: message = "KILLED_GENERIC";//"KILLED_FORCETOSS"; break; default: message = "KILLED_GENERIC"; break; } if (message) { message = (char *)CG_GetStripEdString("INGAMETEXT", message); CG_Printf( "%s %s %s\n", targetName, message, attackerName); return; } } // we don't know what it was CG_Printf( "%s %s\n", targetName, (char *)CG_GetStripEdString("INGAMETEXT", "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 ); } } /* =============== 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: case HI_SHIELD: case HI_DATAPAD: case HI_SENTRY_GUN: break; // case HI_MEDKIT: case HI_MEDPAC: 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_AUTO, cgs.media.medkitSound ); break; } if (cg.snap && cg.snap->ps.clientNum == cent->currentState.number && itemNum != HI_BINOCULARS) { //if not using binoculars, 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) { 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) { 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; } } } //rww - print pickup messages if (bg_itemlist[itemNum].pickup_name && bg_itemlist[itemNum].pickup_name[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 const char *strText = CG_GetStripEdString("INGAMETEXT", "PICKUPLINE"); Com_Printf("%s %s\n", strText, bg_itemlist[itemNum].pickup_name); } } /* ================ 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; } void CG_ReattachLimb(centity_t *source) { char *limbName; char *stubCapName; switch (source->torsoBolt) { case G2_MODELPART_HEAD: limbName = "head"; stubCapName = "torso_cap_head_off"; break; case G2_MODELPART_WAIST: limbName = "torso"; stubCapName = "hips_cap_torso_off"; break; case G2_MODELPART_LARM: limbName = "l_arm"; stubCapName = "torso_cap_l_arm_off"; break; case G2_MODELPART_RARM: limbName = "r_arm"; stubCapName = "torso_cap_r_arm_off"; break; case G2_MODELPART_LLEG: limbName = "l_leg"; stubCapName = "hips_cap_l_leg_off"; break; case G2_MODELPART_RLEG: limbName = "r_leg"; stubCapName = "hips_cap_r_leg_off"; break; default: limbName = "r_leg"; stubCapName = "hips_cap_r_leg_off"; break; } trap_G2API_SetSurfaceOnOff(source->ghoul2, limbName, 0); trap_G2API_SetSurfaceOnOff(source->ghoul2, stubCapName, 0x00000100); source->torsoBolt = 0; source->ghoul2weapon = NULL; } static void CG_BodyQueueCopy(centity_t *cent, int clientNum, int knownWeapon) { centity_t *source; animation_t *anim; float animSpeed; int flags=BONE_ANIM_OVERRIDE_FREEZE; clientInfo_t *ci; if (cent->ghoul2) { trap_G2API_CleanGhoul2Models(¢->ghoul2); } if (clientNum < 0 || clientNum >= MAX_CLIENTS) { return; } source = &cg_entities[ clientNum ]; ci = &cgs.clientinfo[ clientNum ]; if (!source) { return; } if (!source->ghoul2) { return; } cent->isATST = source->isATST; cent->dustTrailTime = source->dustTrailTime; trap_G2API_DuplicateGhoul2Instance(source->ghoul2, ¢->ghoul2); //either force the weapon from when we died or remove it if it was a dropped weapon if (knownWeapon > WP_BRYAR_PISTOL && trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1)) { trap_G2API_RemoveGhoul2Model(&(cent->ghoul2), 1); } else if (trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1)) { trap_G2API_CopySpecificGhoul2Model(g2WeaponInstances[knownWeapon], 0, cent->ghoul2, 1); } anim = &bgGlobalAnimations[ cent->currentState.torsoAnim ]; animSpeed = 50.0f / anim->frameLerp; //this will just set us to the last frame of the animation, in theory if (source->isATST) { int aNum = cgs.clientinfo[source->currentState.number].frame+1; anim = &bgGlobalAnimations[ BOTH_DEAD1 ]; animSpeed = 1; flags &= ~BONE_ANIM_OVERRIDE_LOOP; while (aNum >= anim->firstFrame+anim->numFrames) { aNum--; } trap_G2API_SetBoneAnim(cent->ghoul2, 0, "pelvis", aNum, anim->firstFrame + anim->numFrames, flags, animSpeed, cg.time, -1, 150); } else { int aNum = cgs.clientinfo[source->currentState.number].frame+1; while (aNum >= anim->firstFrame+anim->numFrames) { aNum--; } if (aNum < anim->firstFrame-1) { //wrong animation...? aNum = (anim->firstFrame+anim->numFrames)-1; } //if (!cgs.clientinfo[source->currentState.number].frame || (cent->currentState.torsoAnim&~ANIM_TOGGLEBIT) != (source->currentState.torsoAnim&~ANIM_TOGGLEBIT) ) //{ // aNum = (anim->firstFrame+anim->numFrames)-1; //} trap_G2API_SetBoneAnim(cent->ghoul2, 0, "upper_lumbar", aNum, anim->firstFrame + anim->numFrames, flags, animSpeed, cg.time, -1, 150); trap_G2API_SetBoneAnim(cent->ghoul2, 0, "model_root", aNum, anim->firstFrame + anim->numFrames, flags, animSpeed, cg.time, -1, 150); trap_G2API_SetBoneAnim(cent->ghoul2, 0, "Motion", aNum, anim->firstFrame + anim->numFrames, flags, animSpeed, cg.time, -1, 150); } //After we create the bodyqueue, regenerate any limbs on the real instance if (source->torsoBolt) { CG_ReattachLimb(source); } } 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 *stripEdString = 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; } stripEdString = CG_GetStripEdString("INGAMETEXT", refName); if (!stripEdString || !stripEdString[0]) { return; } if (teamName && teamName[0]) { const char *f = strstr(stripEdString, "%s"); if (f) { int strLen = 0; int i = 0; if (ci) { Com_sprintf(printMsg, sizeof(printMsg), "%s ", ci->name); strLen = strlen(printMsg); } while (stripEdString[i] && i < 512) { if (stripEdString[i] == '%' && stripEdString[i+1] == 's') { printMsg[strLen] = '\0'; Q_strcat(printMsg, sizeof(printMsg), teamName); strLen = strlen(printMsg); i++; } else { printMsg[strLen] = stripEdString[i]; strLen++; } i++; } printMsg[strLen] = '\0'; goto doPrint; } } if (ci) { Com_sprintf(printMsg, sizeof(printMsg), "%s %s", ci->name, stripEdString); } else { Com_sprintf(printMsg, sizeof(printMsg), "%s", stripEdString); } 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); } CG_PrintCTFMessage(ci, teamName, es->eventParm); } 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 (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; } } /* ============== 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; 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; } 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->isATST = 0; cl_ent->atstFootClang = 0; cl_ent->atstSwinging = 0; cl_ent->torsoBolt = 0; cl_ent->bolt1 = 0; cl_ent->bolt2 = 0; cl_ent->bolt3 = 0; cl_ent->bolt4 = 0; cl_ent->saberLength = 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; } break; case EV_FOOTSTEP: DEBUGNAME("EV_FOOTSTEP"); if (cg_footsteps.integer) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ ci->footsteps ][rand()&3] ); } break; case EV_FOOTSTEP_METAL: DEBUGNAME("EV_FOOTSTEP_METAL"); if (cg_footsteps.integer) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] ); } break; case EV_FOOTSPLASH: DEBUGNAME("EV_FOOTSPLASH"); if (cg_footsteps.integer) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); } break; case EV_FOOTWADE: DEBUGNAME("EV_FOOTWADE"); if (cg_footsteps.integer) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); } break; case EV_SWIM: DEBUGNAME("EV_SWIM"); if (cg_footsteps.integer) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); } break; case EV_FALL: 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_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( "BEGIN", 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"); 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"); trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) ); break; 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; 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_GetStripEdString("INGAMETEXT", "PICKUPLINE"); //Com_Printf("%s %s\n", strText, showPowersName[index]); CG_CenterPrint( va("%s %s\n", strText, 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_SABERATTACK && index != FP_SABERDEFEND && 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; // // 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 ) { 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"); 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) { //special case for turret firing vec3_t gunpoint, gunangle; mdxaBone_t matrix; weaponInfo_t *weaponInfo = &cg_weapons[WP_TURRET]; if ( !weaponInfo->registered ) { memset( weaponInfo, 0, sizeof( *weaponInfo ) ); weaponInfo->flashSound[0] = NULL_SOUND; weaponInfo->firingSound = NULL_SOUND; weaponInfo->chargeSound = NULL_SOUND; weaponInfo->muzzleEffect = NULL_HANDLE; weaponInfo->missileModel = NULL_HANDLE; weaponInfo->missileSound = NULL_SOUND; weaponInfo->missileDlight = 0; weaponInfo->missileHitSound = NULL_SOUND; weaponInfo->missileTrailFunc = FX_TurretProjectileThink; trap_FX_RegisterEffect("effects/blaster/wall_impact.efx"); trap_FX_RegisterEffect("effects/blaster/flesh_impact.efx"); weaponInfo->registered = qtrue; } 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"); } } 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(trap_FX_RegisterEffect( "effects/turret/muzzle_flash.efx" ), gunpoint, gunangle); } else { CG_FireWeapon( cent, qfalse ); } break; case EV_ALT_FIRE: DEBUGNAME("EV_ALT_FIRE"); 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"); trap_S_StartSound(es->pos.trBase, es->number, CHAN_WEAPON, trap_S_RegisterSound(va("sound/weapons/saber/saberhup%i.wav", Q_irand(1, 8)))); break; case EV_SABER_HIT: DEBUGNAME("EV_SABER_HIT"); 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, trap_S_RegisterSound("sound/weapons/saber/saberhit.wav")); trap_FX_PlayEffectID( trap_FX_RegisterEffect("saber/blood_sparks.efx"), es->origin, fxDir ); } else { //hit something else 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, trap_S_RegisterSound("sound/weapons/saber/saberhit.wav")); trap_FX_PlayEffectID( trap_FX_RegisterEffect("saber/spark.efx"), es->origin, fxDir ); } break; case EV_SABER_BLOCK: DEBUGNAME("EV_SABER_BLOCK"); if (es->eventParm) { //saber block 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, trap_S_RegisterSound(va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ))); trap_FX_PlayEffectID( trap_FX_RegisterEffect("saber/saber_block.efx"), es->origin, fxDir ); g_saberFlashTime = cg.time-50; VectorCopy( es->origin, g_saberFlashPos ); } else { //projectile block vec3_t fxDir; VectorCopy(es->angles, fxDir); if (!fxDir[0] && !fxDir[1] && !fxDir[2]) { fxDir[1] = 1; } trap_FX_PlayEffectID(trap_FX_RegisterEffect("blaster/deflect.efx"), es->origin, fxDir); } break; case EV_SABER_UNHOLSTER: DEBUGNAME("EV_SABER_UNHOLSTER"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( "sound/weapons/saber/saberon.wav" ) ); 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(trap_FX_RegisterEffect("mp/jedispawn.efx"), pos, ang); 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); } } 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_SCREENSHAKE: DEBUGNAME("EV_SCREENSHAKE"); if (!es->modelindex || cg.predictedPlayerState.clientNum == es->modelindex-1) { CGCam_Shake(es->angles[0], es->time); } 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 *stripedref = NULL; switch(es->eventParm) { case SENTRY_NOROOM: stripedref = (char *)CG_GetStripEdString("INGAMETEXT", "SENTRY_NOROOM"); break; case SENTRY_ALREADYPLACED: stripedref = (char *)CG_GetStripEdString("INGAMETEXT", "SENTRY_ALREADYPLACED"); break; case SHIELD_NOROOM: stripedref = (char *)CG_GetStripEdString("INGAMETEXT", "SHIELD_NOROOM"); break; case SEEKER_ALREADYDEPLOYED: stripedref = (char *)CG_GetStripEdString("INGAMETEXT", "SEEKER_ALREADYDEPLOYED"); break; default: break; } if (!stripedref) { break; } Com_Printf("%s\n", stripedref); } 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(trap_FX_RegisterEffect("mp/spawn.efx"), pos, ang); } 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(trap_FX_RegisterEffect("mp/spawn.efx"), pos, ang); } 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; // // saga gameplay events // case EV_SAGA_ROUNDOVER: DEBUGNAME("EV_SAGA_ROUNDOVER"); CG_SagaRoundOver(&cg_entities[cent->currentState.weapon], cent->currentState.eventParm); break; case EV_SAGA_OBJECTIVECOMPLETE: DEBUGNAME("EV_SAGA_OBJECTIVECOMPLETE"); CG_SagaObjectiveCompleted(&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)) { 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_OpenUIMenu(3); } break; case EV_SET_FREE_SABER: DEBUGNAME("EV_SET_FREE_SABER"); trap_Cvar_Set("ui_freeSaber", va("%i", es->eventParm)); break; // // missile impacts // 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 (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); } break; case EV_MISSILE_MISS: DEBUGNAME("EV_MISSILE_MISS"); ByteToDir( es->eventParm, dir ); 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); } break; case EV_MISSILE_MISS_METAL: DEBUGNAME("EV_MISSILE_MISS_METAL"); ByteToDir( es->eventParm, dir ); 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 = trap_FX_RegisterEffect("emplaced/dead_smoke.efx"); break; case EFFECT_EXPLOSION: eID = trap_FX_RegisterEffect("emplaced/explode.efx"); break; case EFFECT_EXPLOSION_PAS: eID = trap_FX_RegisterEffect("turret/explode.efx"); break; case EFFECT_SPARK_EXPLOSION: eID = trap_FX_RegisterEffect("spark_explosion.efx"); break; case EFFECT_EXPLOSION_TRIPMINE: eID = trap_FX_RegisterEffect("tripMine/explosion.efx"); break; case EFFECT_EXPLOSION_DETPACK: eID = trap_FX_RegisterEffect("detpack/explosion.efx"); break; case EFFECT_EXPLOSION_FLECHETTE: eID = trap_FX_RegisterEffect("flechette/alt_blow.efx"); break; case EFFECT_STUNHIT: eID = trap_FX_RegisterEffect("stunBaton/flesh_impact.efx"); break; case EFFECT_EXPLOSION_DEMP2ALT: FX_DEMP2_AltDetonate( cent->lerpOrigin, es->weapon ); eID = trap_FX_RegisterEffect("demp2/altDetonate.efx"); 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); } break; case EV_PLAY_EFFECT_ID: DEBUGNAME("EV_PLAY_EFFECT_ID"); { vec3_t fxDir; AngleVectors(es->angles, fxDir, 0, 0); if (!fxDir[0] && !fxDir[1] && !fxDir[2]) { fxDir[1] = 1; } if ( cgs.gameEffects[ es->eventParm ] ) { trap_FX_PlayEffectID(cgs.gameEffects[es->eventParm], es->origin, fxDir ); } else { s = CG_ConfigString( CS_EFFECTS + es->eventParm ); if (s && s[0]) { trap_FX_PlayEffectID(trap_FX_RegisterEffect(s), es->origin, fxDir ); } } } 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); trap_S_StopLoopingSound(es->trickedentindex2); 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 ] ) { trap_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, 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 //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->weapon, es->trickedentindex, cgs.gameSounds[ es->eventParm ] ); } else { s = CG_ConfigString( CS_SOUNDS + es->eventParm ); trap_S_StartSound (NULL, es->weapon, es->trickedentindex, CG_CustomSound( es->weapon, 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"); if (es->weapon) { if (cgs.gameSounds[es->weapon]) { isnd = cgs.gameSounds[es->weapon]; } else { s = CG_ConfigString( CS_SOUNDS + es->eventParm ); isnd = CG_CustomSound( es->number, s ); } } else { isnd = 0; } if (es->trickedentindex > 0) { if (cgs.gameModels[es->trickedentindex]) { CG_CreateDebris(es->number, es->pos.trBase, es->angles, es->origin, isnd, cgs.gameModels[es->trickedentindex]); } else { //default to "rock" type CG_CreateDebris(es->number, es->pos.trBase, es->angles, es->origin, isnd, -1); } } else { CG_CreateDebris(es->number, es->pos.trBase, es->angles, es->origin, isnd, es->trickedentindex); } 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"); 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); } 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); 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); } trap_S_AddRealLoopingSound( es->number, es->pos.trBase, vec3_origin, isnd ); es->loopSound = isnd; break; case EV_STOPLOOPINGSOUND: DEBUGNAME("EV_STOPLOOPINGSOUND"); trap_S_StopLoopingSound( es->number ); 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); } 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->trickedentindex, es->weapon, 1); break; case EV_BODY_QUEUE_COPY: DEBUGNAME("EV_BODY_QUEUE_COPY"); CG_BodyQueueCopy(cent, es->eventParm, 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 } // 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 ); }