reaction/code/cgame/cg_event.c
2015-09-22 21:38:23 -05:00

1511 lines
42 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.76 2007/02/03 15:02:21 jbravo
// Renamed RQ3 to Reaction, Dropped loading of various baseq3 media, disabled the follow command, fixed grenades killing teammates and some cleanups
//
// Revision 1.75 2005/02/15 16:33:38 makro
// Tons of updates (entity tree attachment system, UI vectors)
//
// Revision 1.74 2003/09/07 19:51:39 makro
// no message
//
// Revision 1.73 2003/07/30 16:05:46 makro
// no message
//
// Revision 1.72 2003/04/07 02:18:49 jbravo
// Removed more unlagged stuff that was messing up impact marks and fixed a
// booboo in the UI ssg xhair previews.
//
// Revision 1.71 2003/03/09 21:30:38 jbravo
// Adding unlagged. Still needs work.
//
// Revision 1.70 2002/11/09 14:13:32 makro
// Added tdmMode info to the loading screen
//
// Revision 1.69 2002/10/30 20:04:33 jbravo
// Adding helmet
//
// Revision 1.68 2002/08/25 07:09:00 niceass
// added "life" setting to func_pressure
//
// Revision 1.67 2002/07/22 06:31:11 niceass
// cleaned up the powerup code
//
// Revision 1.66 2002/07/07 18:36:13 jbravo
// Added an AntiIdle system. Can play insane sounds for idle players, drop them
// from teams or kick them. Upped version to Beta 2.1
//
// Revision 1.65 2002/06/16 20:06:13 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.64 2002/06/16 19:12:52 jbravo
// Removed the MISSIONPACK ifdefs and missionpack only code.
//
// Revision 1.63 2002/06/05 23:53:05 jbravo
// Color fixes for player names
//
// Revision 1.62 2002/06/05 09:42:30 niceass
// removed old death messages
//
// Revision 1.61 2002/05/30 18:22:20 jbravo
// Misc fixes
//
// Revision 1.60 2002/05/28 01:46:58 jbravo
// Added stomach gibbing
//
// Revision 1.59 2002/05/28 01:17:01 jbravo
// More gib fixes. g_RQ3_gib added
//
// Revision 1.58 2002/05/27 17:47:19 jbravo
// Fixes and cleanups
//
// Revision 1.57 2002/05/26 05:15:36 niceass
// pressure
//
// Revision 1.56 2002/05/12 22:13:43 makro
// Impact sounds
//
// Revision 1.55 2002/05/11 19:13:42 makro
// Sand surfaceparm
//
// Revision 1.54 2002/05/09 20:58:30 jbravo
// New Obit system and a warning cleanup in zcam
//
// Revision 1.53 2002/05/02 23:04:59 makro
// Loading screen. Jump kicks
//
// Revision 1.52 2002/04/29 06:14:57 niceass
// pressure
//
// Revision 1.51 2002/04/23 06:08:58 niceass
// pressure stuff
//
// Revision 1.50 2002/04/20 15:05:08 makro
// More footstep sounds, a few other things
//
// Revision 1.49 2002/04/06 21:43:58 makro
// New surfaceparm system
//
// Revision 1.48 2002/04/03 03:13:48 blaze
// NEW BREAKABLE CODE - will break all old breakables(wont appear in maps)
//
// Revision 1.47 2002/03/31 03:31:24 jbravo
// Compiler warning cleanups
//
// Revision 1.46 2002/03/23 05:17:42 jbravo
// Major cleanup of game -> cgame communication with LCA vars.
//
// Revision 1.45 2002/03/21 15:02:05 jbravo
// More teamname cleanups and fix for fraglines.
//
// Revision 1.44 2002/03/18 13:32:53 jbravo
// Fixed the fraglines for sniper head kills and twekaed bandaging a bit for
// testing
//
// Revision 1.43 2002/03/18 12:25:10 jbravo
// Live players dont get fraglines, except their own. Cleanups and some
// hacks to get bots to stop using knives only.
//
// Revision 1.42 2002/03/17 01:44:39 jbravo
// Fixed the "xxx died" fraglines, did some code cleanups andalmost fixed
// DM. Only DM problem I can see is that bots are invisible.
//
// Revision 1.41 2002/03/17 00:40:23 jbravo
// Adding variable team names. g_RQ3_team1name and g_RQ3_team2name. Fixed
// Slicers fraglimit check.
//
// Revision 1.40 2002/03/14 23:54:12 jbravo
// Added a variable system from AQ. Works the same except it uses $ for %
//
// Revision 1.39 2002/03/03 22:02:15 jbravo
// Further attempts to stop "you fragged XXX" messages for spectators
//
// Revision 1.38 2002/03/02 20:16:58 jbravo
// Stopping you fragged XXX messages for spectators in followmode.
//
// Revision 1.37 2002/02/11 00:30:02 niceass
// LCA fix
//
// Revision 1.36 2002/02/10 16:26:55 jbravo
// Attempting to intergrate zcam better into rq3 and a fix for lights.wav
//
// Revision 1.35 2002/01/24 14:20:53 jbravo
// Adding func_explosive and a few new surfaceparms
//
// Revision 1.34 2002/01/14 01:19:23 niceass
// No more default 800 gravity on items - NiceAss
//
// Revision 1.33 2002/01/11 20:20:57 jbravo
// Adding TP to main branch
//
// Revision 1.32 2002/01/11 19:48:29 jbravo
// Formatted the source in non DOS format.
//
// Revision 1.31 2001/12/31 16:28:41 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_event.c -- handle entity events at snapshot or playerstate transitions
#include "cg_local.h"
// JBravo: warning fix
void CG_BreakBreakable(centity_t * cent, int eParam, int number);
void CG_LaunchGib(vec3_t origin, vec3_t velocity, qhandle_t hModel);
//==========================================================================
/*
===================
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_UseItem
===============
*/
static void CG_UseItem(centity_t * cent)
{
//clientInfo_t *ci;
int itemNum;
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;
// JBravo: getting rid of NON RQ3 items.
/* 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; */
}
}
/*
================
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
//Blaze: Changed WP_MACHINEGUN to WP_PISTOL
// if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_PISTOL ) {
// cg.weaponSelectTime = cg.time;
// cg.weaponSelect = bg_itemlist[itemNum].giTag;
// }
}
}
/*
================
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_1.wav";
} else if (health < 50) {
snd = "*pain50_1.wav";
} else if (health < 75) {
snd = "*pain75_1.wav";
} else {
snd = "*pain100_1.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;
}
/*
=============
CG_DMRewardEvent
Used to display the frag rewards for getting many frags in a row during a DM game.
=============
*/
static void CG_DMRewardEvent(entityState_t * ent)
{
int mod;
int attacker;
char *message;
const char *attackerInfo;
char attackerName[32];
// clientInfo_t *ci;
attacker = ent->otherEntityNum2;
mod = ent->eventParm;
if (attacker < 0 || attacker >= MAX_CLIENTS) {
attacker = ENTITYNUM_WORLD;
attackerInfo = NULL;
} else {
attackerInfo = CG_ConfigString(CS_PLAYERS + attacker);
}
Q_strncpyz(attackerName, Info_ValueForKey(attackerInfo, "n"), sizeof(attackerName) - 2);
strcat(attackerName, S_COLOR_WHITE);
if ((mod > 3) && (mod < 8))
message = "2";
else if (mod < 16)
message = "4";
else if (mod < 32)
message = "8";
else
message = "16";
if (message) {
CG_AddMessage(va("%s has %d kills in a row and receives %s frags for the kill!\n", attackerName, mod, message));
return;
}
}
// JBravo: for sniper headshots
#define GIB_VELOCITY 250
#define GIB_JUMP 250
void CG_GibPlayerHeadshot(vec3_t playerOrigin)
{
vec3_t origin, velocity;
if (!cg_blood.integer) {
return;
}
VectorCopy(playerOrigin, origin);
origin[2] += 25;
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
if (rand() & 1) {
CG_LaunchGib(origin, velocity, cgs.media.gibSkull);
} else {
CG_LaunchGib(origin, velocity, cgs.media.gibBrain);
}
}
void CG_GibPlayerStomachshot(vec3_t playerOrigin)
{
vec3_t origin, velocity;
if (!cg_blood.integer) {
return;
}
VectorCopy(playerOrigin, origin);
origin[2] += 25;
velocity[0] = crandom() * GIB_VELOCITY;
velocity[1] = crandom() * GIB_VELOCITY;
velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
if (rand() & 1) {
CG_LaunchGib(origin, velocity, cgs.media.gibAbdomen);
} else {
CG_LaunchGib(origin, velocity, cgs.media.gibIntestine);
}
}
/*
==============
CG_JumpKick
Added by Elder
Handles messages for client jumpkicks plus sound event
==============
*/
static void CG_JumpKick(entityState_t * ent)
{
int target;
int attacker;
clientInfo_t *ci;
char sex[4]; // null-terminated so one-bigger than pronoun
target = ent->otherEntityNum;
attacker = ent->otherEntityNum2;
if (target < 0 || target >= MAX_CLIENTS) {
CG_Error("CG_JumpKick: target out of range");
} else if (attacker < 0 || target >= MAX_CLIENTS) {
CG_Error("CG_JumpKick: attacker out of range");
}
if (ent->weapon && attacker == cg.clientNum) {
// this client was the kicker
ci = &cgs.clientinfo[target];
// get gender-appropriate pronoun
if (ci->gender == GENDER_FEMALE)
Q_strncpyz(sex, "her", sizeof(sex));
else if (ci->gender == GENDER_MALE)
Q_strncpyz(sex, "his", sizeof(sex));
else
Q_strncpyz(sex, "its", sizeof(sex));
CG_AddMessage(va("You kicked %s^7's %s from %s hands!\n",
ci->name, cg_weapons[ent->weapon].item->pickup_name, sex));
} else if (ent->weapon && target == cg.clientNum) {
// this client was the kicked
ci = &cgs.clientinfo[attacker];
CG_AddMessage(va("%s^7 kicked your weapon from your hands!\n", ci->name));
}
// everyone hears this
trap_S_StartSound(NULL, ent->number, CHAN_AUTO, cgs.media.kickSound);
}
/*
==============
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; //, viewDir;
const char *s;
int clientNum;
//Makro - added
int soundType;
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];
// CG_CalcViewDir2(es->origin2, position, viewDir);
switch (event) {
case EV_INSANESOUND:
DEBUGNAME("EV_INSANESOUND");
trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.insanesounds[rand() & 7]);
break;
//
// movement generated events
//
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_FOOTSTEP_GRASS:
DEBUGNAME("EV_FOOTSTEP_GRASS");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.footsteps[FOOTSTEP_GRASS][rand() & 3]);
}
break;
case EV_FOOTSTEP_GRAVEL:
DEBUGNAME("EV_FOOTSTEP_GRAVEL");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY,
cgs.media.footsteps[FOOTSTEP_GRAVEL][rand() & 3]);
}
break;
case EV_FOOTSTEP_WOOD:
DEBUGNAME("EV_FOOTSTEP_WOOD");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.footsteps[FOOTSTEP_WOOD][rand() & 3]);
}
break;
case EV_FOOTSTEP_CARPET:
DEBUGNAME("EV_FOOTSTEP_CARPET");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY,
cgs.media.footsteps[FOOTSTEP_CARPET][rand() & 3]);
}
break;
// JBravo: begin new sounds
case EV_FOOTSTEP_SNOW:
DEBUGNAME("EV_FOOTSTEP_SNOW");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.footsteps[FOOTSTEP_SNOW][rand() & 3]);
}
break;
case EV_FOOTSTEP_MUD:
DEBUGNAME("EV_FOOTSTEP_MUD");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.footsteps[FOOTSTEP_MUD][rand() & 3]);
}
break;
case EV_FOOTSTEP_WOOD2:
DEBUGNAME("EV_FOOTSTEP_WOOD2");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.footsteps[FOOTSTEP_WOOD2][rand() & 3]);
}
break;
case EV_FOOTSTEP_HARDMETAL:
DEBUGNAME("EV_FOOTSTEP_HARDMETAL");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY,
cgs.media.footsteps[FOOTSTEP_HARDMETAL][rand() & 3]);
}
break;
// JBravo: end new sounds
// Makro - more sounds
case EV_FOOTSTEP_LEAVES:
DEBUGNAME("EV_FOOTSTEP_LEAVES");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY,
cgs.media.footsteps[FOOTSTEP_LEAVES][rand() & 3]);
}
break;
case EV_FOOTSTEP_CEMENT:
DEBUGNAME("EV_FOOTSTEP_CEMENT");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY,
cgs.media.footsteps[FOOTSTEP_CEMENT][rand() & 3]);
}
break;
case EV_FOOTSTEP_MARBLE:
DEBUGNAME("EV_FOOTSTEP_MARBLE");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY,
cgs.media.footsteps[FOOTSTEP_MARBLE][rand() & 3]);
}
break;
case EV_FOOTSTEP_SNOW2:
DEBUGNAME("EV_FOOTSTEP_SNOW2");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.footsteps[FOOTSTEP_SNOW2][rand() & 3]);
}
break;
case EV_FOOTSTEP_HARDSTEPS:
DEBUGNAME("EV_FOOTSTEP_HARDSTEPS");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY,
cgs.media.footsteps[FOOTSTEP_HARDSTEPS][rand() & 3]);
}
break;
case EV_FOOTSTEP_SAND:
DEBUGNAME("EV_FOOTSTEP_SAND");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.footsteps[FOOTSTEP_SAND][rand() & 3]);
}
break;
// Makro - end new sounds
case EV_FOOTSTEP_METAL2:
DEBUGNAME("EV_FOOTSTEP_METAL2");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY,
cgs.media.footsteps[FOOTSTEP_METAL2][rand() & 3]);
}
break;
case EV_FOOTSPLASH:
DEBUGNAME("EV_FOOTSPLASH");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY,
cgs.media.footsteps[FOOTSTEP_SPLASH][rand() & 3]);
}
break;
case EV_FOOTWADE:
DEBUGNAME("EV_FOOTWADE");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY,
cgs.media.footsteps[FOOTSTEP_SPLASH][rand() & 3]);
}
break;
case EV_SWIM:
DEBUGNAME("EV_SWIM");
if (cg_footsteps.integer) {
trap_S_StartSound(NULL, es->number, CHAN_BODY,
cgs.media.footsteps[FOOTSTEP_SPLASH][rand() & 3]);
}
break;
case EV_FALL_SHORT:
DEBUGNAME("EV_FALL_SHORT");
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.landSound);
if (clientNum == cg.predictedPlayerState.clientNum) {
// smooth landing z changes
cg.landChange = -8;
cg.landTime = cg.time;
}
break;
case EV_FALL_SHORT_NOSOUND:
DEBUGNAME("EV_FALL_SHORT_NOSOUND");
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_MEDIUM_NOSOUND:
DEBUGNAME("EV_FALL_MEDIUM_NOSOUND");
if (clientNum == cg.predictedPlayerState.clientNum) {
// smooth landing z changes
cg.landChange = -16;
cg.landTime = cg.time;
}
break;
case EV_FALL_FAR:
DEBUGNAME("EV_FALL_FAR");
trap_S_StartSound(NULL, es->number, CHAN_AUTO, CG_CustomSound(es->number, "*fall1.wav"));
cent->pe.painTime = cg.time; // don't play a pain sound right after this
if (clientNum == cg.predictedPlayerState.clientNum) {
// smooth landing z changes
cg.landChange = -24;
cg.landTime = cg.time;
}
break;
case EV_FALL_FAR_NOSOUND:
DEBUGNAME("EV_FALL_FAR_NOSOUND");
if (clientNum == cg.predictedPlayerState.clientNum) {
// smooth landing z changes
cg.landChange = -24;
cg.landTime = cg.time;
}
break;
case EV_STEP_4:
case EV_STEP_8:
case EV_STEP_12:
case EV_STEP_16: // smooth out step up transitions
DEBUGNAME("EV_STEP");
{
float oldStep;
int delta;
int step;
if (clientNum != cg.predictedPlayerState.clientNum) {
break;
}
// if we are interpolating, we don't need to smooth steps
if (cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ||
cg_nopredict.integer || cg_synchronousClients.integer) {
break;
}
// check for stepping up before a previous step is completed
delta = cg.time - cg.stepTime;
if (delta < STEP_TIME) {
oldStep = cg.stepChange * (STEP_TIME - delta) / STEP_TIME;
} else {
oldStep = 0;
}
// add this amount
step = 4 * (event - EV_STEP_4 + 1);
cg.stepChange = oldStep + step;
if (cg.stepChange > MAX_STEP_CHANGE) {
cg.stepChange = MAX_STEP_CHANGE;
}
cg.stepTime = cg.time;
break;
}
case EV_JUMP_PAD:
DEBUGNAME("EV_JUMP_PAD");
// CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm );
{
vec3_t up = { 0, 0, 1 };
CG_SmokePuff(cent->lerpOrigin, up,
32,
1, 1, 1, 0.33f,
1000, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.smokePuffShader);
}
// boing sound at origin, jump sound on player
// NiceAss: Allow for custom jump sounds. I have no clue what I am doing.
if (es->eventParm)
trap_S_StartSound(cent->lerpOrigin, -1, CHAN_VOICE, cgs.gameSounds[es->eventParm]); //cgs.media.jumpPadSound );
//Blaze: Get rid of jump noises
// trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
break;
case EV_JUMP:
DEBUGNAME("EV_JUMP");
//Blaze: Get rid of jump noises
// trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
break;
case EV_TAUNT:
DEBUGNAME("EV_TAUNT");
trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, "*taunt.wav"));
break;
case EV_WATER_TOUCH:
DEBUGNAME("EV_WATER_TOUCH");
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.watrInSound);
break;
case EV_WATER_LEAVE:
DEBUGNAME("EV_WATER_LEAVE");
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound);
break;
case EV_WATER_UNDER:
DEBUGNAME("EV_WATER_UNDER");
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound);
break;
case EV_WATER_CLEAR:
DEBUGNAME("EV_WATER_CLEAR");
trap_S_StartSound(NULL, es->number, CHAN_AUTO, CG_CustomSound(es->number, "*gasp.wav"));
break;
case EV_ITEM_PICKUP:
DEBUGNAME("EV_ITEM_PICKUP");
{
gitem_t *item;
int index;
index = es->eventParm; // player predicted
if (index < 1 || index >= bg_numItems) {
break;
}
item = &bg_itemlist[index];
// powerups and team items will have a separate global sound, this one
// will be played at prediction time
if (item->giType == IT_POWERUP || item->giType == IT_TEAM) {
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.n_healthSound);
} else if (item->giType == IT_PERSISTANT_POWERUP) {
} else if (item->giType == IT_HOLDABLE) {
// Elder: we want sounds for unique item pickup
trap_S_StartSound(NULL, es->number, CHAN_AUTO,
trap_S_RegisterSound(item->pickup_sound, qfalse));
} else {
// Elder: no item pick-up sound
//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;
case EV_USE_ITEM15:
DEBUGNAME("EV_USE_ITEM15");
CG_UseItem( cent );
break;
//
// weapon events
//
case EV_NOAMMO:
DEBUGNAME("EV_NOAMMO");
//Elder: Only play on non-grenade/knife
//Todo: use "out of ammo sound" for specific gun?
switch (cent->currentState.weapon) {
case WP_GRENADE:
case WP_KNIFE:
break;
default:
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound);
break;
}
if (es->number == cg.snap->ps.clientNum) {
CG_OutOfAmmoChange();
}
break;
case EV_CHANGE_WEAPON:
DEBUGNAME("EV_CHANGE_WEAPON");
//Elder: TODO: change to appropriate weapon "in" sound
//trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
break;
case EV_FIRE_WEAPON:
DEBUGNAME("EV_FIRE_WEAPON");
//Elder: modified
CG_FireWeapon(cent, es->eventParm);
break;
case EV_RELOAD_WEAPON0:
DEBUGNAME("EV_RELOAD_WEAPON0");
CG_ReloadWeapon(cent, 0);
break;
case EV_RELOAD_WEAPON1:
DEBUGNAME("EV_RELOAD_WEAPON1");
CG_ReloadWeapon(cent, 1);
break;
case EV_RELOAD_WEAPON2:
DEBUGNAME("EV_RELOAD_WEAPON2");
CG_ReloadWeapon(cent, 2);
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;
//=================================================================
//
// other events
//
case EV_PLAYER_TELEPORT_IN:
DEBUGNAME("EV_PLAYER_TELEPORT_IN");
//trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.teleInSound);
//CG_SpawnEffect(position);
break;
case EV_PLAYER_TELEPORT_OUT:
DEBUGNAME("EV_PLAYER_TELEPORT_OUT");
//trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound);
//CG_SpawnEffect(position);
break;
case EV_ITEM_POP:
DEBUGNAME("EV_ITEM_POP");
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.respawnSound);
break;
case EV_ITEM_RESPAWN:
DEBUGNAME("EV_ITEM_RESPAWN");
cent->miscTime = cg.time; // scale up from this
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.respawnSound);
break;
case EV_GRENADE_BOUNCE:
DEBUGNAME("EV_GRENADE_BOUNCE");
if (rand() & 1) {
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.hgrenb1aSound);
} else {
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.hgrenb2aSound);
}
break;
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);
// JBravo: removing arg 5 after NA's changes on the next 4 CG_MissileHitWall calls.
CG_MissileHitWall(es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT, 0);
break;
case EV_MISSILE_MISS_METAL:
DEBUGNAME("EV_MISSILE_MISS_METAL");
ByteToDir(es->eventParm, dir);
CG_MissileHitWall(es->weapon, 0, position, dir, IMPACTSOUND_METAL, 0);
break;
case EV_KNIFE_MISS:
DEBUGNAME("EV_KNIFE_MISS");
if (es->powerups == MAT_GRASS)
soundType = IMPACTSOUND_GRASS;
else if (IsSnowMat(es->powerups))
soundType = IMPACTSOUND_SNOW;
else
soundType = IMPACTSOUND_METAL;
ByteToDir(es->eventParm, dir);
CG_MissileHitWall(es->weapon, 0, position, dir, soundType, RQ3_WPMOD_KNIFESLASH);
break;
case EV_RAILTRAIL:
DEBUGNAME("EV_RAILTRAIL");
//Blaze: No Railgun
//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, 0);
}
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, IMPACTSOUND_DEFAULT);
break;
case EV_BULLET_HIT_METAL:
DEBUGNAME("EV_BULLET_HIT_METAL");
ByteToDir(es->eventParm, dir);
CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_METAL);
break;
case EV_BULLET_HIT_GLASS:
DEBUGNAME("EV_BULLET_HIT_GLASS");
ByteToDir(es->eventParm, dir);
CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_GLASS);
break;
//Makro - added
case EV_BULLET_HIT_WOOD:
DEBUGNAME("EV_BULLET_HIT_WOOD");
ByteToDir(es->eventParm, dir);
CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_WOOD);
break;
//Makro - added
case EV_BULLET_HIT_BRICK:
DEBUGNAME("EV_BULLET_HIT_BRICK");
ByteToDir(es->eventParm, dir);
CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_BRICK);
break;
//Makro - added
case EV_BULLET_HIT_CERAMIC:
DEBUGNAME("EV_BULLET_HIT_CERAMIC");
ByteToDir(es->eventParm, dir);
CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_CERAMIC);
break;
//Makro - added
case EV_BULLET_HIT_SNOW:
DEBUGNAME("EV_BULLET_HIT_SNOW");
ByteToDir(es->eventParm, dir);
CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_SNOW);
break;
//Makro - added
case EV_BULLET_HIT_GRASS:
DEBUGNAME("EV_BULLET_HIT_GRASS");
ByteToDir(es->eventParm, dir);
CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_GRASS);
break;
case EV_BULLET_HIT_KEVLAR:
DEBUGNAME("EV_BULLET_HIT_KEVLAR");
ByteToDir(es->eventParm, dir);
VectorScale(dir, -1, dir);
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.kevlarHitSound);
if (cg_RQ3_impactEffects.integer) {
vec3_t velocity;
vec3_t origin;
int sparkCount;
int i;
sparkCount = 20 + rand() % 15;
VectorCopy(es->pos.trBase, origin);
origin[2] += 12;
// Generate the particles
for (i = 0; i < sparkCount; i++) {
VectorScale(dir, 150 + rand() % 30, velocity);
//random upwards sparks
if (rand() % 5 < 1)
velocity[2] += 120 + rand() % 30;
velocity[0] += rand() % 80 - 40;
velocity[1] += rand() % 80 - 40;
CG_ParticleSparks(origin, velocity, 150 + rand() % 120, 2, 2, -4, 1);
}
}
break;
case EV_BULLET_HIT_FLESH:
DEBUGNAME("EV_BULLET_HIT_FLESH");
//ByteToDir( es->eventParm, dir );
//Elder: added additional param
CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qtrue, es->otherEntityNum2, IMPACTSOUND_FLESH);
break;
case EV_SSG3000_HIT_FLESH:
DEBUGNAME("EV_SSG3000_HIT_FLESH");
ByteToDir(es->eventParm, dir);
//Elder: added additional param
CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qtrue, es->otherEntityNum2, IMPACTSOUND_FLESH);
VectorAdd(es->pos.trBase, dir, dir);
CG_BleedSpray(es->pos.trBase, dir, es->otherEntityNum2, 10);
break;
case EV_JUMPKICK:
DEBUGNAME("EV_JUMPKICK");
ByteToDir(es->eventParm, dir);
// obviously not the pistol but oh well
CG_MissileHitPlayer(WP_PISTOL, position, dir, es->otherEntityNum);
CG_JumpKick(es);
break;
case EV_EJECTBLOOD:
DEBUGNAME("EV_EJECTBLOOD");
// Straight up
dir[0] = 0;
dir[1] = 0;
dir[2] = 20;
// Eject blood splats
CG_EjectBloodSplat(es->pos.trBase, dir, 1, 1500);
//CG_BleedParticleSpray( es->pos.trBase, dir, es->otherEntityNum, 25, 1500 );
break;
case EV_SHOTGUN:
DEBUGNAME("EV_SHOTGUN");
CG_ShotgunFire(es, qtrue);
break;
case EV_HANDCANNON:
DEBUGNAME("EV_SHOTGUN");
CG_ShotgunFire(es, qfalse);
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_RQ3_SOUND:
DEBUGNAME("EV_RQ3_SOUND");
switch (es->eventParm) {
// Elder: handled in EV_JUMPKICK now
// But this is for non-client hits like glass
case RQ3_SOUND_KICK:
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.kickSound);
break;
//Elder: handled in EV_HEADSHOT now
/*
case RQ3_SOUND_HEADSHOT:
//CG_Printf("EV_RQ3_SOUND: Headshot\n");
//Elder: extra blood - synched with sound
//CG_Bleed( position, es->number );
trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.headshotSound);
break;
*/
case RQ3_SOUND_LCA:
//Global sound
//trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.lcaSound);
break;
case RQ3_SOUND_KEVLARHIT:
//TODO: make sparks from hit position
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.kevlarHitSound);
break;
case RQ3_SOUND_KNIFEHIT:
//When a player gets slashed
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.knifeHitSound);
break;
case RQ3_SOUND_KNIFEDEATH:
trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.knifeDeathSound);
break;
case RQ3_SOUND_COUNTDOWN:
trap_S_StartLocalSound(cgs.media.lca10_0Sound, CHAN_ANNOUNCER);
break;
default:
break;
}
break;
case EV_DMREWARD:
DEBUGNAME("EV_DMREWARD");
CG_DMRewardEvent(es);
break;
case EV_GLOBAL_TEAM_SOUND: // play from the player's head so it never diminishes
{
DEBUGNAME("EV_GLOBAL_TEAM_SOUND");
switch (es->eventParm) {
case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag
if (cgs.clientinfo[cg.clientNum].team == TEAM_RED)
CG_AddBufferedSound(cgs.media.captureYourTeamSound);
else
CG_AddBufferedSound(cgs.media.captureOpponentSound);
break;
case GTS_BLUE_CAPTURE: // CTF: blue team captured the red flag, 1FCTF: blue team captured the neutral flag
if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE)
CG_AddBufferedSound(cgs.media.captureYourTeamSound);
else
CG_AddBufferedSound(cgs.media.captureOpponentSound);
break;
case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used
if (cgs.clientinfo[cg.clientNum].team == TEAM_RED)
CG_AddBufferedSound(cgs.media.returnYourTeamSound);
else
CG_AddBufferedSound(cgs.media.returnOpponentSound);
//
CG_AddBufferedSound(cgs.media.blueFlagReturnedSound);
break;
case GTS_BLUE_RETURN: // CTF red flag returned, 1FCTF: neutral flag returned
if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE)
CG_AddBufferedSound(cgs.media.returnYourTeamSound);
else
CG_AddBufferedSound(cgs.media.returnOpponentSound);
//
CG_AddBufferedSound(cgs.media.redFlagReturnedSound);
break;
case GTS_RED_TAKEN: // CTF: red team took blue flag, 1FCTF: blue team took the neutral flag
// if this player picked up the flag then a sound is played in CG_CheckLocalSounds
if (cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
} else {
if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
CG_AddBufferedSound(cgs.media.enemyTookYourFlagSound);
} else if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) {
CG_AddBufferedSound(cgs.media.yourTeamTookEnemyFlagSound);
}
}
break;
case GTS_BLUE_TAKEN: // CTF: blue team took the red flag, 1FCTF red team took the neutral flag
// if this player picked up the flag then a sound is played in CG_CheckLocalSounds
if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
} else {
if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) {
CG_AddBufferedSound(cgs.media.enemyTookYourFlagSound);
} else if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
CG_AddBufferedSound(cgs.media.yourTeamTookEnemyFlagSound);
}
}
break;
case GTS_REDOBELISK_ATTACKED: // Overload: red obelisk is being attacked
if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) {
CG_AddBufferedSound(cgs.media.yourBaseIsUnderAttackSound);
}
break;
case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked
if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
CG_AddBufferedSound(cgs.media.yourBaseIsUnderAttackSound);
}
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:
if (cg_RQ3_anouncer.integer == 1)
CG_AddBufferedSound(cgs.media.redLeadsSound);
break;
case GTS_BLUETEAM_TOOK_LEAD:
if (cg_RQ3_anouncer.integer == 1)
CG_AddBufferedSound(cgs.media.blueLeadsSound);
break;
case GTS_TEAMS_ARE_TIED:
if (cg_RQ3_anouncer.integer == 1)
CG_AddBufferedSound(cgs.media.teamsTiedSound);
break;
default:
break;
}
break;
}
case EV_HEADSHOT:
//Elder: headshot spray + sound
DEBUGNAME("EV_HEADSHOT");
//trap_S_StartSound( es->pos.trBase, es->number, CHAN_AUTO, cgs.media.headshotSound);
trap_S_StartSound(cent->lerpOrigin, es->number, CHAN_AUTO, cgs.media.headshotSound);
ByteToDir(es->eventParm, dir);
VectorAdd(es->pos.trBase, dir, dir);
CG_BleedSpray(es->pos.trBase, dir, es->otherEntityNum, 6);
break;
case EV_PAIN:
// local player sounds are triggered in CG_CheckLocalSounds,
// so ignore events on the player
DEBUGNAME("EV_PAIN"); /*
if ( es->eventParm == -99999 ) {
CG_Printf("EV_PAIN: Headshot\n");
trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.headshotSound);
} */
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 (cent->currentState.number == cg.snap->ps.clientNum)
cg.timeOfDeath = cg.time;
break;
case EV_OBITUARY:
DEBUGNAME("EV_OBITUARY");
// JBravo: not used
// CG_Obituary( es );
break;
//Elder: location events
case EV_OBITUARY_HEAD:
DEBUGNAME("EV_OBITUARY_HEAD");
// JBravo: the following mod's dont have locations and are not handled in the location Orbits
/* if (es->eventParm == MOD_HANDCANNON || es->eventParm == MOD_M3 ||
es->eventParm == MOD_KICK || es->eventParm == MOD_GRENADE || es->eventParm == MOD_GRENADE_SPLASH) {
CG_Obituary( es );
} else {
CG_Obituary_Head( es );
} */
break;
case EV_OBITUARY_CHEST:
DEBUGNAME("EV_OBITUARY_CHEST");
// JBravo: the following mod's dont have locations and are not handled in the location Orbits
/* if (es->eventParm == MOD_HANDCANNON || es->eventParm == MOD_M3 ||
es->eventParm == MOD_KICK || es->eventParm == MOD_GRENADE || es->eventParm == MOD_GRENADE_SPLASH) {
CG_Obituary( es );
} else {
CG_Obituary_Chest( es );
} */
break;
case EV_OBITUARY_STOMACH:
DEBUGNAME("EV_OBITUARY_STOMACH");
// JBravo: the following mod's dont have locations and are not handled in the location Orbits
/* if (es->eventParm == MOD_HANDCANNON || es->eventParm == MOD_M3 ||
es->eventParm == MOD_KICK || es->eventParm == MOD_GRENADE || es->eventParm == MOD_GRENADE_SPLASH) {
CG_Obituary( es );
} else {
CG_Obituary_Stomach( es );
} */
break;
case EV_OBITUARY_LEGS:
DEBUGNAME("EV_OBITUARY_LEGS");
// JBravo: the following mod's dont have locations and are not handled in the location Orbits
/* if (es->eventParm == MOD_HANDCANNON || es->eventParm == MOD_M3 ||
es->eventParm == MOD_KICK || es->eventParm == MOD_GRENADE || es->eventParm == MOD_GRENADE_SPLASH) {
CG_Obituary( es );
} else {
CG_Obituary_Legs( es );
} */
break;
//
// powerup events
//
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
// JBravo: EF_KAMIKAZE is no more
// if ( !(es->eFlags & EF_KAMIKAZE) ) {
trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.gibSound);
// }
CG_GibPlayer(cent->lerpOrigin);
break;
case EV_GIB_PLAYER_HEADSHOT:
DEBUGNAME("EV_GIB_PLAYER_HEADSHOT");
trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.gibSound);
cent->pe.noHead = qtrue;
CG_GibPlayerHeadshot(cent->lerpOrigin);
break;
case EV_GIB_PLAYER_STOMACH:
DEBUGNAME("EV_GIB_PLAYER_STOMACH");
trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.gibSound);
CG_GibPlayerStomachshot(cent->lerpOrigin);
break;
case EV_BREAK_GLASS1:
DEBUGNAME("EV_BREAK_GLASS1");
// Change cgs.media.gibSound to whatever sound you want it to use
// I think the gib sound sounds pretty good
//Elder: gonna move this into the function some day
CG_BreakGlass(cent->lerpOrigin, es->eventParm, es->number, 0, 0);
break;
case EV_BREAK_GLASS2:
DEBUGNAME("EV_BREAK_GLASS2");
CG_BreakGlass(cent->lerpOrigin, es->eventParm, es->number, 1, 0);
break;
case EV_BREAK_GLASS3:
DEBUGNAME("EV_BREAK_GLASS3");
CG_BreakGlass(cent->lerpOrigin, es->eventParm, es->number, 2, 0);
break;
case EV_CHIP_GLASS:
DEBUGNAME("EV_CHIP_GLASS");
CG_BreakGlass(cent->lerpOrigin, es->eventParm, es->number, 1, 1);
break;
case EV_PRESSURE:
DEBUGNAME("EV_PRESSURE");
ByteToDir(es->eventParm, dir);
//Makro - changed from constantLight to generic1
CG_Pressure(position, dir, es->frame, es->powerups, es->generic1);
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;
// Blaze: an exploding breakable
case EV_EXPLODE_BREAKABLE:
DEBUGNAME("EV_EXPLODE_BREAKABLE");
//trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound );
CG_BreakBreakable(cent, es->eventParm, es->number);
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
//CG_EvaluateTrajectory(&cent->currentState.pos, cg.snap->serverTime, cent->lerpOrigin);
CG_EvaluateTrajectoryEx(cent, cg.snap->serverTime, cent->lerpOrigin, NULL);
CG_SetEntitySoundPosition(cent);
CG_EntityEvent(cent, cent->lerpOrigin);
}