mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-28 23:12:40 +00:00
1507 lines
42 KiB
C
1507 lines
42 KiB
C
//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.76 2007/02/03 15:02:21 jbravo
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// Renamed RQ3 to Reaction, Dropped loading of various baseq3 media, disabled the follow command, fixed grenades killing teammates and some cleanups
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//
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// Revision 1.75 2005/02/15 16:33:38 makro
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// Tons of updates (entity tree attachment system, UI vectors)
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//
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// Revision 1.74 2003/09/07 19:51:39 makro
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// no message
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//
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// Revision 1.73 2003/07/30 16:05:46 makro
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// no message
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//
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// Revision 1.72 2003/04/07 02:18:49 jbravo
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// Removed more unlagged stuff that was messing up impact marks and fixed a
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// booboo in the UI ssg xhair previews.
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//
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// Revision 1.71 2003/03/09 21:30:38 jbravo
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// Adding unlagged. Still needs work.
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//
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// Revision 1.70 2002/11/09 14:13:32 makro
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// Added tdmMode info to the loading screen
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//
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// Revision 1.69 2002/10/30 20:04:33 jbravo
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// Adding helmet
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//
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// Revision 1.68 2002/08/25 07:09:00 niceass
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// added "life" setting to func_pressure
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//
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// Revision 1.67 2002/07/22 06:31:11 niceass
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// cleaned up the powerup code
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//
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// Revision 1.66 2002/07/07 18:36:13 jbravo
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// Added an AntiIdle system. Can play insane sounds for idle players, drop them
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// from teams or kick them. Upped version to Beta 2.1
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//
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// Revision 1.65 2002/06/16 20:06:13 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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// Revision 1.64 2002/06/16 19:12:52 jbravo
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// Removed the MISSIONPACK ifdefs and missionpack only code.
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//
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// Revision 1.63 2002/06/05 23:53:05 jbravo
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// Color fixes for player names
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//
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// Revision 1.62 2002/06/05 09:42:30 niceass
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// removed old death messages
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//
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// Revision 1.61 2002/05/30 18:22:20 jbravo
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// Misc fixes
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//
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// Revision 1.60 2002/05/28 01:46:58 jbravo
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// Added stomach gibbing
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//
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// Revision 1.59 2002/05/28 01:17:01 jbravo
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// More gib fixes. g_RQ3_gib added
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//
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// Revision 1.58 2002/05/27 17:47:19 jbravo
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// Fixes and cleanups
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//
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// Revision 1.57 2002/05/26 05:15:36 niceass
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// pressure
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//
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// Revision 1.56 2002/05/12 22:13:43 makro
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// Impact sounds
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//
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// Revision 1.55 2002/05/11 19:13:42 makro
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// Sand surfaceparm
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//
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// Revision 1.54 2002/05/09 20:58:30 jbravo
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// New Obit system and a warning cleanup in zcam
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//
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// Revision 1.53 2002/05/02 23:04:59 makro
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// Loading screen. Jump kicks
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//
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// Revision 1.52 2002/04/29 06:14:57 niceass
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// pressure
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//
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// Revision 1.51 2002/04/23 06:08:58 niceass
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// pressure stuff
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//
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// Revision 1.50 2002/04/20 15:05:08 makro
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// More footstep sounds, a few other things
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//
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// Revision 1.49 2002/04/06 21:43:58 makro
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// New surfaceparm system
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//
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// Revision 1.48 2002/04/03 03:13:48 blaze
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// NEW BREAKABLE CODE - will break all old breakables(wont appear in maps)
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//
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// Revision 1.47 2002/03/31 03:31:24 jbravo
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// Compiler warning cleanups
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//
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// Revision 1.46 2002/03/23 05:17:42 jbravo
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// Major cleanup of game -> cgame communication with LCA vars.
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//
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// Revision 1.45 2002/03/21 15:02:05 jbravo
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// More teamname cleanups and fix for fraglines.
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//
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// Revision 1.44 2002/03/18 13:32:53 jbravo
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// Fixed the fraglines for sniper head kills and twekaed bandaging a bit for
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// testing
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//
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// Revision 1.43 2002/03/18 12:25:10 jbravo
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// Live players dont get fraglines, except their own. Cleanups and some
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// hacks to get bots to stop using knives only.
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//
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// Revision 1.42 2002/03/17 01:44:39 jbravo
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// Fixed the "xxx died" fraglines, did some code cleanups andalmost fixed
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// DM. Only DM problem I can see is that bots are invisible.
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//
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// Revision 1.41 2002/03/17 00:40:23 jbravo
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// Adding variable team names. g_RQ3_team1name and g_RQ3_team2name. Fixed
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// Slicers fraglimit check.
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//
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// Revision 1.40 2002/03/14 23:54:12 jbravo
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// Added a variable system from AQ. Works the same except it uses $ for %
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//
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// Revision 1.39 2002/03/03 22:02:15 jbravo
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// Further attempts to stop "you fragged XXX" messages for spectators
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//
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// Revision 1.38 2002/03/02 20:16:58 jbravo
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// Stopping you fragged XXX messages for spectators in followmode.
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//
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// Revision 1.37 2002/02/11 00:30:02 niceass
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// LCA fix
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//
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// Revision 1.36 2002/02/10 16:26:55 jbravo
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// Attempting to intergrate zcam better into rq3 and a fix for lights.wav
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//
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// Revision 1.35 2002/01/24 14:20:53 jbravo
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// Adding func_explosive and a few new surfaceparms
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//
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// Revision 1.34 2002/01/14 01:19:23 niceass
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// No more default 800 gravity on items - NiceAss
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//
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// Revision 1.33 2002/01/11 20:20:57 jbravo
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// Adding TP to main branch
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//
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// Revision 1.32 2002/01/11 19:48:29 jbravo
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// Formatted the source in non DOS format.
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//
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// Revision 1.31 2001/12/31 16:28:41 jbravo
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// I made a Booboo with the Log tag.
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//
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//
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//-----------------------------------------------------------------------------
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_event.c -- handle entity events at snapshot or playerstate transitions
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#include "cg_local.h"
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// JBravo: warning fix
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void CG_BreakBreakable(centity_t * cent, int eParam, int number);
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void CG_LaunchGib(vec3_t origin, vec3_t velocity, qhandle_t hModel);
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//==========================================================================
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/*
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===================
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CG_PlaceString
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Also called by scoreboard drawing
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===================
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*/
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const char *CG_PlaceString(int rank)
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{
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static char str[64];
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char *s, *t;
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if (rank & RANK_TIED_FLAG) {
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rank &= ~RANK_TIED_FLAG;
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t = "Tied for ";
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} else {
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t = "";
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}
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if (rank == 1) {
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s = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue
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} else if (rank == 2) {
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s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red
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} else if (rank == 3) {
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s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow
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} else if (rank == 11) {
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s = "11th";
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} else if (rank == 12) {
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s = "12th";
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} else if (rank == 13) {
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s = "13th";
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} else if (rank % 10 == 1) {
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s = va("%ist", rank);
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} else if (rank % 10 == 2) {
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s = va("%ind", rank);
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} else if (rank % 10 == 3) {
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s = va("%ird", rank);
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} else {
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s = va("%ith", rank);
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}
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Com_sprintf(str, sizeof(str), "%s%s", t, s);
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return str;
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}
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/*
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===============
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CG_UseItem
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===============
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*/
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static void CG_UseItem(centity_t * cent)
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{
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//clientInfo_t *ci;
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int itemNum;
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gitem_t *item;
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entityState_t *es;
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es = ¢->currentState;
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itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0;
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if (itemNum < 0 || itemNum > HI_NUM_HOLDABLE) {
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itemNum = 0;
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}
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// print a message if the local player
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if (es->number == cg.snap->ps.clientNum) {
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if (!itemNum) {
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CG_CenterPrint("No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH);
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} else {
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item = BG_FindItemForHoldable(itemNum);
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CG_CenterPrint(va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH);
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}
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}
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switch (itemNum) {
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default:
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case HI_NONE:
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//trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.useNothingSound);
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break;
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// JBravo: getting rid of NON RQ3 items.
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/* case HI_TELEPORTER:
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break;
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case HI_MEDKIT:
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clientNum = cent->currentState.clientNum;
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if (clientNum >= 0 && clientNum < MAX_CLIENTS) {
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ci = &cgs.clientinfo[clientNum];
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ci->medkitUsageTime = cg.time;
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}
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trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.medkitSound);
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break; */
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}
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}
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/*
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================
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CG_ItemPickup
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A new item was picked up this frame
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================
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*/
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static void CG_ItemPickup(int itemNum)
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{
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cg.itemPickup = itemNum;
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cg.itemPickupTime = cg.time;
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cg.itemPickupBlendTime = cg.time;
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// see if it should be the grabbed weapon
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if (bg_itemlist[itemNum].giType == IT_WEAPON) {
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// select it immediately
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//Blaze: Changed WP_MACHINEGUN to WP_PISTOL
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// if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_PISTOL ) {
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// cg.weaponSelectTime = cg.time;
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// cg.weaponSelect = bg_itemlist[itemNum].giTag;
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// }
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}
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}
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/*
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================
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CG_PainEvent
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Also called by playerstate transition
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================
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*/
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void CG_PainEvent(centity_t * cent, int health)
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{
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char *snd;
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// don't do more than two pain sounds a second
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if (cg.time - cent->pe.painTime < 500) {
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return;
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}
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if (health < 25) {
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snd = "*pain25_1.wav";
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} else if (health < 50) {
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snd = "*pain50_1.wav";
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} else if (health < 75) {
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snd = "*pain75_1.wav";
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} else {
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snd = "*pain100_1.wav";
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}
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trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, snd));
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// save pain time for programitic twitch animation
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cent->pe.painTime = cg.time;
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cent->pe.painDirection ^= 1;
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}
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/*
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=============
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CG_DMRewardEvent
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Used to display the frag rewards for getting many frags in a row during a DM game.
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=============
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*/
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static void CG_DMRewardEvent(entityState_t * ent)
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{
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int mod;
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int attacker;
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char *message;
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const char *attackerInfo;
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char attackerName[32];
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// clientInfo_t *ci;
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attacker = ent->otherEntityNum2;
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mod = ent->eventParm;
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if (attacker < 0 || attacker >= MAX_CLIENTS) {
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attacker = ENTITYNUM_WORLD;
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attackerInfo = NULL;
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} else {
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attackerInfo = CG_ConfigString(CS_PLAYERS + attacker);
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}
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Q_strncpyz(attackerName, Info_ValueForKey(attackerInfo, "n"), sizeof(attackerName) - 2);
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strcat(attackerName, S_COLOR_WHITE);
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if ((mod > 3) && (mod < 8))
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message = "2";
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else if (mod < 16)
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message = "4";
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else if (mod < 32)
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message = "8";
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else
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message = "16";
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if (message) {
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CG_AddMessage(va("%s has %d kills in a row and receives %s frags for the kill!\n", attackerName, mod, message));
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return;
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}
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}
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// JBravo: for sniper headshots
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#define GIB_VELOCITY 250
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#define GIB_JUMP 250
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void CG_GibPlayerHeadshot(vec3_t playerOrigin)
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{
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vec3_t origin, velocity;
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if (!cg_blood.integer) {
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return;
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}
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VectorCopy(playerOrigin, origin);
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origin[2] += 25;
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velocity[0] = crandom() * GIB_VELOCITY;
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velocity[1] = crandom() * GIB_VELOCITY;
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velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
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if (rand() & 1) {
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CG_LaunchGib(origin, velocity, cgs.media.gibSkull);
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} else {
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CG_LaunchGib(origin, velocity, cgs.media.gibBrain);
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}
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}
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void CG_GibPlayerStomachshot(vec3_t playerOrigin)
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{
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vec3_t origin, velocity;
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if (!cg_blood.integer) {
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return;
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}
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VectorCopy(playerOrigin, origin);
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origin[2] += 25;
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velocity[0] = crandom() * GIB_VELOCITY;
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velocity[1] = crandom() * GIB_VELOCITY;
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velocity[2] = GIB_JUMP + crandom() * GIB_VELOCITY;
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if (rand() & 1) {
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CG_LaunchGib(origin, velocity, cgs.media.gibAbdomen);
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} else {
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CG_LaunchGib(origin, velocity, cgs.media.gibIntestine);
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}
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}
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/*
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==============
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CG_JumpKick
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Added by Elder
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Handles messages for client jumpkicks plus sound event
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==============
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*/
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static void CG_JumpKick(entityState_t * ent)
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{
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int target;
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int attacker;
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clientInfo_t *ci;
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char sex[4]; // null-terminated so one-bigger than pronoun
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target = ent->otherEntityNum;
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attacker = ent->otherEntityNum2;
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if (target < 0 || target >= MAX_CLIENTS) {
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CG_Error("CG_JumpKick: target out of range");
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} else if (attacker < 0 || target >= MAX_CLIENTS) {
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CG_Error("CG_JumpKick: attacker out of range");
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}
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if (ent->weapon && attacker == cg.clientNum) {
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// this client was the kicker
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ci = &cgs.clientinfo[target];
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// get gender-appropriate pronoun
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if (ci->gender == GENDER_FEMALE)
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Q_strncpyz(sex, "her", sizeof(sex));
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else if (ci->gender == GENDER_MALE)
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Q_strncpyz(sex, "his", sizeof(sex));
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else
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Q_strncpyz(sex, "its", sizeof(sex));
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CG_AddMessage(va("You kicked %s^7's %s from %s hands!\n",
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ci->name, cg_weapons[ent->weapon].item->pickup_name, sex));
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} else if (ent->weapon && target == cg.clientNum) {
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// this client was the kicked
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ci = &cgs.clientinfo[attacker];
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CG_AddMessage(va("%s^7 kicked your weapon from your hands!\n", ci->name));
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}
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// everyone hears this
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trap_S_StartSound(NULL, ent->number, CHAN_AUTO, cgs.media.kickSound);
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}
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/*
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==============
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CG_EntityEvent
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An entity has an event value
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also called by CG_CheckPlayerstateEvents
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==============
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*/
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#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");}
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void CG_EntityEvent(centity_t * cent, vec3_t position)
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{
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entityState_t *es;
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int event;
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vec3_t dir; //, viewDir;
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const char *s;
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int clientNum;
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//Makro - added
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int soundType;
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clientInfo_t *ci;
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es = ¢->currentState;
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event = es->event & ~EV_EVENT_BITS;
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if (cg_debugEvents.integer) {
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CG_Printf("ent:%3i event:%3i ", es->number, event);
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}
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if (!event) {
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DEBUGNAME("ZEROEVENT");
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return;
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}
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clientNum = es->clientNum;
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if (clientNum < 0 || clientNum >= MAX_CLIENTS) {
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clientNum = 0;
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}
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ci = &cgs.clientinfo[clientNum];
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// CG_CalcViewDir2(es->origin2, position, viewDir);
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switch (event) {
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case EV_INSANESOUND:
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DEBUGNAME("EV_INSANESOUND");
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trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.insanesounds[rand() & 7]);
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break;
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//
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// movement generated events
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//
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case EV_FOOTSTEP:
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DEBUGNAME("EV_FOOTSTEP");
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if (cg_footsteps.integer) {
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trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.footsteps[ci->footsteps][rand() & 3]);
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}
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break;
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case EV_FOOTSTEP_METAL:
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DEBUGNAME("EV_FOOTSTEP_METAL");
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|
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;
|
|
|
|
//
|
|
// 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(¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin);
|
|
CG_EvaluateTrajectoryEx(cent, cg.snap->serverTime, cent->lerpOrigin, NULL);
|
|
CG_SetEntitySoundPosition(cent);
|
|
|
|
CG_EntityEvent(cent, cent->lerpOrigin);
|
|
}
|