mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-12-11 13:11:58 +00:00
077cfe159e
Controller only so far - still needs some things implemented, but mostly there
1089 lines
28 KiB
C++
1089 lines
28 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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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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#include "cg_media.h"
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#include "FxScheduler.h"
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#include "../game/anims.h"
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extern void CG_TryPlayCustomSound( vec3_t origin, int entityNum, soundChannel_t channel, const char *soundName, int customSoundSet );
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//==========================================================================
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qboolean CG_IsFemale( const char *infostring ) {
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const char *sex;
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sex = Info_ValueForKey( infostring, "s" );
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if (sex[0] == 'f' || sex[0] == 'F')
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return qtrue;
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return qfalse;
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}
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const char *CG_PlaceString( int rank ) {
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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 = "\03341st\0337"; // draw in blue
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} else if ( rank == 2 ) {
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s = "\03312nd\0337"; // draw in red
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} else if ( rank == 3 ) {
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s = "\03333rd\0337"; // 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_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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void CG_ItemPickup( int itemNum, qboolean bHadItem ) {
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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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if (bg_itemlist[itemNum].classname && bg_itemlist[itemNum].classname[0])
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{
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char text[1024], data[1024];
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if (cgi_SP_GetStringTextString("INGAME_PICKUPLINE",text, sizeof(text)) )
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{
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if ( cgi_SP_GetStringTextString( va("INGAME_%s",bg_itemlist[itemNum].classname ), data, sizeof( data )))
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{
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Com_Printf("%s %s\n", text, data );
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}
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}
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}
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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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{
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const int nCurWpn = cg.predicted_player_state.weapon;
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const int nNewWpn = bg_itemlist[itemNum].giTag;
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if ( nCurWpn == WP_SABER || bHadItem)
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{//never switch away from the saber!
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return;
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}
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// kef -- check cg_autoswitch...
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//
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// 0 == no switching
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// 1 == automatically switch to best SAFE weapon
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// 2 == automatically switch to best weapon, safe or otherwise
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//
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// NOTE: automatically switching to any weapon you pick up is stupid and annoying and we won't do it.
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//
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if ( nNewWpn == WP_SABER )
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{//always switch to saber
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SetWeaponSelectTime();
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cg.weaponSelect = nNewWpn;
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}
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else if (0 == cg_autoswitch.integer)
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{
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// don't switch
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}
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else if (1 == cg_autoswitch.integer)
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{
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// safe switching
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if ( (nNewWpn > nCurWpn) &&
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!(nNewWpn == WP_DET_PACK) &&
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!(nNewWpn == WP_TRIP_MINE) &&
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!(nNewWpn == WP_THERMAL) &&
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!(nNewWpn == WP_ROCKET_LAUNCHER) )
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{
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// switch to new wpn
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// cg.weaponSelectTime = cg.time;
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SetWeaponSelectTime();
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cg.weaponSelect = nNewWpn;
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}
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}
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else if (2 == cg_autoswitch.integer)
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{
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// best
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if (nNewWpn > nCurWpn)
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{
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// switch to new wpn
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// cg.weaponSelectTime = cg.time;
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SetWeaponSelectTime();
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cg.weaponSelect = nNewWpn;
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}
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}
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}
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}
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/*
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===============
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UseItem
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===============
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*/
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extern void CG_ToggleBinoculars( void );
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extern void CG_ToggleLAGoggles( void );
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void UseItem(int itemNum)
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{
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centity_t *cent;
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cent = &cg_entities[cg.snap->ps.clientNum];
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switch ( itemNum )
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{
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case INV_ELECTROBINOCULARS:
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CG_ToggleBinoculars();
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break;
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case INV_LIGHTAMP_GOGGLES:
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CG_ToggleLAGoggles();
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break;
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case INV_GOODIE_KEY:
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if (cent->gent->client->ps.inventory[INV_GOODIE_KEY])
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{
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cent->gent->client->ps.inventory[INV_GOODIE_KEY]--;
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}
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break;
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case INV_SECURITY_KEY:
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if (cent->gent->client->ps.inventory[INV_SECURITY_KEY])
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{
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cent->gent->client->ps.inventory[INV_SECURITY_KEY]--;
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}
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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_UseForce
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===============
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*/
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static void CG_UseForce( centity_t *cent )
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{
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//FIXME: sound or graphic change or something?
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//actual force power action is on game/pm side
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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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int itemNum;
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entityState_t *es;
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es = ¢->currentState;
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itemNum = cg.inventorySelect;
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if ( itemNum < 0 || itemNum > INV_MAX )
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{
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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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{
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if ( !itemNum )
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{
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// CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
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}
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else
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{
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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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UseItem(itemNum);
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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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==============
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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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entityState_t *es;
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int event;
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vec3_t axis[3];
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const char *s, *s2;
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int clientNum;
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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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if ( !cent->gent )//|| !cent->gent->client )
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{
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return;
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}
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//ci = ¢->gent->client->clientInfo;
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clientNum = cent->gent->s.number;
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switch ( event ) {
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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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if ( cent->gent && cent->gent->s.number == 0 && !cg.renderingThirdPerson )//!cg_thirdPerson.integer )
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{//Everyone else has keyframed footsteps in animsounds.cfg
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cgi_S_StartSound (NULL, es->number, CHAN_BODY,
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cgs.media.footsteps[ FOOTSTEP_NORMAL ][rand()&3] );
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}
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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)
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{
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if ( cent->gent && cent->gent->s.number == 0 && !cg.renderingThirdPerson )//!cg_thirdPerson.integer )
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{//Everyone else has keyframed footsteps in animsounds.cfg
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cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] );
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}
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}
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break;
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case EV_FOOTSPLASH:
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DEBUGNAME("EV_FOOTSPLASH");
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if (cg_footsteps.integer) {
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cgi_S_StartSound (NULL, es->number, CHAN_BODY,
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cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
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}
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break;
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case EV_FOOTWADE:
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DEBUGNAME("EV_FOOTWADE");
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if (cg_footsteps.integer) {
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cgi_S_StartSound (NULL, es->number, CHAN_BODY,
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cgs.media.footsteps[ FOOTSTEP_WADE ][rand()&3] );
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}
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break;
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case EV_SWIM:
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DEBUGNAME("EV_SWIM");
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if (cg_footsteps.integer) {
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cgi_S_StartSound (NULL, es->number, CHAN_BODY,
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cgs.media.footsteps[ FOOTSTEP_SWIM ][rand()&3] );
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}
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break;
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case EV_FALL_SHORT:
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DEBUGNAME("EV_FALL_SHORT");
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cgi_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound );
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if ( clientNum == cg.predicted_player_state.clientNum ) {
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// smooth landing z changes
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cg.landChange = -8;
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cg.landTime = cg.time;
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}
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//FIXME: maybe kick up some dust?
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break;
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case EV_FALL_MEDIUM:
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DEBUGNAME("EV_FALL_MEDIUM");
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// use normal pain sound -
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if ( g_entities[es->number].health <= 0 )
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{//dead
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cgi_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound );
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}
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else if ( g_entities[es->number].s.weapon == WP_SABER )
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{//jedi
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CG_TryPlayCustomSound( NULL, es->number, CHAN_BODY, "*land1.wav", CS_BASIC );
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}
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else
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{//still alive
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CG_TryPlayCustomSound( NULL, es->number, CHAN_BODY, "*pain100.wav", CS_BASIC );
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}
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if ( clientNum == cg.predicted_player_state.clientNum ) {
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// smooth landing z changes
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cg.landChange = -16;
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cg.landTime = cg.time;
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}
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//FIXME: maybe kick up some dust?
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break;
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case EV_FALL_FAR:
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DEBUGNAME("EV_FALL_FAR");
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CG_TryPlayCustomSound( NULL, es->number, CHAN_BODY, "*land1.wav", CS_BASIC );
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cgi_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound );
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cent->pe.painTime = cg.time; // don't play a pain sound right after this
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if ( clientNum == cg.predicted_player_state.clientNum ) {
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// smooth landing z changes
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cg.landChange = -24;
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cg.landTime = cg.time;
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}
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//FIXME: maybe kick up some dust?
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break;
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case EV_STEP_4:
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case EV_STEP_8:
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case EV_STEP_12:
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case EV_STEP_16: // smooth out step up transitions
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DEBUGNAME("EV_STEP");
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{
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float oldStep;
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int delta;
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int step;
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if ( clientNum != cg.predicted_player_state.clientNum ) {
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break;
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}
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// if we are interpolating, we don't need to smooth steps
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if ( cg_timescale.value >= 1.0f )
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{
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break;
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}
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// check for stepping up before a previous step is completed
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delta = cg.time - cg.stepTime;
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if (delta < STEP_TIME) {
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oldStep = cg.stepChange * (STEP_TIME - delta) / STEP_TIME;
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} else {
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oldStep = 0;
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}
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// add this amount
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step = 4 * (event - EV_STEP_4 + 1 );
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cg.stepChange = oldStep + step;
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if ( cg.stepChange > MAX_STEP_CHANGE ) {
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cg.stepChange = MAX_STEP_CHANGE;
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}
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cg.stepTime = cg.time;
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break;
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}
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case EV_JUMP:
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DEBUGNAME("EV_JUMP");
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CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, "*jump1.wav", CS_BASIC );//CHAN_VOICE
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break;
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case EV_ROLL:
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DEBUGNAME("EV_ROLL");
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CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, "*jump1.wav", CS_BASIC );//CHAN_VOICE
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cgi_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.rollSound );//CHAN_AUTO
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//FIXME: need some sort of body impact on ground sound and maybe kick up some dust?
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break;
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case EV_WATER_TOUCH:
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DEBUGNAME("EV_WATER_TOUCH");
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cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrInSound );
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break;
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case EV_WATER_LEAVE:
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DEBUGNAME("EV_WATER_LEAVE");
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cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound );
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break;
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case EV_WATER_UNDER:
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DEBUGNAME("EV_WATER_UNDER");
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cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound );
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break;
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case EV_WATER_CLEAR:
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DEBUGNAME("EV_WATER_CLEAR");
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CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, "*gasp.wav", CS_BASIC );
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break;
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case EV_WATER_GURP1:
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case EV_WATER_GURP2:
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DEBUGNAME("EV_WATER_GURPx");
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CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, va("*gurp%d.wav",event-EV_WATER_GURP1+1), CS_BASIC );
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break;
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case EV_WATER_DROWN:
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DEBUGNAME("EV_WATER_DROWN");
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CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, "*drown.wav", CS_BASIC );
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break;
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case EV_ITEM_PICKUP:
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DEBUGNAME("EV_ITEM_PICKUP");
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{
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gitem_t *item;
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int index;
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qboolean bHadItem = qfalse;
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index = es->eventParm; // player predicted
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if ( index < 0 )
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{
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index = -index;
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bHadItem = qtrue;
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}
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if ( index >= bg_numItems ) {
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break;
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}
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item = &bg_itemlist[ index ];
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cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgi_S_RegisterSound( item->pickup_sound ) );
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// show icon and name on status bar
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|
if ( es->number == cg.snap->ps.clientNum ) {
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CG_ItemPickup( index, bHadItem );
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cgi_HapticEvent("pickup_weapon", 0, 0, 80, 0, 0);
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}
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}
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break;
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|
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//
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// weapon events
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//
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case EV_NOAMMO:
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DEBUGNAME("EV_NOAMMO");
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//cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound );
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if ( es->number == cg.snap->ps.clientNum ) {
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CG_OutOfAmmoChange();
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}
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break;
|
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case EV_CHANGE_WEAPON:
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DEBUGNAME("EV_CHANGE_WEAPON");
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if ( es->weapon == WP_SABER )
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{
|
|
/*
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if ( !cent->gent || !cent->gent->client || (cent->currentState.saberInFlight == qfalse && cent->currentState.saberActive == qtrue) )
|
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{
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cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" ) );
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}
|
|
*/
|
|
if ( cent->gent && cent->gent->client )
|
|
{
|
|
//if ( cent->gent->client->ps.saberInFlight )
|
|
{//if it's not in flight or lying around, turn it off!
|
|
cent->currentState.saberActive = qfalse;
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}
|
|
}
|
|
}
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|
|
cgi_HapticEvent("weapon_switch", 0, 0, 100, 0, 0);
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|
|
// FIXME: if it happens that you don't want the saber to play the switch sounds, feel free to modify this bit.
|
|
if ( weaponData[cg.weaponSelect].selectSnd[0] )
|
|
{
|
|
// custom select sound
|
|
cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgi_S_RegisterSound( weaponData[cg.weaponSelect].selectSnd ));
|
|
}
|
|
else
|
|
{
|
|
// generic sound
|
|
cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
|
|
}
|
|
break;
|
|
|
|
case EV_FIRE_WEAPON:
|
|
DEBUGNAME("EV_FIRE_WEAPON");
|
|
CG_FireWeapon( cent, qfalse );
|
|
break;
|
|
|
|
case EV_ALT_FIRE:
|
|
DEBUGNAME("EV_ALT_FIRE");
|
|
CG_FireWeapon( cent, qtrue );
|
|
break;
|
|
|
|
case EV_DISRUPTOR_MAIN_SHOT:
|
|
DEBUGNAME("EV_DISRUPTOR_MAIN_SHOT");
|
|
FX_DisruptorMainShot( cent->currentState.origin2, cent->lerpOrigin );
|
|
break;
|
|
|
|
case EV_DISRUPTOR_SNIPER_SHOT:
|
|
DEBUGNAME("EV_DISRUPTOR_SNIPER_SHOT");
|
|
FX_DisruptorAltShot( cent->currentState.origin2, cent->lerpOrigin, cent->gent->alt_fire );
|
|
break;
|
|
|
|
case EV_DISRUPTOR_SNIPER_MISS:
|
|
DEBUGNAME("EV_DISRUPTOR_SNIPER_MISS");
|
|
FX_DisruptorAltMiss( cent->lerpOrigin, cent->gent->pos1 );
|
|
break;
|
|
|
|
case EV_DEMP2_ALT_IMPACT:
|
|
FX_DEMP2_AltDetonate( cent->lerpOrigin, es->eventParm );
|
|
break;
|
|
|
|
// case EV_POWERUP_SEEKER_FIRE:
|
|
// DEBUGNAME("EV_POWERUP_SEEKER_FIRE");
|
|
// CG_FireSeeker( cent );
|
|
// break;
|
|
|
|
case EV_POWERUP_BATTLESUIT:
|
|
DEBUGNAME("EV_POWERUP_BATTLESUIT");
|
|
if ( es->number == cg.snap->ps.clientNum ) {
|
|
cg.powerupActive = PW_BATTLESUIT;
|
|
cg.powerupTime = cg.time;
|
|
}
|
|
if ( clientNum == cg.snap->ps.clientNum ) {
|
|
cgi_HapticEvent("decontaminate", 0, 0, 100, 0, 0);
|
|
}
|
|
|
|
//cgi_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.invulnoProtectSound );
|
|
break;
|
|
|
|
//=================================================================
|
|
|
|
//
|
|
// other events
|
|
//
|
|
case EV_REPLICATOR:
|
|
DEBUGNAME("EV_REPLICATOR");
|
|
// FX_Replicator( cent, position );
|
|
break;
|
|
|
|
case EV_BATTERIES_CHARGED:
|
|
cg.batteryChargeTime = cg.time + 3000;
|
|
cgi_S_StartSound( (float*)vec3_origin, es->number, CHAN_AUTO, cgs.media.batteryChargeSound );
|
|
break;
|
|
|
|
case EV_DISINTEGRATION:
|
|
{
|
|
DEBUGNAME("EV_DISINTEGRATION");
|
|
qboolean makeNotSolid = qfalse;
|
|
int disintPW = es->eventParm;
|
|
int disintEffect = 0;
|
|
int disintLength = 0;
|
|
qhandle_t disintSound1 = NULL_HANDLE;
|
|
qhandle_t disintSound2 = NULL_HANDLE;
|
|
|
|
switch( disintPW )
|
|
{
|
|
case PW_DISRUPTION:// sniper rifle
|
|
disintEffect = EF_DISINTEGRATION;//ef_
|
|
disintSound1 = cgs.media.disintegrateSound;//with scream
|
|
disintSound2 = cgs.media.disintegrate2Sound;//no scream
|
|
disintLength = 2000;
|
|
makeNotSolid = qtrue;
|
|
break;
|
|
/* case PW_SHOCKED:// arc welder
|
|
disintEffect = EF_DISINT_1;//ef_
|
|
disintSound1 = NULL;//with scream
|
|
disintSound2 = NULL;//no scream
|
|
disintSound3 = NULL;//with inhuman scream
|
|
disintLength = 4000;
|
|
break;
|
|
*/
|
|
default:
|
|
return;
|
|
break;
|
|
}
|
|
|
|
if ( cent->gent->owner )
|
|
{
|
|
cent->gent->owner->fx_time = cg.time;
|
|
if ( cent->gent->owner->client )
|
|
{
|
|
if ( disintSound1 && disintSound2 )
|
|
{//play an extra sound
|
|
// listed all the non-humanoids, because there's a lot more humanoids
|
|
class_t npc_class = cent->gent->owner->client->NPC_class;
|
|
if( npc_class != CLASS_ATST && npc_class != CLASS_GONK &&
|
|
npc_class != CLASS_INTERROGATOR && npc_class != CLASS_MARK1 &&
|
|
npc_class != CLASS_MARK2 && npc_class != CLASS_MOUSE &&
|
|
npc_class != CLASS_PROBE && npc_class != CLASS_PROTOCOL &&
|
|
npc_class != CLASS_R2D2 && npc_class != CLASS_R5D2 &&
|
|
npc_class != CLASS_SEEKER && npc_class != CLASS_SENTRY)
|
|
{//Only the humanoids scream
|
|
cgi_S_StartSound ( NULL, cent->gent->owner->s.number, CHAN_VOICE, disintSound1 );
|
|
}
|
|
// no more forge or 8472
|
|
// else if ( cent->gent->owner->client->playerTeam == TEAM_FORGE ||
|
|
// cent->gent->owner->client->playerTeam == TEAM_8472 )
|
|
// {
|
|
// cgi_S_StartSound ( NULL, cent->gent->s.number, CHAN_VOICE, disintSound3 );
|
|
// }
|
|
else
|
|
{
|
|
cgi_S_StartSound ( NULL, cent->gent->s.number, CHAN_AUTO, disintSound2 );
|
|
}
|
|
}
|
|
cent->gent->owner->s.powerups |= ( 1 << disintPW );
|
|
cent->gent->owner->client->ps.powerups[disintPW] = cg.time + disintLength;
|
|
|
|
// Things that are being disintegrated should probably not be solid...
|
|
if ( makeNotSolid && cent->gent->owner->client->playerTeam != TEAM_NEUTRAL )
|
|
{
|
|
cent->gent->contents = CONTENTS_NONE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cent->gent->owner->s.eFlags = disintEffect;//FIXME: |= ?
|
|
cent->gent->owner->delay = cg.time + disintLength;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
// This does not necessarily have to be from a grenade...
|
|
case EV_GRENADE_BOUNCE:
|
|
DEBUGNAME("EV_GRENADE_BOUNCE");
|
|
CG_BounceEffect( cent, es->weapon, position, cent->gent->pos1 );
|
|
break;
|
|
|
|
//
|
|
// missile impacts
|
|
//
|
|
|
|
case EV_MISSILE_STICK:
|
|
DEBUGNAME("EV_MISSILE_STICK");
|
|
CG_MissileStick( cent, es->weapon, position );
|
|
break;
|
|
|
|
case EV_MISSILE_HIT:
|
|
DEBUGNAME("EV_MISSILE_HIT");
|
|
CG_MissileHitPlayer( cent, es->weapon, position, cent->gent->pos1, cent->gent->alt_fire );
|
|
break;
|
|
|
|
case EV_MISSILE_MISS:
|
|
DEBUGNAME("EV_MISSILE_MISS");
|
|
CG_MissileHitWall( cent, es->weapon, position, cent->gent->pos1, cent->gent->alt_fire );
|
|
break;
|
|
|
|
case EV_BMODEL_SOUND:
|
|
DEBUGNAME("EV_BMODEL_SOUND");
|
|
cgi_S_StartSound( NULL, es->number, CHAN_AUTO, es->eventParm );
|
|
break;
|
|
|
|
case EV_GENERAL_SOUND:
|
|
DEBUGNAME("EV_GENERAL_SOUND");
|
|
if ( cgs.sound_precache[ es->eventParm ] )
|
|
{
|
|
cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.sound_precache[ es->eventParm ] );
|
|
}
|
|
else
|
|
{
|
|
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
|
|
CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, s, CS_BASIC );
|
|
}
|
|
break;
|
|
|
|
case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes
|
|
DEBUGNAME("EV_GLOBAL_SOUND");
|
|
if ( cgs.sound_precache[ es->eventParm ] ) {
|
|
cgi_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.sound_precache[ es->eventParm ] );
|
|
} else {
|
|
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
|
|
CG_TryPlayCustomSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, s, CS_BASIC );
|
|
}
|
|
break;
|
|
|
|
case EV_DRUGGED:
|
|
DEBUGNAME("EV_DRUGGED");
|
|
if ( cent->gent && cent->gent->owner && cent->gent->owner->s.number == 0 )
|
|
{
|
|
// Only allow setting up the wonky vision on the player..do it for 10 seconds...must be synchronized with calcs done in cg_view. Just search for cg.wonkyTime to find 'em.
|
|
cg.wonkyTime = cg.time + 10000;
|
|
}
|
|
break;
|
|
|
|
case EV_PAIN:
|
|
{
|
|
char *snd;
|
|
const int health = es->eventParm;
|
|
|
|
if ( cent->gent && cent->gent->NPC && (cent->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT) )
|
|
{
|
|
return;
|
|
}
|
|
//FIXME: don't do this if we're falling to our deaths...
|
|
DEBUGNAME("EV_PAIN");
|
|
// don't do more than two pain sounds a second
|
|
if ( cg.time - cent->pe.painTime < 500 ) {
|
|
return;
|
|
}
|
|
|
|
if ( health < 25 ) {
|
|
snd = "*pain100.wav";
|
|
} else if ( health < 50 ) {
|
|
snd = "*pain75.wav";
|
|
} else if ( health < 75 ) {
|
|
snd = "*pain50.wav";
|
|
} else {
|
|
snd = "*pain25.wav";
|
|
}
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, snd, CS_BASIC );
|
|
|
|
// save pain time for programitic twitch animation
|
|
cent->pe.painTime = cg.time;
|
|
cent->pe.painDirection ^= 1;
|
|
}
|
|
break;
|
|
|
|
case EV_DEATH1:
|
|
case EV_DEATH2:
|
|
case EV_DEATH3:
|
|
DEBUGNAME("EV_DEATHx");
|
|
/*
|
|
if ( cent->gent && cent->gent->NPC && (cent->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT) )
|
|
{
|
|
return;
|
|
}
|
|
*/
|
|
if ( clientNum == cg.snap->ps.clientNum ) {
|
|
cgi_HapticEvent("fireball", 0, 0, 100, 0, 0);
|
|
}
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*death%i.wav", event - EV_DEATH1 + 1), CS_BASIC );
|
|
break;
|
|
|
|
// Called by the FxRunner entity...usually for Environmental FX Events
|
|
case EV_PLAY_EFFECT:
|
|
DEBUGNAME("EV_PLAY_EFFECT");
|
|
s = CG_ConfigString( CS_EFFECTS + es->eventParm );
|
|
// Ghoul2 Insert Start
|
|
if (es->boltInfo != 0)
|
|
{
|
|
theFxScheduler.PlayEffect( s, cent->lerpOrigin, axis, es->boltInfo, -1 );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( cent->gent->pos3, axis[0] );
|
|
VectorCopy( cent->gent->pos4, axis[1] );
|
|
CrossProduct( axis[0], axis[1], axis[2] );
|
|
|
|
// the entNum the effect may be attached to
|
|
if ( es->otherEntityNum )
|
|
{
|
|
theFxScheduler.PlayEffect( s, cent->lerpOrigin, axis, -1, es->otherEntityNum );
|
|
}
|
|
else
|
|
{
|
|
theFxScheduler.PlayEffect( s, cent->lerpOrigin, axis, -1, -1 );
|
|
}
|
|
}
|
|
// Ghoul2 Insert End
|
|
break;
|
|
|
|
// play an effect bolted onto a muzzle
|
|
case EV_PLAY_MUZZLE_EFFECT:
|
|
DEBUGNAME("EV_PLAY_MUZZLE_EFFECT");
|
|
s = CG_ConfigString( CS_EFFECTS + es->eventParm );
|
|
|
|
theFxScheduler.PlayEffect( s, es->otherEntityNum );
|
|
break;
|
|
|
|
case EV_TARGET_BEAM_DRAW:
|
|
DEBUGNAME("EV_TARGET_BEAM_DRAW");
|
|
if ( cent->gent )
|
|
{
|
|
s = CG_ConfigString( CS_EFFECTS + es->eventParm );
|
|
|
|
if ( s && s[0] )
|
|
{
|
|
if ( cent->gent->delay )
|
|
{
|
|
s2 = CG_ConfigString( CS_EFFECTS + cent->gent->delay );
|
|
}
|
|
else
|
|
{
|
|
s2 = NULL;
|
|
}
|
|
|
|
CG_DrawTargetBeam( cent->lerpOrigin, cent->gent->s.origin2, cent->gent->pos1, s, s2 );
|
|
}
|
|
/* else
|
|
{
|
|
int gack = 0; // this is bad if it get's here
|
|
}
|
|
*/
|
|
}
|
|
break;
|
|
|
|
case EV_ANGER1: //Say when acquire an enemy when didn't have one before
|
|
case EV_ANGER2:
|
|
case EV_ANGER3:
|
|
DEBUGNAME("EV_ANGERx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*anger%i.wav", event - EV_ANGER1 + 1), CS_COMBAT );
|
|
break;
|
|
|
|
case EV_VICTORY1: //Say when killed an enemy
|
|
case EV_VICTORY2:
|
|
case EV_VICTORY3:
|
|
DEBUGNAME("EV_VICTORYx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*victory%i.wav", event - EV_VICTORY1 + 1), CS_COMBAT );
|
|
break;
|
|
|
|
case EV_CONFUSE1: //Say when confused
|
|
case EV_CONFUSE2:
|
|
case EV_CONFUSE3:
|
|
DEBUGNAME("EV_CONFUSEDx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*confuse%i.wav", event - EV_CONFUSE1 + 1), CS_COMBAT );
|
|
break;
|
|
|
|
case EV_PUSHED1: //Say when pushed
|
|
case EV_PUSHED2:
|
|
case EV_PUSHED3:
|
|
DEBUGNAME("EV_PUSHEDx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*pushed%i.wav", event - EV_PUSHED1 + 1), CS_COMBAT );
|
|
break;
|
|
|
|
case EV_CHOKE1: //Say when choking
|
|
case EV_CHOKE2:
|
|
case EV_CHOKE3:
|
|
DEBUGNAME("EV_CHOKEx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*choke%i.wav", event - EV_CHOKE1 + 1), CS_COMBAT );
|
|
break;
|
|
|
|
case EV_FFWARN: //Warn ally to stop shooting you
|
|
DEBUGNAME("EV_FFWARN");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*ffwarn.wav", CS_COMBAT );
|
|
break;
|
|
|
|
case EV_FFTURN: //Turn on ally after being shot by them
|
|
DEBUGNAME("EV_FFTURN");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*ffturn.wav", CS_COMBAT );
|
|
break;
|
|
|
|
//extra sounds for ST
|
|
case EV_CHASE1:
|
|
case EV_CHASE2:
|
|
case EV_CHASE3:
|
|
DEBUGNAME("EV_CHASEx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*chase%i.wav", event - EV_CHASE1 + 1), CS_EXTRA );
|
|
break;
|
|
case EV_COVER1:
|
|
case EV_COVER2:
|
|
case EV_COVER3:
|
|
case EV_COVER4:
|
|
case EV_COVER5:
|
|
DEBUGNAME("EV_COVERx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*cover%i.wav", event - EV_COVER1 + 1), CS_EXTRA );
|
|
break;
|
|
case EV_DETECTED1:
|
|
case EV_DETECTED2:
|
|
case EV_DETECTED3:
|
|
case EV_DETECTED4:
|
|
case EV_DETECTED5:
|
|
DEBUGNAME("EV_DETECTEDx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*detected%i.wav", event - EV_DETECTED1 + 1), CS_EXTRA );
|
|
break;
|
|
case EV_GIVEUP1:
|
|
case EV_GIVEUP2:
|
|
case EV_GIVEUP3:
|
|
case EV_GIVEUP4:
|
|
DEBUGNAME("EV_GIVEUPx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*giveup%i.wav", event - EV_GIVEUP1 + 1), CS_EXTRA );
|
|
break;
|
|
case EV_LOOK1:
|
|
case EV_LOOK2:
|
|
DEBUGNAME("EV_LOOKx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*look%i.wav", event - EV_LOOK1 + 1), CS_EXTRA );
|
|
break;
|
|
case EV_LOST1:
|
|
DEBUGNAME("EV_LOST1");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*lost1.wav", CS_EXTRA );
|
|
break;
|
|
case EV_OUTFLANK1:
|
|
case EV_OUTFLANK2:
|
|
DEBUGNAME("EV_OUTFLANKx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*outflank%i.wav", event - EV_OUTFLANK1 + 1), CS_EXTRA );
|
|
break;
|
|
case EV_ESCAPING1:
|
|
case EV_ESCAPING2:
|
|
case EV_ESCAPING3:
|
|
DEBUGNAME("EV_ESCAPINGx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*escaping%i.wav", event - EV_ESCAPING1 + 1), CS_EXTRA );
|
|
break;
|
|
case EV_SIGHT1:
|
|
case EV_SIGHT2:
|
|
case EV_SIGHT3:
|
|
DEBUGNAME("EV_SIGHTx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*sight%i.wav", event - EV_SIGHT1 + 1), CS_EXTRA );
|
|
break;
|
|
case EV_SOUND1:
|
|
case EV_SOUND2:
|
|
case EV_SOUND3:
|
|
DEBUGNAME("EV_SOUNDx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*sound%i.wav", event - EV_SOUND1 + 1), CS_EXTRA );
|
|
break;
|
|
case EV_SUSPICIOUS1:
|
|
case EV_SUSPICIOUS2:
|
|
case EV_SUSPICIOUS3:
|
|
case EV_SUSPICIOUS4:
|
|
case EV_SUSPICIOUS5:
|
|
DEBUGNAME("EV_SUSPICIOUSx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*suspicious%i.wav", event - EV_SUSPICIOUS1 + 1), CS_EXTRA );
|
|
break;
|
|
//extra sounds for Jedi
|
|
case EV_COMBAT1:
|
|
case EV_COMBAT2:
|
|
case EV_COMBAT3:
|
|
DEBUGNAME("EV_COMBATx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*combat%i.wav", event - EV_COMBAT1 + 1), CS_JEDI );
|
|
break;
|
|
case EV_JDETECTED1:
|
|
case EV_JDETECTED2:
|
|
case EV_JDETECTED3:
|
|
DEBUGNAME("EV_JDETECTEDx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*jdetected%i.wav", event - EV_JDETECTED1 + 1), CS_JEDI );
|
|
break;
|
|
case EV_TAUNT1:
|
|
case EV_TAUNT2:
|
|
case EV_TAUNT3:
|
|
DEBUGNAME("EV_TAUNTx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*taunt%i.wav", event - EV_TAUNT1 + 1), CS_JEDI );
|
|
break;
|
|
case EV_JCHASE1:
|
|
case EV_JCHASE2:
|
|
case EV_JCHASE3:
|
|
DEBUGNAME("EV_JCHASEx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*jchase%i.wav", event - EV_JCHASE1 + 1), CS_JEDI );
|
|
break;
|
|
case EV_JLOST1:
|
|
case EV_JLOST2:
|
|
case EV_JLOST3:
|
|
DEBUGNAME("EV_JLOSTx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*jlost%i.wav", event - EV_JLOST1 + 1), CS_JEDI );
|
|
break;
|
|
case EV_DEFLECT1:
|
|
case EV_DEFLECT2:
|
|
case EV_DEFLECT3:
|
|
DEBUGNAME("EV_DEFLECTx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*deflect%i.wav", event - EV_DEFLECT1 + 1), CS_JEDI );
|
|
break;
|
|
case EV_GLOAT1:
|
|
case EV_GLOAT2:
|
|
case EV_GLOAT3:
|
|
DEBUGNAME("EV_GLOATx");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*gloat%i.wav", event - EV_GLOAT1 + 1), CS_JEDI );
|
|
break;
|
|
case EV_PUSHFAIL:
|
|
DEBUGNAME("EV_PUSHFAIL");
|
|
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*pushfail.wav", CS_JEDI );
|
|
break;
|
|
|
|
case EV_USE_FORCE:
|
|
DEBUGNAME("EV_USE_FORCEITEM");
|
|
CG_UseForce( cent );
|
|
break;
|
|
|
|
case EV_USE_ITEM:
|
|
DEBUGNAME("EV_USE_ITEM");
|
|
CG_UseItem( cent );
|
|
break;
|
|
|
|
case EV_USE_INV_BINOCULARS:
|
|
DEBUGNAME("EV_USE_INV_BINOCULARS");
|
|
UseItem(INV_ELECTROBINOCULARS );
|
|
break;
|
|
|
|
case EV_USE_INV_BACTA:
|
|
DEBUGNAME("EV_USE_INV_BACTA");
|
|
UseItem(INV_BACTA_CANISTER );
|
|
break;
|
|
|
|
case EV_USE_INV_SEEKER:
|
|
DEBUGNAME("EV_USE_INV_SEEKER");
|
|
UseItem(INV_SEEKER );
|
|
break;
|
|
|
|
case EV_USE_INV_LIGHTAMP_GOGGLES:
|
|
DEBUGNAME("EV_USE_INV_LIGHTAMP_GOGGLES");
|
|
UseItem(INV_LIGHTAMP_GOGGLES );
|
|
break;
|
|
|
|
case EV_USE_INV_SENTRY:
|
|
DEBUGNAME("EV_USE_INV_SENTRY");
|
|
UseItem(INV_SENTRY );
|
|
break;
|
|
|
|
case EV_DEBUG_LINE:
|
|
DEBUGNAME("EV_DEBUG_LINE");
|
|
CG_TestLine(position, es->origin2, es->time, (unsigned int)(es->time2), es->weapon);
|
|
break;
|
|
|
|
default:
|
|
DEBUGNAME("UNKNOWN");
|
|
CG_Error( "Unknown event: %i", event );
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
CG_CheckEvents
|
|
|
|
==============
|
|
*/
|
|
void CG_CheckEvents( centity_t *cent ) {
|
|
// check for event-only entities
|
|
if ( cent->currentState.eType > ET_EVENTS ) {
|
|
if ( cent->previousEvent ) {
|
|
return; // already fired
|
|
}
|
|
cent->previousEvent = 1;
|
|
|
|
cent->currentState.event = cent->currentState.eType - ET_EVENTS;
|
|
} else {
|
|
// check for events riding with another entity
|
|
if ( cent->currentState.event == cent->previousEvent ) {
|
|
return;
|
|
}
|
|
cent->previousEvent = cent->currentState.event;
|
|
if ( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// calculate the position at exactly the frame time
|
|
EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
|
|
CG_SetEntitySoundPosition( cent );
|
|
|
|
CG_EntityEvent( cent, cent->lerpOrigin );
|
|
}
|
|
|