lilium-voyager/code/cgame/cg_event.c

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2005-08-26 17:39:27 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
2005-08-26 17:39:27 +00:00
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// cg_event.c -- handle entity events at snapshot or playerstate transitions
#include "cg_local.h"
// for the voice chats
#ifdef MISSIONPACK
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#include "../../ui/menudef.h"
#endif
//==========================================================================
/*
===================
CG_PlaceString
Also called by scoreboard drawing
===================
*/
const char *CG_PlaceString( int rank ) {
static char str[64];
char *s, *t;
if ( rank & RANK_TIED_FLAG ) {
rank &= ~RANK_TIED_FLAG;
t = "Tied for ";
} else {
t = "";
}
if ( rank == 1 ) {
s = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue
} else if ( rank == 2 ) {
s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red
} else if ( rank == 3 ) {
s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow
} else if ( rank == 11 ) {
s = "11th";
} else if ( rank == 12 ) {
s = "12th";
} else if ( rank == 13 ) {
s = "13th";
} else if ( rank % 10 == 1 ) {
s = va("%ist", rank);
} else if ( rank % 10 == 2 ) {
s = va("%ind", rank);
} else if ( rank % 10 == 3 ) {
s = va("%ird", rank);
} else {
s = va("%ith", rank);
}
Com_sprintf( str, sizeof( str ), "%s%s", t, s );
return str;
}
/*
=============
CG_Obituary
=============
*/
static void CG_Obituary( entityState_t *ent ) {
int mod;
int target, attacker;
char *message;
char *message2;
const char *targetInfo;
const char *attackerInfo;
char targetName[32];
char attackerName[32];
gender_t gender;
clientInfo_t *ci;
target = ent->otherEntityNum;
attacker = ent->otherEntityNum2;
mod = ent->eventParm;
if ( target < 0 || target >= MAX_CLIENTS ) {
CG_Error( "CG_Obituary: target out of range" );
}
ci = &cgs.clientinfo[target];
if ( attacker < 0 || attacker >= MAX_CLIENTS ) {
attacker = ENTITYNUM_WORLD;
attackerInfo = NULL;
} else {
attackerInfo = CG_ConfigString( CS_PLAYERS + attacker );
}
targetInfo = CG_ConfigString( CS_PLAYERS + target );
if ( !targetInfo ) {
return;
}
Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof(targetName) - 2);
strcat( targetName, S_COLOR_WHITE );
message2 = "";
// check for single client messages
switch( mod ) {
case MOD_SUICIDE:
message = "suicides";
break;
case MOD_FALLING:
message = "cratered";
break;
case MOD_CRUSH:
message = "was squished";
break;
case MOD_WATER:
message = "sank like a rock";
break;
case MOD_SLIME:
message = "melted";
break;
case MOD_LAVA:
message = "does a back flip into the lava";
break;
case MOD_TARGET_LASER:
message = "saw the light";
break;
case MOD_TRIGGER_HURT:
message = "was in the wrong place";
break;
default:
message = NULL;
break;
}
if (attacker == target) {
gender = ci->gender;
switch (mod) {
#ifdef MISSIONPACK
case MOD_KAMIKAZE:
message = "goes out with a bang";
break;
#endif
case MOD_GRENADE_SPLASH:
if ( gender == GENDER_FEMALE )
message = "tripped on her own grenade";
else if ( gender == GENDER_NEUTER )
message = "tripped on its own grenade";
else
message = "tripped on his own grenade";
break;
case MOD_ROCKET_SPLASH:
if ( gender == GENDER_FEMALE )
message = "blew herself up";
else if ( gender == GENDER_NEUTER )
message = "blew itself up";
else
message = "blew himself up";
break;
case MOD_PLASMA_SPLASH:
if ( gender == GENDER_FEMALE )
message = "melted herself";
else if ( gender == GENDER_NEUTER )
message = "melted itself";
else
message = "melted himself";
break;
case MOD_BFG_SPLASH:
message = "should have used a smaller gun";
break;
#ifdef MISSIONPACK
case MOD_PROXIMITY_MINE:
if( gender == GENDER_FEMALE ) {
message = "found her prox mine";
} else if ( gender == GENDER_NEUTER ) {
message = "found its prox mine";
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} else {
message = "found his prox mine";
}
break;
#endif
default:
if ( gender == GENDER_FEMALE )
message = "killed herself";
else if ( gender == GENDER_NEUTER )
message = "killed itself";
else
message = "killed himself";
break;
}
}
if (message) {
CG_Printf( "%s %s.\n", targetName, message);
return;
}
// check for kill messages from the current clientNum
if ( attacker == cg.snap->ps.clientNum ) {
char *s;
if ( cgs.gametype < GT_TEAM ) {
s = va("You fragged %s\n%s place with %i", targetName,
CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),
cg.snap->ps.persistant[PERS_SCORE] );
} else {
s = va("You fragged %s", targetName );
}
#ifdef MISSIONPACK
if (!(cg_singlePlayerActive.integer && cg_cameraOrbit.integer)) {
CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
#else
CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
#endif
// print the text message as well
}
// check for double client messages
if ( !attackerInfo ) {
attacker = ENTITYNUM_WORLD;
strcpy( attackerName, "noname" );
} else {
Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof(attackerName) - 2);
strcat( attackerName, S_COLOR_WHITE );
// check for kill messages about the current clientNum
if ( target == cg.snap->ps.clientNum ) {
Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) );
}
}
if ( attacker != ENTITYNUM_WORLD ) {
switch (mod) {
case MOD_GRAPPLE:
message = "was caught by";
break;
case MOD_GAUNTLET:
message = "was pummeled by";
break;
case MOD_MACHINEGUN:
message = "was machinegunned by";
break;
case MOD_SHOTGUN:
message = "was gunned down by";
break;
case MOD_GRENADE:
message = "ate";
message2 = "'s grenade";
break;
case MOD_GRENADE_SPLASH:
message = "was shredded by";
message2 = "'s shrapnel";
break;
case MOD_ROCKET:
message = "ate";
message2 = "'s rocket";
break;
case MOD_ROCKET_SPLASH:
message = "almost dodged";
message2 = "'s rocket";
break;
case MOD_PLASMA:
message = "was melted by";
message2 = "'s plasmagun";
break;
case MOD_PLASMA_SPLASH:
message = "was melted by";
message2 = "'s plasmagun";
break;
case MOD_RAILGUN:
message = "was railed by";
break;
case MOD_LIGHTNING:
message = "was electrocuted by";
break;
case MOD_BFG:
case MOD_BFG_SPLASH:
message = "was blasted by";
message2 = "'s BFG";
break;
#ifdef MISSIONPACK
case MOD_NAIL:
message = "was nailed by";
break;
case MOD_CHAINGUN:
message = "got lead poisoning from";
message2 = "'s Chaingun";
break;
case MOD_PROXIMITY_MINE:
message = "was too close to";
message2 = "'s Prox Mine";
break;
case MOD_KAMIKAZE:
message = "falls to";
message2 = "'s Kamikaze blast";
break;
case MOD_JUICED:
message = "was juiced by";
break;
#endif
case MOD_TELEFRAG:
message = "tried to invade";
message2 = "'s personal space";
break;
default:
message = "was killed by";
break;
}
if (message) {
CG_Printf( "%s %s %s%s\n",
targetName, message, attackerName, message2);
return;
}
}
// we don't know what it was
CG_Printf( "%s died.\n", targetName );
}
//==========================================================================
/*
===============
CG_UseItem
===============
*/
static void CG_UseItem( centity_t *cent ) {
clientInfo_t *ci;
int itemNum, clientNum;
gitem_t *item;
entityState_t *es;
es = &cent->currentState;
itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0;
if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) {
itemNum = 0;
}
// print a message if the local player
if ( es->number == cg.snap->ps.clientNum ) {
if ( !itemNum ) {
CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
} else {
item = BG_FindItemForHoldable( itemNum );
CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
}
switch ( itemNum ) {
default:
case HI_NONE:
trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound );
break;
case HI_TELEPORTER:
break;
case HI_MEDKIT:
clientNum = cent->currentState.clientNum;
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
ci = &cgs.clientinfo[ clientNum ];
ci->medkitUsageTime = cg.time;
}
trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound );
break;
#ifdef MISSIONPACK
case HI_KAMIKAZE:
break;
case HI_PORTAL:
break;
case HI_INVULNERABILITY:
trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useInvulnerabilitySound );
break;
#endif
}
}
/*
================
CG_ItemPickup
A new item was picked up this frame
================
*/
static void CG_ItemPickup( int itemNum ) {
cg.itemPickup = itemNum;
cg.itemPickupTime = cg.time;
cg.itemPickupBlendTime = cg.time;
// see if it should be the grabbed weapon
if ( bg_itemlist[itemNum].giType == IT_WEAPON ) {
// select it immediately
if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_MACHINEGUN ) {
cg.weaponSelectTime = cg.time;
cg.weaponSelect = bg_itemlist[itemNum].giTag;
}
}
}
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
/*
================
CG_WaterLevel
Returns waterlevel for entity origin
================
*/
int CG_WaterLevel(centity_t *cent) {
vec3_t point;
int contents, sample1, sample2, anim, waterlevel;
// get waterlevel, accounting for ducking
waterlevel = 0;
VectorCopy(cent->lerpOrigin, point);
point[2] += MINS_Z + 1;
anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
if (anim == LEGS_WALKCR || anim == LEGS_IDLECR) {
point[2] += CROUCH_VIEWHEIGHT;
} else {
point[2] += DEFAULT_VIEWHEIGHT;
}
contents = CG_PointContents(point, -1);
if (contents & MASK_WATER) {
sample2 = point[2] - MINS_Z;
sample1 = sample2 / 2;
waterlevel = 1;
point[2] = cent->lerpOrigin[2] + MINS_Z + sample1;
contents = CG_PointContents(point, -1);
if (contents & MASK_WATER) {
waterlevel = 2;
point[2] = cent->lerpOrigin[2] + MINS_Z + sample2;
contents = CG_PointContents(point, -1);
if (contents & MASK_WATER) {
waterlevel = 3;
}
}
}
return waterlevel;
}
2005-08-26 17:39:27 +00:00
/*
================
CG_PainEvent
Also called by playerstate transition
================
*/
void CG_PainEvent( centity_t *cent, int health ) {
char *snd;
// don't do more than two pain sounds a second
if ( cg.time - cent->pe.painTime < 500 ) {
return;
}
if ( health < 25 ) {
snd = "*pain25_1.wav";
} else if ( health < 50 ) {
snd = "*pain50_1.wav";
} else if ( health < 75 ) {
snd = "*pain75_1.wav";
} else {
snd = "*pain100_1.wav";
}
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
// play a gurp sound instead of a normal pain sound
if (CG_WaterLevel(cent) >= 1) {
if (rand()&1) {
trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp1.wav"));
} else {
trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp2.wav"));
}
} else {
trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, snd));
}
2005-08-26 17:39:27 +00:00
// save pain time for programitic twitch animation
cent->pe.painTime = cg.time;
cent->pe.painDirection ^= 1;
}
/*
==============
CG_EntityEvent
An entity has an event value
also called by CG_CheckPlayerstateEvents
==============
*/
#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");}
void CG_EntityEvent( centity_t *cent, vec3_t position ) {
entityState_t *es;
int event;
vec3_t dir;
const char *s;
int clientNum;
clientInfo_t *ci;
es = &cent->currentState;
event = es->event & ~EV_EVENT_BITS;
if ( cg_debugEvents.integer ) {
CG_Printf( "ent:%3i event:%3i ", es->number, event );
}
if ( !event ) {
DEBUGNAME("ZEROEVENT");
return;
}
clientNum = es->clientNum;
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
clientNum = 0;
}
ci = &cgs.clientinfo[ clientNum ];
switch ( event ) {
//
// movement generated events
//
case EV_FOOTSTEP:
DEBUGNAME("EV_FOOTSTEP");
if (cg_footsteps.integer) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ ci->footsteps ][rand()&3] );
}
break;
case EV_FOOTSTEP_METAL:
DEBUGNAME("EV_FOOTSTEP_METAL");
if (cg_footsteps.integer) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] );
}
break;
case EV_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_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_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_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,
2005-08-26 17:39:27 +00:00
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
trap_S_StartSound ( cent->lerpOrigin, -1, CHAN_VOICE, cgs.media.jumpPadSound );
trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
break;
case EV_JUMP:
DEBUGNAME("EV_JUMP");
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;
#ifdef MISSIONPACK
case EV_TAUNT_YES:
DEBUGNAME("EV_TAUNT_YES");
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_YES);
break;
case EV_TAUNT_NO:
DEBUGNAME("EV_TAUNT_NO");
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_NO);
break;
case EV_TAUNT_FOLLOWME:
DEBUGNAME("EV_TAUNT_FOLLOWME");
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_FOLLOWME);
break;
case EV_TAUNT_GETFLAG:
DEBUGNAME("EV_TAUNT_GETFLAG");
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONGETFLAG);
break;
case EV_TAUNT_GUARDBASE:
DEBUGNAME("EV_TAUNT_GUARDBASE");
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONDEFENSE);
break;
case EV_TAUNT_PATROL:
DEBUGNAME("EV_TAUNT_PATROL");
CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONPATROL);
break;
#endif
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) {
#ifdef MISSIONPACK
switch (item->giTag ) {
case PW_SCOUT:
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.scoutSound );
break;
case PW_GUARD:
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.guardSound );
break;
case PW_DOUBLER:
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.doublerSound );
break;
case PW_AMMOREGEN:
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.ammoregenSound );
break;
}
#endif
} else {
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");
// trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound );
if ( es->number == cg.snap->ps.clientNum ) {
CG_OutOfAmmoChange();
}
break;
case EV_CHANGE_WEAPON:
DEBUGNAME("EV_CHANGE_WEAPON");
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
break;
case EV_FIRE_WEAPON:
DEBUGNAME("EV_FIRE_WEAPON");
CG_FireWeapon( cent );
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;
#ifdef MISSIONPACK
case EV_PROXIMITY_MINE_STICK:
DEBUGNAME("EV_PROXIMITY_MINE_STICK");
if( es->eventParm & SURF_FLESH ) {
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimplSound );
} else if( es->eventParm & SURF_METALSTEPS ) {
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpmSound );
} else {
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpdSound );
}
break;
case EV_PROXIMITY_MINE_TRIGGER:
DEBUGNAME("EV_PROXIMITY_MINE_TRIGGER");
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbactvSound );
break;
case EV_KAMIKAZE:
DEBUGNAME("EV_KAMIKAZE");
CG_KamikazeEffect( cent->lerpOrigin );
break;
case EV_OBELISKEXPLODE:
DEBUGNAME("EV_OBELISKEXPLODE");
CG_ObeliskExplode( cent->lerpOrigin, es->eventParm );
break;
case EV_OBELISKPAIN:
DEBUGNAME("EV_OBELISKPAIN");
CG_ObeliskPain( cent->lerpOrigin );
break;
case EV_INVUL_IMPACT:
DEBUGNAME("EV_INVUL_IMPACT");
CG_InvulnerabilityImpact( cent->lerpOrigin, cent->currentState.angles );
break;
case EV_JUICED:
DEBUGNAME("EV_JUICED");
CG_InvulnerabilityJuiced( cent->lerpOrigin );
break;
case EV_LIGHTNINGBOLT:
DEBUGNAME("EV_LIGHTNINGBOLT");
CG_LightningBoltBeam(es->origin2, es->pos.trBase);
break;
#endif
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 );
CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT );
break;
case EV_MISSILE_MISS_METAL:
DEBUGNAME("EV_MISSILE_MISS_METAL");
ByteToDir( es->eventParm, dir );
CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL );
break;
case EV_RAILTRAIL:
DEBUGNAME("EV_RAILTRAIL");
cent->currentState.weapon = WP_RAILGUN;
if(es->clientNum == cg.snap->ps.clientNum && !cg.renderingThirdPerson)
{
if(cg_drawGun.integer == 2)
VectorMA(es->origin2, 8, cg.refdef.viewaxis[1], es->origin2);
else if(cg_drawGun.integer == 3)
VectorMA(es->origin2, 4, cg.refdef.viewaxis[1], es->origin2);
}
CG_RailTrail(ci, es->origin2, es->pos.trBase);
2005-08-26 17:39:27 +00:00
// if the end was on a nomark surface, don't make an explosion
if ( es->eventParm != 255 ) {
ByteToDir( es->eventParm, dir );
CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT );
}
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 );
break;
case EV_BULLET_HIT_FLESH:
DEBUGNAME("EV_BULLET_HIT_FLESH");
CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm );
break;
case EV_SHOTGUN:
DEBUGNAME("EV_SHOTGUN");
CG_ShotgunFire( es );
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_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 {
2012-06-18 16:27:00 +00:00
if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
2005-08-26 17:39:27 +00:00
#ifdef MISSIONPACK
if (cgs.gametype == GT_1FCTF)
CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
else
#endif
2012-06-18 16:27:00 +00:00
CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
2005-08-26 17:39:27 +00:00
}
else if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) {
#ifdef MISSIONPACK
if (cgs.gametype == GT_1FCTF)
CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
else
#endif
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) {
#ifdef MISSIONPACK
if (cgs.gametype == GT_1FCTF)
CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
else
#endif
CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
}
else if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
#ifdef MISSIONPACK
if (cgs.gametype == GT_1FCTF)
CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
else
#endif
CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound );
}
}
break;
2012-08-17 19:05:40 +00:00
#ifdef MISSIONPACK
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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;
2012-08-17 19:05:40 +00:00
#endif
2005-08-26 17:39:27 +00:00
case GTS_REDTEAM_SCORED:
CG_AddBufferedSound(cgs.media.redScoredSound);
break;
case GTS_BLUETEAM_SCORED:
CG_AddBufferedSound(cgs.media.blueScoredSound);
break;
case GTS_REDTEAM_TOOK_LEAD:
CG_AddBufferedSound(cgs.media.redLeadsSound);
break;
case GTS_BLUETEAM_TOOK_LEAD:
CG_AddBufferedSound(cgs.media.blueLeadsSound);
break;
case GTS_TEAMS_ARE_TIED:
CG_AddBufferedSound( cgs.media.teamsTiedSound );
break;
#ifdef MISSIONPACK
case GTS_KAMIKAZE:
trap_S_StartLocalSound(cgs.media.kamikazeFarSound, CHAN_ANNOUNCER);
break;
#endif
default:
break;
}
break;
}
case EV_PAIN:
// local player sounds are triggered in CG_CheckLocalSounds,
// so ignore events on the player
DEBUGNAME("EV_PAIN");
if ( cent->currentState.number != cg.snap->ps.clientNum ) {
CG_PainEvent( cent, es->eventParm );
}
break;
case EV_DEATH1:
case EV_DEATH2:
case EV_DEATH3:
DEBUGNAME("EV_DEATHx");
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144) ################################################################################ This Patch fixes: ################################################################################ - The "fraglimit warning" was not played at all, if on the blue team. - The "where" console command was broken. - Obelisk explosion wasn't drawn if no Rocketlauncher was loaded. - Impact marks sometimes didn't draw at all. - IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet. - If two doors are close to each other a spectator couldn't fly through them. - More robust, efficient and logical respawning routine. NOTE: The game.qvm will get notable smaller and will use LESS MEMORY! - Drowning sounds are fixed. Now they are played as intended. (as the id comment in the source code shows). - Some AI bugs (OVERFLOW!) in the bot movement code. - Several "Team Arena" Overload and Harvester bugs. - Stops bots from attacking a team mate (player) who only changed teams. - Some voice chats and CTF commands fixed. - "Team_ReturnFlag" was called twice, which did wired things sometimes. NOTE: (G_RunItem checks CONTENTS_NODROP already!) - A bugfix for Gauntlet animation. - Incorrect CTF scoring. - A bunch of corrected comments and print lines ("\n"). - Some regularity of expression and some small trivial bugs. ################################################################################ Details: ################################################################################ ******************************************************************************** BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining the blue team! -------------------------------------------------------------------------------- Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore should be cgs.scores2. ******************************************************************************** BUG: the "where" console command doesn't work as expected (it's always 0 0 0) but not in id Quake 3 Arena. It seems that now Ioquake3 is affected! -------------------------------------------------------------------------------- Solution: In Function "Cmd_Where_f" ent->s.origin should be ent->r.currentOrigin. ******************************************************************************** BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no Rocketlauncher loaded. (The "maps without Rocketlauncher" bug) -------------------------------------------------------------------------------- Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered if gamemode is GT_OBELISK. ******************************************************************************** BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you don't play (io)Quake3 every day and know the places where it happens! ;) But anyway... Test: start q3dm12 go to "Long Jump Canyon" (where the small platform teleporter for the BFG is) place yourself at the point where the railgun spawns, look in the direction where the red suspended armor is. Now shoot at the sloped wall on the out/leftside of the door you see. (the sloped wall should be nearly in the center of your screen now). If you choose the correct brush face and shoot up and down at this brush face, the impact marks sometimes aren't visible. There are hundreds of custom maps where this can happen! -------------------------------------------------------------------------------- Solution: I replaced the function "SnapVectorTowards" with the one from "Wolfenstein - Enemy Territory (GPL Source Code)" ******************************************************************************** BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun. Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not restricted to that. All weapons except those two were handled correct. -------------------------------------------------------------------------------- Solution: Make Gauntlet and Lightning gun not firing for someone who cheats with "NOCLIP" (like all other weapons). ******************************************************************************** NOTE: A few bugfixes are not mine and are reported here: http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179. Thanks to Quake3world, for all those years and the good guys there! ******************************************************************************** BUG: During making a mod I found a very strange bug, which mainly occurs if someone tries to implement a lot of singleplayer monsters which should walk slowly (like the "Crash" bot). So if someone wants to make slow down bots or monsters when they are walking towards a goal and alter the function "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and this is the default (also buggy) behavior they start running although they shouldn't (as seen with the "Crash" bot and will not be fixed here). -------------------------------------------------------------------------------- Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. Hoffman. ******************************************************************************** BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense. -------------------------------------------------------------------------------- Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) || (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)). ******************************************************************************** BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong: "(bs->enemy != redobelisk.entitynum || bs->enemy != blueobelisk.entitynum)" -------------------------------------------------------------------------------- Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is correct. ******************************************************************************** BUG: in gamemode GT_OBELISK there are too many node switches for bots (test: mpq3tourney6 with many bots). If that happens, game becomes unplayable. I don't know if this is the best solution but here it is: -------------------------------------------------------------------------------- Solution: In function "AINode_Battle_Fight" right after: if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy)) { I added this: #ifdef MISSIONPACK if (bs->enemy == redobelisk.entitynum || bs->enemy == blueobelisk.entitynum) { AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight"); return qfalse; } #endif ******************************************************************************** BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop shooting at you, although you are on their team now. It seems that the configstrings are f***** up or not reliable in this case! -------------------------------------------------------------------------------- Solution: In function "BotTeam" and "BotSameTeam" get the real team values. ******************************************************************************** BUG: Some of the bots voice commands are wrong. They are commanded to attack the enemy base but they say "Okay, I will defend!" -------------------------------------------------------------------------------- Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and "Bot1FCTFOrders_EnemyDroppedFlag" ******************************************************************************** BUG: Spectators couldn't fly through doors if they are very close to each other. You can test it with some regular id maps (q3dm14, q3dm12) but there are also many custom maps where this can happen! This is annoying because in the worst case you can't move at all and are caught inside a door. -------------------------------------------------------------------------------- Solution: There is a solution in a mod called "Hunt" by J. Hoffman. Bugfix is included in this patch! ******************************************************************************** BUG: During making a mod I found it very hard to implement some of my ideas (something like "Limbo" or "Meeting") because of the way the player spawn effect, intermission and spawning on victory pads is handled. I reworked it a bit and simplified it so that the effect is handled when a client respawns (as the name says) and not when a client begins. I think this will help more mod makers everytime they want to make changes to spawning of players, bots on victory pads or monsters... and want to avoid spectators with Machineguns which can kill and score... :() NOTE: I also renamed the poorly named function "respawn" to "ClientRespawn". If someone searches the code base for "respawn" it was really hard to find the correct place for what was meant. "respawn" is used so often, that you really get headache ... now with "ClientRespawn" it's easier! IMPORTANT: The whole respawning, moving to intermission point and everything related to that is now done in a more reliable way without changing the default behavior. (How critical the whole spwaning mess was did you see by yourself (ioquake3 rev. 2076). With this patch it's safer. Trust me, I spent hours of fixing silly problems... -------------------------------------------------------------------------------- Solution: Simplified "ClientBegin" and moved the teleport event to "ClientSpawn". ******************************************************************************** BUG: If a player is dying or hurted under water the hurt/dying sounds AND the drowning sounds are played together. This is silly. Moreover it's no good idea to let the server play client sounds! There was a solution in a mod called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem. -------------------------------------------------------------------------------- Solution: Created a "CG_WaterLevel" function to play the appropriate sounds. ******************************************************************************** ################################################################################
2011-08-01 11:39:33 +00:00
if (CG_WaterLevel(cent) >= 1) {
trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, "*drown.wav"));
} else {
trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1)));
}
2005-08-26 17:39:27 +00:00
break;
case EV_OBITUARY:
DEBUGNAME("EV_OBITUARY");
CG_Obituary( es );
break;
//
// powerup events
//
case EV_POWERUP_QUAD:
DEBUGNAME("EV_POWERUP_QUAD");
if ( es->number == cg.snap->ps.clientNum ) {
cg.powerupActive = PW_QUAD;
cg.powerupTime = cg.time;
}
trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.quadSound );
break;
case EV_POWERUP_BATTLESUIT:
DEBUGNAME("EV_POWERUP_BATTLESUIT");
if ( es->number == cg.snap->ps.clientNum ) {
cg.powerupActive = PW_BATTLESUIT;
cg.powerupTime = cg.time;
}
trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.protectSound );
break;
case EV_POWERUP_REGEN:
DEBUGNAME("EV_POWERUP_REGEN");
if ( es->number == cg.snap->ps.clientNum ) {
cg.powerupActive = PW_REGEN;
cg.powerupTime = cg.time;
}
trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.regenSound );
break;
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
if ( !(es->eFlags & EF_KAMIKAZE) ) {
trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound );
}
CG_GibPlayer( cent->lerpOrigin );
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;
default:
DEBUGNAME("UNKNOWN");
CG_Error( "Unknown event: %i", event );
break;
}
}
/*
==============
CG_CheckEvents
==============
*/
void CG_CheckEvents( centity_t *cent ) {
// check for event-only entities
if ( cent->currentState.eType > ET_EVENTS ) {
if ( cent->previousEvent ) {
return; // already fired
}
// if this is a player event set the entity number of the client entity number
if ( cent->currentState.eFlags & EF_PLAYER_EVENT ) {
cent->currentState.number = cent->currentState.otherEntityNum;
}
cent->previousEvent = 1;
cent->currentState.event = cent->currentState.eType - ET_EVENTS;
} else {
// check for events riding with another entity
if ( cent->currentState.event == cent->previousEvent ) {
return;
}
cent->previousEvent = cent->currentState.event;
if ( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) {
return;
}
}
// calculate the position at exactly the frame time
BG_EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
CG_SetEntitySoundPosition( cent );
CG_EntityEvent( cent, cent->lerpOrigin );
}