mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-14 16:31:33 +00:00
672cfbf16f
* Bump Q3_VERSION to 1.35
1205 lines
32 KiB
C
1205 lines
32 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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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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// for the voice chats
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#ifdef MISSIONPACK
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#include "../../ui/menudef.h"
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#endif
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//==========================================================================
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/*
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===================
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CG_PlaceString
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Also called by scoreboard drawing
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===================
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*/
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const char *CG_PlaceString( int rank ) {
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static char str[64];
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char *s, *t;
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if ( rank & RANK_TIED_FLAG ) {
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rank &= ~RANK_TIED_FLAG;
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t = "Tied for ";
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} else {
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t = "";
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}
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if ( rank == 1 ) {
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s = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue
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} else if ( rank == 2 ) {
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s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red
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} else if ( rank == 3 ) {
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s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow
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} else if ( rank == 11 ) {
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s = "11th";
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} else if ( rank == 12 ) {
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s = "12th";
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} else if ( rank == 13 ) {
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s = "13th";
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} else if ( rank % 10 == 1 ) {
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s = va("%ist", rank);
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} else if ( rank % 10 == 2 ) {
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s = va("%ind", rank);
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} else if ( rank % 10 == 3 ) {
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s = va("%ird", rank);
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} else {
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s = va("%ith", rank);
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}
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Com_sprintf( str, sizeof( str ), "%s%s", t, s );
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return str;
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}
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/*
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=============
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CG_Obituary
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=============
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*/
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static void CG_Obituary( entityState_t *ent ) {
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int mod;
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int target, attacker;
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char *message;
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char *message2;
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const char *targetInfo;
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const char *attackerInfo;
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char targetName[32];
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char attackerName[32];
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gender_t gender;
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clientInfo_t *ci;
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target = ent->otherEntityNum;
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attacker = ent->otherEntityNum2;
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mod = ent->eventParm;
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if ( target < 0 || target >= MAX_CLIENTS ) {
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CG_Error( "CG_Obituary: target out of range" );
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}
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ci = &cgs.clientinfo[target];
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if ( attacker < 0 || attacker >= MAX_CLIENTS ) {
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attacker = ENTITYNUM_WORLD;
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attackerInfo = NULL;
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} else {
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attackerInfo = CG_ConfigString( CS_PLAYERS + attacker );
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}
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targetInfo = CG_ConfigString( CS_PLAYERS + target );
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if ( !targetInfo ) {
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return;
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}
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Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof(targetName) - 2);
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strcat( targetName, S_COLOR_WHITE );
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message2 = "";
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// check for single client messages
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switch( mod ) {
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case MOD_SUICIDE:
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message = "suicides";
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break;
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case MOD_FALLING:
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message = "cratered";
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break;
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case MOD_CRUSH:
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message = "was squished";
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break;
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case MOD_WATER:
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message = "sank like a rock";
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break;
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case MOD_SLIME:
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message = "melted";
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break;
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case MOD_LAVA:
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message = "does a back flip into the lava";
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break;
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case MOD_TARGET_LASER:
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message = "saw the light";
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break;
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case MOD_TRIGGER_HURT:
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message = "was in the wrong place";
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break;
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default:
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message = NULL;
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break;
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}
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if (attacker == target) {
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gender = ci->gender;
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switch (mod) {
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#ifdef MISSIONPACK
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case MOD_KAMIKAZE:
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message = "goes out with a bang";
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break;
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#endif
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case MOD_GRENADE_SPLASH:
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if ( gender == GENDER_FEMALE )
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message = "tripped on her own grenade";
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else if ( gender == GENDER_NEUTER )
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message = "tripped on its own grenade";
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else
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message = "tripped on his own grenade";
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break;
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case MOD_ROCKET_SPLASH:
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if ( gender == GENDER_FEMALE )
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message = "blew herself up";
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else if ( gender == GENDER_NEUTER )
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message = "blew itself up";
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else
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message = "blew himself up";
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break;
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case MOD_PLASMA_SPLASH:
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if ( gender == GENDER_FEMALE )
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message = "melted herself";
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else if ( gender == GENDER_NEUTER )
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message = "melted itself";
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else
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message = "melted himself";
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break;
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case MOD_BFG_SPLASH:
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message = "should have used a smaller gun";
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break;
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#ifdef MISSIONPACK
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case MOD_PROXIMITY_MINE:
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if( gender == GENDER_FEMALE ) {
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message = "found her prox mine";
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} else if ( gender == GENDER_NEUTER ) {
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message = "found it's prox mine";
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} else {
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message = "found his prox mine";
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}
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break;
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#endif
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default:
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if ( gender == GENDER_FEMALE )
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message = "killed herself";
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else if ( gender == GENDER_NEUTER )
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message = "killed itself";
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else
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message = "killed himself";
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break;
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}
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}
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if (message) {
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CG_Printf( "%s %s.\n", targetName, message);
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return;
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}
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// check for kill messages from the current clientNum
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if ( attacker == cg.snap->ps.clientNum ) {
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char *s;
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if ( cgs.gametype < GT_TEAM ) {
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s = va("You fragged %s\n%s place with %i", targetName,
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CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),
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cg.snap->ps.persistant[PERS_SCORE] );
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} else {
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s = va("You fragged %s", targetName );
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}
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#ifdef MISSIONPACK
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if (!(cg_singlePlayerActive.integer && cg_cameraOrbit.integer)) {
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CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
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}
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#else
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CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
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#endif
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// print the text message as well
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}
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// check for double client messages
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if ( !attackerInfo ) {
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attacker = ENTITYNUM_WORLD;
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strcpy( attackerName, "noname" );
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} else {
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Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof(attackerName) - 2);
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strcat( attackerName, S_COLOR_WHITE );
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// check for kill messages about the current clientNum
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if ( target == cg.snap->ps.clientNum ) {
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Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) );
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}
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}
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if ( attacker != ENTITYNUM_WORLD ) {
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switch (mod) {
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case MOD_GRAPPLE:
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message = "was caught by";
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break;
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case MOD_GAUNTLET:
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message = "was pummeled by";
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break;
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case MOD_MACHINEGUN:
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message = "was machinegunned by";
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break;
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case MOD_SHOTGUN:
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message = "was gunned down by";
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break;
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case MOD_GRENADE:
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message = "ate";
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message2 = "'s grenade";
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break;
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case MOD_GRENADE_SPLASH:
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message = "was shredded by";
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message2 = "'s shrapnel";
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break;
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case MOD_ROCKET:
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message = "ate";
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message2 = "'s rocket";
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break;
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case MOD_ROCKET_SPLASH:
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message = "almost dodged";
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message2 = "'s rocket";
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break;
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case MOD_PLASMA:
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message = "was melted by";
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message2 = "'s plasmagun";
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break;
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case MOD_PLASMA_SPLASH:
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message = "was melted by";
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message2 = "'s plasmagun";
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break;
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case MOD_RAILGUN:
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message = "was railed by";
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break;
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case MOD_LIGHTNING:
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message = "was electrocuted by";
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break;
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case MOD_BFG:
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case MOD_BFG_SPLASH:
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message = "was blasted by";
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message2 = "'s BFG";
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break;
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#ifdef MISSIONPACK
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case MOD_NAIL:
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message = "was nailed by";
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break;
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case MOD_CHAINGUN:
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message = "got lead poisoning from";
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message2 = "'s Chaingun";
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break;
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case MOD_PROXIMITY_MINE:
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message = "was too close to";
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message2 = "'s Prox Mine";
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break;
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case MOD_KAMIKAZE:
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message = "falls to";
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message2 = "'s Kamikaze blast";
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break;
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case MOD_JUICED:
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message = "was juiced by";
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break;
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#endif
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case MOD_TELEFRAG:
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message = "tried to invade";
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message2 = "'s personal space";
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break;
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default:
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message = "was killed by";
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break;
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}
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if (message) {
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CG_Printf( "%s %s %s%s\n",
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targetName, message, attackerName, message2);
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return;
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}
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}
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// we don't know what it was
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CG_Printf( "%s died.\n", targetName );
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}
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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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clientInfo_t *ci;
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int itemNum, clientNum;
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gitem_t *item;
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entityState_t *es;
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es = ¢->currentState;
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itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0;
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if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) {
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itemNum = 0;
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}
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// print a message if the local player
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if ( es->number == cg.snap->ps.clientNum ) {
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if ( !itemNum ) {
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CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
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} else {
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item = BG_FindItemForHoldable( itemNum );
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CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
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}
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}
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switch ( itemNum ) {
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default:
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case HI_NONE:
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trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound );
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break;
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case HI_TELEPORTER:
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break;
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case HI_MEDKIT:
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clientNum = cent->currentState.clientNum;
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if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
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ci = &cgs.clientinfo[ clientNum ];
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ci->medkitUsageTime = cg.time;
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}
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trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound );
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break;
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#ifdef MISSIONPACK
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case HI_KAMIKAZE:
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break;
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case HI_PORTAL:
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break;
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case HI_INVULNERABILITY:
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trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useInvulnerabilitySound );
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break;
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#endif
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}
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}
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/*
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================
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CG_ItemPickup
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A new item was picked up this frame
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================
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*/
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static void CG_ItemPickup( int itemNum ) {
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cg.itemPickup = itemNum;
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cg.itemPickupTime = cg.time;
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cg.itemPickupBlendTime = cg.time;
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// see if it should be the grabbed weapon
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if ( bg_itemlist[itemNum].giType == IT_WEAPON ) {
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// select it immediately
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if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_MACHINEGUN ) {
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cg.weaponSelectTime = cg.time;
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cg.weaponSelect = bg_itemlist[itemNum].giTag;
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}
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}
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}
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/*
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================
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CG_PainEvent
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Also called by playerstate transition
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================
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*/
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void CG_PainEvent( centity_t *cent, int health ) {
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char *snd;
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// don't do more than two pain sounds a second
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if ( cg.time - cent->pe.painTime < 500 ) {
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return;
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}
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if ( health < 25 ) {
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snd = "*pain25_1.wav";
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} else if ( health < 50 ) {
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snd = "*pain50_1.wav";
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} else if ( health < 75 ) {
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snd = "*pain75_1.wav";
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} else {
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snd = "*pain100_1.wav";
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}
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trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE,
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CG_CustomSound( cent->currentState.number, snd ) );
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// save pain time for programitic twitch animation
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cent->pe.painTime = cg.time;
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cent->pe.painDirection ^= 1;
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}
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/*
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==============
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CG_EntityEvent
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An entity has an event value
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also called by CG_CheckPlayerstateEvents
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==============
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*/
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#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");}
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void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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entityState_t *es;
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int event;
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vec3_t dir;
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const char *s;
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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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clientNum = es->clientNum;
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if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
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clientNum = 0;
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}
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ci = &cgs.clientinfo[ clientNum ];
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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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trap_S_StartSound (NULL, es->number, CHAN_BODY,
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cgs.media.footsteps[ ci->footsteps ][rand()&3] );
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}
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break;
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case EV_FOOTSTEP_METAL:
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DEBUGNAME("EV_FOOTSTEP_METAL");
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if (cg_footsteps.integer) {
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trap_S_StartSound (NULL, es->number, CHAN_BODY,
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cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] );
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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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trap_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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trap_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_SWIM:
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DEBUGNAME("EV_SWIM");
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if (cg_footsteps.integer) {
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trap_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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|
|
|
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case EV_FALL_SHORT:
|
|
DEBUGNAME("EV_FALL_SHORT");
|
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trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound );
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|
if ( clientNum == cg.predictedPlayerState.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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break;
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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 );
|
|
{
|
|
localEntity_t *smoke;
|
|
vec3_t up = {0, 0, 1};
|
|
|
|
|
|
smoke = CG_SmokePuff( cent->lerpOrigin, up,
|
|
32,
|
|
1, 1, 1, 0.33f,
|
|
1000,
|
|
cg.time, 0,
|
|
LEF_PUFF_DONT_SCALE,
|
|
cgs.media.smokePuffShader );
|
|
}
|
|
|
|
// boing sound at origin, jump sound on player
|
|
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 the end was on a nomark surface, don't make an explosion
|
|
CG_RailTrail( ci, es->origin2, es->pos.trBase );
|
|
if ( es->eventParm != 255 ) {
|
|
ByteToDir( es->eventParm, dir );
|
|
CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT );
|
|
}
|
|
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 {
|
|
if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
|
|
#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_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;
|
|
case GTS_REDOBELISK_ATTACKED: // Overload: red obelisk is being attacked
|
|
if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) {
|
|
CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
|
|
}
|
|
break;
|
|
case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked
|
|
if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
|
|
CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
|
|
}
|
|
break;
|
|
|
|
case GTS_REDTEAM_SCORED:
|
|
CG_AddBufferedSound(cgs.media.redScoredSound);
|
|
break;
|
|
case GTS_BLUETEAM_SCORED:
|
|
CG_AddBufferedSound(cgs.media.blueScoredSound);
|
|
break;
|
|
case GTS_REDTEAM_TOOK_LEAD:
|
|
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");
|
|
trap_S_StartSound( NULL, es->number, CHAN_VOICE,
|
|
CG_CustomSound( es->number, va("*death%i.wav", event - EV_DEATH1 + 1) ) );
|
|
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( ¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
|
|
CG_SetEntitySoundPosition( cent );
|
|
|
|
CG_EntityEvent( cent, cent->lerpOrigin );
|
|
}
|
|
|