rpgxef/code/cgame/cg_event.c
Harry Young 3164fdfa33 A lot of stuff!
-replaced target_safezone with target_sone (backwardscompability is in place)
--It now servers for more purposes than just escapepods. Also included in the MSD-System

-Removed list-iteration for safezones.
--They gave me such a hard time and put unneeded limits in place (like one time shots)
--now we loop trough all entities instead and find those with the right criteria and go from there

-For safezones clients are now tagged in the backend (new gclients_t-field)
--only those that aren't taggesd this way will be killed
--Closed FS#30

-First version of shiphealth HUD (FS#8, needs testing)
--There were som modifications made to the full UI as well

-Both Selfdestruct and Shiphealth communication to the client go via command now, the events got removed
-new Version Notation: RPG-X V 2.3 CB 4

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2013-02-10 00:31:04 +01:00

1869 lines
53 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_event.c -- handle entity events at snapshot or playerstate transitions
#include "cg_local.h"
#include "fx_local.h"
#include "cg_text.h"
#include "cg_screenfx.h"
//==========================================================================
/*
===================
CG_PlaceString
Also called by scoreboard drawing
===================
*/
const char *CG_PlaceString( int rank ) {
static char str[64];
static char str2[64];
char *s, *t;
if ( rank & RANK_TIED_FLAG ) {
rank &= ~RANK_TIED_FLAG;
t = ingame_text[IGT_TIEDFOR];
} else {
t = "";
}
if ( rank == 1 ) {
// s = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue
Com_sprintf( str2, sizeof( str2 ), "%s%s%s",S_COLOR_BLUE, ingame_text[IGT_1ST],S_COLOR_WHITE );
s = str2;
} else if ( rank == 2 ) {
// s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red
Com_sprintf( str2, sizeof( str2 ), "%s%s%s",S_COLOR_RED, ingame_text[IGT_2ND],S_COLOR_WHITE );
s = str2;
} else if ( rank == 3 ) {
// s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow
Com_sprintf( str2, sizeof( str2 ), "%s%s%s",S_COLOR_YELLOW, ingame_text[IGT_3RD],S_COLOR_WHITE );
s = str2;
} else if ( rank == 11 ) {
// s = "11th";
Com_sprintf( str2, sizeof( str2 ), "%s",ingame_text[IGT_11TH]);
s = str2;
} else if ( rank == 12 ) {
// s = "12th";
Com_sprintf( str2, sizeof( str2 ), "%s",ingame_text[IGT_12TH]);
s = str2;
} else if ( rank == 13 ) {
// s = "13th";
Com_sprintf( str2, sizeof( str2 ), "%s",ingame_text[IGT_13TH]);
s = str2;
} else if ( rank % 10 == 1 ) {
// s = va("%ist", rank);
Com_sprintf( str2, sizeof( str2 ), "%i%s",rank,ingame_text[IGT_NUM_ST]);
s = str2;
} else if ( rank % 10 == 2 ) {
// s = va("%ind", rank);
Com_sprintf( str2, sizeof( str2 ), "%i%s",rank,ingame_text[IGT_NUM_ND]);
s = str2;
} else if ( rank % 10 == 3 ) {
// s = va("%ird", rank);
Com_sprintf( str2, sizeof( str2 ), "%i%s",rank,ingame_text[IGT_NUM_RD]);
s = str2;
} else {
// s = va("%ith", rank);
Com_sprintf( str2, sizeof( str2 ), "%i%s",rank,ingame_text[IGT_NUM_TH]);
s = str2;
}
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 *method;
const char *targetInfo;
const char *attackerInfo;
char targetName[64];
char attackerName[64];
target = ent->otherEntityNum;
attacker = ent->otherEntityNum2;
mod = ent->eventParm;
if ( target < 0 || target >= MAX_CLIENTS )
{
CG_Error( "CG_Obituary: target out of range" );
}
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 );
switch( mod )
{
case MOD_WATER:
method = ingame_text[IGT_DROWNING];
break;
case MOD_SLIME:
method = ingame_text[IGT_CORROSION];
break;
case MOD_LAVA:
method = ingame_text[IGT_BOILING];
break;
case MOD_CRUSH:
method = ingame_text[IGT_COMPRESSION];
break;
case MOD_TELEFRAG:
method = ingame_text[IGT_TRANSPORTERACCIDENT];
break;
case MOD_FALLING:
method = ingame_text[IGT_IMPACT];
break;
case MOD_SUICIDE:
case MOD_RESPAWN:
method = ingame_text[IGT_SUICIDE];
break;
case MOD_TARGET_LASER:
method = ingame_text[IGT_LASERBURNS];
break;
case MOD_TRIGGER_HURT:
method = ingame_text[IGT_MISADVENTURE];
break;
case MOD_EXPLOSION:
method = ingame_text[IGT_DESTROYED];
break;
case MOD_PHASER:
case MOD_PHASER_ALT:
method = ingame_text[IGT_PHASERBURNS];
break;
case MOD_CRIFLE:
case MOD_CRIFLE_SPLASH:
case MOD_CRIFLE_ALT_SPLASH:
method = ingame_text[IGT_ENERGYSCARS];
break;
case MOD_CRIFLE_ALT:
method = ingame_text[IGT_PHASERBURNS]; //RPG-X | GSIO01 | 08/05/2009: was IGT_SNIPED
break;
case MOD_IMOD:
case MOD_IMOD_ALT:
method = ingame_text[IGT_INFINITEMODULATION];
break;
case MOD_SCAVENGER:
method = ingame_text[IGT_GUNNEDDOWN];
break;
case MOD_SCAVENGER_ALT:
case MOD_SCAVENGER_ALT_SPLASH:
method = ingame_text[IGT_SCAVENGED];
break;
case MOD_STASIS:
case MOD_STASIS_ALT:
method = ingame_text[IGT_PERMANENTSTASIS];
break;
case MOD_GRENADE:
case MOD_GRENADE_SPLASH:
method = ingame_text[IGT_BLASTED];
break;
case MOD_GRENADE_ALT:
case MOD_GRENADE_ALT_SPLASH:
method = ingame_text[IGT_MINED];
break;
case MOD_TETRION:
method = ingame_text[IGT_PERFORATED];
break;
case MOD_TETRION_ALT:
method = ingame_text[IGT_DISRUPTED];
break;
case MOD_DREADNOUGHT:
method = ingame_text[IGT_WELDED];
break;
case MOD_DREADNOUGHT_ALT:
method = ingame_text[IGT_DEGAUSSED];
break;
case MOD_QUANTUM:
case MOD_QUANTUM_SPLASH:
method = ingame_text[IGT_DESTROYED];
break;
case MOD_QUANTUM_ALT:
case MOD_QUANTUM_ALT_SPLASH:
method = ingame_text[IGT_ANNIHILATED];
break;
case MOD_DETPACK:
method = ingame_text[IGT_VAPORIZED];
break;
case MOD_KNOCKOUT:
method = ingame_text[IGT_KNOCKOUT];
break;
case MOD_SEEKER:
method = ingame_text[IGT_AUTOGUNNED];
break;
case MOD_ASSIMILATE:
method = ingame_text[IGT_ASSIMILATED];
break;
case MOD_BORG:
case MOD_BORG_ALT:
method = ingame_text[IGT_ZAPPED];
break;
case MOD_FORCEFIELD:
method =ingame_text[IGT_FORCEFIELDDEATH];
break;
case MOD_FORCEDSUICIDE:
method =ingame_text[IGT_FORCEDSUICIDE];
break;
default:
method =ingame_text[IGT_UNKNOWN];
break;
}
if ( target == cg.snap->ps.clientNum )
{
cg.mod = mod;
}
// If killed self, send "Casualty" message.
if (attacker == target || attacker == ENTITYNUM_WORLD || !attackerInfo)
{ // Killed self
if ( cg_disablekillmsgs.integer == 0 )
{
CG_Printf(S_COLOR_CYAN"%s: "S_COLOR_WHITE"%10s "S_COLOR_CYAN"%s: "S_COLOR_WHITE"%s\n", ingame_text[IGT_CASUALTY],targetName,ingame_text[IGT_METHOD], method);
}
return;
}
// check for kill messages from the current clientNum
if ( attacker == cg.snap->ps.clientNum ) {
char *s;
s = va("%s %s", ingame_text[IGT_YOUELIMINATED],targetName);
CG_CenterPrint( s, SCREEN_HEIGHT * 0.25, BIGCHAR_WIDTH );
// 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 ( cg_disablekillmsgs.integer == 0 )
{
CG_Printf(S_COLOR_CYAN"%s: "S_COLOR_WHITE"%10s "S_COLOR_CYAN"%s: "S_COLOR_WHITE"%10s "S_COLOR_CYAN"%s: "S_COLOR_WHITE"%s\n", ingame_text[IGT_OBITELIMINATED],targetName,ingame_text[IGT_CREDIT],attackerName, ingame_text[IGT_METHOD], method);
}
}
//==========================================================================
/*
===============
CG_UseItem
===============
*/
static void CG_UseItem( centity_t *cent ) {
int itemNum;
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 * 0.25, BIGCHAR_WIDTH );
} else {
gitem_t *item;
item = BG_FindItemForHoldable( itemNum );
CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.25, BIGCHAR_WIDTH );
}
}
*/
switch ( itemNum ) {
default:
case HI_NONE:
trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound );
break;
case HI_TRANSPORTER:
break;
case HI_MEDKIT:
trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound );
break;
case HI_DETPACK:
break;
//--------------------------------------- TEMP DECOY
case HI_DECOY:
/*
if ( es->number == cg.snap->ps.clientNum ) {
CG_CenterPrint( "Decoy Placed\n",SCREEN_HEIGHT * 0.25, BIGCHAR_WIDTH );
}
*/
break;
}
}
/*
================
CG_ItemPickup
A new item was picked up this frame
================
*/
static void CG_ItemPickup( int itemNum ) {
cg.itemPickup = itemNum;
cg.itemPickupTime = cg.time;
cg.itemPickupBlendTime = cg.time;
// see if it should be the grabbed weapon
if (cg.snap->ps.stats[STAT_WEAPONS] & (1 << itemNum))
return;
if ( bg_itemlist[itemNum].giType == IT_WEAPON )
{
int nCurWpn = cg.predictedPlayerState.weapon;
int nNewWpn = bg_itemlist[itemNum].giTag;
// kef -- check cg_autoswitch...
//
// 0 == no switching
// 1 == automatically switch to best SAFE weapon
// 2 == automatically switch to best weapon, safe or otherwise
//
// NOTE: automatically switching to any weapon you pick up is stupid and annoying and we won't do it.
//
switch(cg_autoswitch.integer)
{
case 1:
// safe switching
if ( (nNewWpn > nCurWpn) &&
!(nNewWpn == WP_8) &&
!(nNewWpn == WP_9) )
{
// switch to new wpn
cg.weaponSelectTime = cg.time;
cg.weaponSelect = nNewWpn;
}
break;
case 2:
// best, even if unsafe.
if (nNewWpn > nCurWpn)
{
// switch to new wpn
cg.weaponSelectTime = cg.time;
cg.weaponSelect = nNewWpn;
}
break;
case 3:
// Always switch
// switch to new wpn
cg.weaponSelectTime = cg.time;
cg.weaponSelect = nNewWpn;
break;
case 0:
default:
// Don't switch.
break;
}
}
}
/*
================
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.wav";
} else if ( health < 50 ) {
snd = "*pain50.wav";
} else if ( health < 75 ) {
snd = "*pain75.wav";
} else {
snd = "*pain100.wav";
}
trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE,
CG_CustomSound( cent->currentState.number, snd ) );
// save pain time for programitic twitch animation
cent->pe.painTime = cg.time;
cent->pe.painDirection ^= 1;
}
/*
==============
CG_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;
vec3_t normal = { 0, 0, 1 };
int a, b;
refEntity_t legs;
refEntity_t torso;
refEntity_t head;
//vec3_t forward, right, up;
//vec3_t spray_dir; //RPG-X: J2J - Trying to fix hypo, aim direction stored here as raw vector.
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 ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( ci->animSndIndex == -1 ) {
if (cg_footsteps.integer ) {
if ( cent->beamData.beamTimeParam == 0 ||
( ( es->powerups & ( 1 << PW_BEAM_OUT ) ) && ( cg.time < cent->beamData.beamTimeParam + 2200 ) ) ||
( ( es->powerups & ( 1 << PW_QUAD ) ) && ( cg.time > cent->beamData.beamTimeParam + 1800 ) ) ) {
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 ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( ci->animSndIndex == -1 ) {
if (cg_footsteps.integer) {
if ( cent->beamData.beamTimeParam == 0 ||
( ( es->powerups & ( 1 << PW_BEAM_OUT ) ) && ( cg.time < cent->beamData.beamTimeParam + 2200 ) ) ||
( ( es->powerups & ( 1 << PW_QUAD ) ) && ( cg.time > cent->beamData.beamTimeParam + 1800 ) ) ) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] );
}
}
}
break;
case EV_FOOTSPLASH:
DEBUGNAME("EV_FOOTSPLASH");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
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 ( es->powerups & ( 1 << PW_INVIS ) )
break;
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 ( es->powerups & ( 1 << PW_INVIS ) )
break;
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");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_NORMAL] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
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");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_NORMAL] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
// use normal pain sound trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100.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");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
//if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_FALLDEATH1INAIR && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_FALLDEATH1LAND )
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_NORMAL] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
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_SPLAT:
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
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");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
{
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");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
// 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");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
break;
case EV_TAUNT:
DEBUGNAME("EV_TAUNT");
/*if ( ci->numTaunts > 0 )
{
if ( ci->pClass == PC_BORG )
{
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, va("*taunt%d.wav", irandom(1, ci->numTaunts) ) ) );
}
else
{
trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, va("*taunt%d.wav", irandom(1, ci->numTaunts) ) ) );
}
}*/
break;
case EV_WATER_TOUCH:
DEBUGNAME("EV_WATER_TOUCH");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrInSound );
break;
case EV_WATER_LEAVE:
DEBUGNAME("EV_WATER_LEAVE");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound );
break;
case EV_WATER_UNDER:
DEBUGNAME("EV_WATER_UNDER");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound );
break;
case EV_WATER_CLEAR:
DEBUGNAME("EV_WATER_CLEAR");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
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)
{
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.defaultPickupSound );
}
else if (item->pickup_sound && (item->giType != IT_TEAM))
{
trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound ) );
}
// 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 ];
// if it's a IT_TEAM type, then its a CTF FLAG, and if so, we need to do different sounds for different people
// not nice to do as a specific sound type, but without rebuilding the item structure there is no choice.
/*if (item->giType == IT_TEAM)
{
// are we the same client as the one that fired this global sound call off in the first place?
// if so, we have already handled the sound call in EV_ITEM_PICKUP
if ( es->otherEntityNum != cg.snap->ps.clientNum )
{
clientInfo_t *us;
us = &cgs.clientinfo[ cg.snap->ps.clientNum ];
if (us->team != TEAM_SPECTATOR)
{
// red or blue?
if (item->giTag == PW_REDFLAG)
{
// red
if (us->team == TEAM_RED)
{ // Your flag has been touched.
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfTheyStealVoiceSound);
}
else
{
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfYouStealVoiceSound);
}
}
else
{
// no, Blue!
if (us->team == TEAM_BLUE)
{ // Your flag has been touched.
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfTheyStealVoiceSound);
}
else
{
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfYouStealVoiceSound);
}
}
}
else
{ // Spectators should hear generic steal sound with no voice
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfStealSound);
}
}
else
{
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, trap_S_RegisterSound( item->pickup_sound ) );
}
}
else*/ if (item->pickup_sound)
{ // powerup pickups are NOT global anymore, they are in the world.
if (es->otherEntityNum==cg.snap->ps.clientNum)
{ // YOU are the one who started this sound.
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ITEM, trap_S_RegisterSound( item->pickup_sound ) );
}
else
{ // Maybe it is too quiet for a pickup?
trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound ) );
}
}
// 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 ) {
//primary fire switches weapons
CG_OutOfAmmoChange(qfalse);
}
break;
case EV_NOAMMO_ALT:
DEBUGNAME("EV_NOAMMO_ALT");
// trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound );
if ( es->number == cg.snap->ps.clientNum ) {
CG_OutOfAmmoChange(qtrue);
// cg.lowAmmoWarning = 1000;//flash out of ammo message for 1 whole second
// trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
}
break;
case EV_CHANGE_WEAPON:
DEBUGNAME("EV_CHANGE_WEAPON");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
//trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
break;
case EV_FIRE_WEAPON:
DEBUGNAME("EV_FIRE_WEAPON");
cent->pe.empty = qfalse;
CG_FireWeapon( cent, qfalse );
break;
case EV_ALT_FIRE:
DEBUGNAME("EV_ALT_FIRE");
cent->pe.empty = qfalse;
CG_FireWeapon( cent, qtrue );
break;
case EV_USE:
DEBUGNAME("EV_USE");
//???
break;
case EV_FIRE_EMPTY_PHASER:
DEBUGNAME("EV_FIRE_EMPTY_PHASER");
cent->pe.lightningFiring = qtrue;
cent->pe.empty = qtrue;
CG_FireWeapon( cent, qfalse );
break;
case EV_Q_FLASH:
DEBUGNAME("EV_Q_FLASH");
CG_InitLensFlare( cent->lerpOrigin,
160, 500,
colorTable[CT_WHITE], 1.2, 2.0, 700, 1,
colorTable[CT_WHITE], 0, 0, 0, 0, qfalse,
0, 0, qfalse, qfalse,
qfalse, 1.0, cg.time, 120, 0, 120 );
break;
case EV_HYPO_PUFF:
DEBUGNAME("EV_HYPO_PUFF");
//UnVectorShort(cent->currentState.angles);
//VectorCopy(cent->lerpOrigin, hypo_vec);
//hypo_vec[0] += cg.snap->ps.viewheight;
//AngleVectors (cg.snap->ps.viewangles, forward, right, up);
//CalcMuzzlePoint ( cent, forward, right, up, muzzle, projsize);
//dir
//VectorSubtract(spray_dir, /*cent->lerpOrigin*/cg.refdefViewAngles, cent->currentState.origin);
/*
spray_dir[0] = cg.refdefViewAngles[0];
spray_dir[1] = cg.refdefViewAngles[2];
spray_dir[2] = cg.refdefViewAngles[1];
//RPG-X: J2J - Correct Angles now used :-)
spray_dir[0] = cg.snap->ps.viewangles[0];
spray_dir[1] = cg.snap->ps.viewangles[2];
spray_dir[2] = cg.snap->ps.viewangles[1];
*/
FX_HypoSpray( cent->lerpOrigin, /*spray_dircg.snap->ps.viewangles*/cent->currentState.angles2, qfalse );
break;
case EV_TR116_TRIS:
DEBUGNAME("EV_TR116_TRIS");
/*if(tris_state == 1){
tris_state = 0;
}else{
tris_state = 1;
}
//trap_Cvar_Set("r_showtris", va("%i",tris_state));
trap_SendConsoleCommand( va("r_showtris %i",tris_state) );
*/
break;
//RPG-X: RedTechie - Tring to get fricken shake sound to work
case EV_SHAKE_SOUND:
DEBUGNAME("EV_SHAKE_SOUND");
/*spray_dir[0] = cg.refdefViewAngles[0];
spray_dir[1] = cg.refdefViewAngles[2];
spray_dir[2] = cg.refdefViewAngles[1];
FX_HypoSpray( cent->lerpOrigin, spray_dir, qfalse );*/
//trap_S_AddLoopingSound( es->number, NULL, NULL, cgs.media.phaserEmptySound );
trap_S_StartLocalSound( cgs.media.ShakeSound, CHAN_LOCAL );
break;
case EV_USE_ITEM0:
case EV_USE_ITEM1:
case EV_USE_ITEM2:
case EV_USE_ITEM3:
case EV_USE_ITEM4:
case EV_USE_ITEM5:
case EV_USE_ITEM6:
case EV_USE_ITEM7:
case EV_USE_ITEM8:
case EV_USE_ITEM9:
case EV_USE_ITEM10:
case EV_USE_ITEM11:
case EV_USE_ITEM12:
case EV_USE_ITEM13:
case EV_USE_ITEM14:
case EV_USE_ITEM15:
DEBUGNAME("EV_USE_ITEMxx");
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, &legs, &torso, &head);
CG_AddFullScreenEffect(SCREENFX_TRANSPORTER, clientNum);
break;
case EV_PLAYER_TELEPORT_OUT:
DEBUGNAME("EV_PLAYER_TELEPORT_OUT");
trap_S_StartSound ( NULL, es->number, CHAN_AUTO, cgs.media.qFlash );
CG_QFlashEvent( position );
//trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound );
//CG_SpawnEffect( position, &legs, &torso, &head);
break;
//RPG-X: TiM ->
case EV_PLAYER_TRANSPORT_IN:
DEBUGNAME("EV_PLAYER_TRANSPORT_IN");
trap_S_StartSound ( cent->lerpOrigin, es->number, CHAN_WEAPON, cgs.media.transportSound );
//CG_AddFullScreenEffect( SCREENFX_SP_TRANSPORTER_IN, clientNum );
break;
case EV_PLAYER_TRANSPORT_OUT:
DEBUGNAME("EV_PLAYER_TRANSPORT_OUT");
trap_S_StartSound ( cent->lerpOrigin, es->number, CHAN_WEAPON, cgs.media.transportSound );
//CG_AddFullScreenEffect( SCREENFX_SP_TRANSPORTER_OUT, clientNum );
break;
/* case EV_BORG_TELEPORT:
DEBUGNAME("EV_BORG_TELEPORT");
FX_BorgTeleport( position );
// FIXME: Hmmm, sound?
break;*/
case EV_ITEM_POP:
DEBUGNAME("EV_ITEM_POP");
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound );
//bookmark
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");
UnVectorShort(cent->currentState.angles2);
CG_BounceEffect( cent, es->weapon, position, cent->currentState.angles2 );
break;
//
// missile impacts
//
case EV_MISSILE_STICK:
DEBUGNAME("EV_MISSILE_STICK");
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.grenadeAltStickSound );
break;
case EV_MISSILE_HIT:
DEBUGNAME("EV_MISSILE_HIT");
ByteToDir( es->eventParm, dir );
CG_MissileHitPlayer( cent, es->weapon, position, dir);
break;
case EV_MISSILE_MISS:
DEBUGNAME("EV_MISSILE_MISS");
ByteToDir( es->eventParm, dir );
CG_MissileHitWall( cent, es->weapon, position, dir );
break;
case EV_COMPRESSION_RIFLE:
DEBUGNAME("EV_MISSILE_MISS");
UnVectorShort(cent->currentState.origin2);
FX_CompressionShot( cent->lerpOrigin, cent->currentState.origin2 );
break;
case EV_COMPRESSION_RIFLE_ALT:
DEBUGNAME("EV_COMPRESSION_RIFLE_ALT");
UnVectorShort(cent->currentState.origin2);
FX_CompressionAltShot( cent->lerpOrigin, cent->currentState.origin2 );
break;
/* case EV_IMOD:
DEBUGNAME("EV_IMOD");
ByteToDir( es->eventParm, dir );
FX_IMODShot( cent->lerpOrigin, cent->currentState.origin2, dir );
break;*/
/* case EV_IMOD_ALTFIRE:
DEBUGNAME("EV_IMOD_ALTFIRE");
ByteToDir( es->eventParm, dir );
FX_AltIMODShot( cent->lerpOrigin, cent->currentState.origin2, dir );
break;*/
/* case EV_IMOD_HIT:
DEBUGNAME("EV_IMOD_HIT");
ByteToDir( es->eventParm, dir );
FX_IMODExplosion( cent->lerpOrigin, dir );
break;*/
/* case EV_IMOD_ALTFIRE_HIT:
DEBUGNAME("EV_IMOD_ALTFIRE_HIT");
ByteToDir( es->eventParm, dir );
FX_AltIMODExplosion( cent->lerpOrigin, dir );
break;*/
/* case EV_STASIS:
DEBUGNAME("EV_STASIS");
FX_StasisShot( cent, cent->lerpOrigin, cent->currentState.origin2 );
break;*/
/* case EV_BORG_ALT_WEAPON:
DEBUGNAME("EV_BORG_ALT_WEAPON");
FX_BorgTaser( cent->lerpOrigin, cent->currentState.origin2 );
break;*/
case EV_GRENADE_EXPLODE:
DEBUGNAME("EV_GRENADE_EXPLODE");
CG_MissileHitWall( cent, WP_8, position, normal );
break;
case EV_GRENADE_SHRAPNEL_EXPLODE:
DEBUGNAME("EV_GRENADE_SHRAPNEL_EXPLODE");
ByteToDir( es->eventParm, dir );
FX_GrenadeShrapnelExplode( position, dir );
break;
case EV_GRENADE_SHRAPNEL:
DEBUGNAME("EV_GRENADE_SHRAPNEL");
// just for beeping sound
FX_GrenadeShrapnelBits(cent->lerpOrigin);
break;
case EV_DETPACK:
DEBUGNAME("EV_DETPACK");
FX_Detpack(cent->lerpOrigin);
break;
/* case EV_DREADNOUGHT_MISS:
DEBUGNAME("EV_DREADNOUGHT_MISS");
ByteToDir( es->eventParm, dir );
FX_DreadnoughtShotMiss( cent->lerpOrigin, dir );
break;*/
case EV_TETRION:
DEBUGNAME("EV_TETRION");
// lerpOrigin == muzzle
// angles2 == firing direction
UnVectorShort(cent->currentState.angles2);
FX_TetrionShot( cent->lerpOrigin, cent->currentState.angles2 );
break;
//RPG-X: RedTechie - Added for fx gun
case EV_EFFECTGUN_SHOOT:
DEBUGNAME("EV_EFFECTGUN_EXPLO");
UnVectorShort(cent->currentState.origin2);
FX_fxfunc_Shot( cent->lerpOrigin, cent->currentState.origin2 );
//FX_fxfunc_Explosion( cent->lerpOrigin, cent->currentState.origin2 );
break;
case EV_SHIELD_HIT:
DEBUGNAME("EV_SHIELD_HIT");
ByteToDir(es->eventParm, dir);
CG_PlayerShieldHit(es->otherEntityNum, dir, es->time2);
break;
//special effects
case EV_FX_SPARK:
DEBUGNAME("EV_FX_SPARK");
UnVectorShort(cent->currentState.angles2);
//CG_Printf( S_COLOR_RED "%f, %f, %f\n", cent->currentState.angles2[0], cent->currentState.angles2[1], cent->currentState.angles2[2] );
CG_Spark( cent->lerpOrigin, cent->currentState.angles2, cent->currentState.time2, cent->currentState.time );
break;
case EV_FX_STEAM:
DEBUGNAME("EV_FX_STEAM");
UnVectorShort(cent->currentState.angles2);
//CG_Printf( S_COLOR_RED "%f, %f, %f\n", cent->currentState.angles2[0], cent->currentState.angles2[1], cent->currentState.angles2[2] );
CG_Steam( cent->lerpOrigin, cent->currentState.angles2, cent->currentState.time );
break;
case EV_FX_BOLT:
DEBUGNAME("EV_FX_BOLT");
CG_Bolt( cent );
break;
case EV_FX_TRANSPORTER_PAD:
DEBUGNAME("EV_FX_TRANSPORTER_PAD");
CG_TransporterPad(cent->lerpOrigin);
break;
case EV_FX_DRIP:
DEBUGNAME("EV_FX_DRIP");
CG_Drip(cent, cent->currentState.powerups );
break;
case EV_FX_CHUNKS:
DEBUGNAME("EV_FX_CHUNKS");
UnVectorShort( cent->currentState.angles2 );
CG_Chunks( cent->lerpOrigin, cent->currentState.angles2, cent->currentState.time2, cent->currentState.powerups );
break;
case EV_FX_GARDEN_FOUNTAIN_SPURT:
DEBUGNAME("EV_FX_GARDEN_FOUNTAIN_SPURT");
CG_FountainSpurt( cent->lerpOrigin, cent->currentState.origin2 );
break;
case EV_FX_SURFACE_EXPLOSION:
DEBUGNAME("EV_FX_SURFACE_EXPLOSION");
// This is kind of cheap, but tom wanted a louder explosion...sigh.
// TiM - Jeez Tom... ;P
if ( cent->currentState.time2 & 2 )
{
trap_S_StartSound(cent->lerpOrigin, es->number, CHAN_AUTO, cgs.media.bigSurfExpSound ); //CHAN_VOICE
}
else
{
trap_S_StartSound( cent->lerpOrigin, es->number, CHAN_AUTO, cgs.media.surfaceExpSound[irandom(0,2)] );
}
CG_SurfaceExplosion( cent->lerpOrigin, cent->currentState.origin2, cent->currentState.angles2[0], cent->currentState.angles2[1],
!(cent->currentState.time2 & 1) );
break;
case EV_FX_SMOKE:
//VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir );
//VectorNormalize( dir );
UnVectorShort(cent->currentState.angles2);
//CG_Smoke( cent->lerpOrigin, dir, cent->currentState.angles2[0], 24.0f, cgs.media.smokeShader/*, 8*/ );
CG_Smoke( cent->lerpOrigin, cent->currentState.angles2, cent->currentState.time2, cent->currentState.time );
break;
case EV_FX_ELECTRICAL_EXPLOSION:
DEBUGNAME("EV_FX_ELECTRICAL_EXPLOSION");
trap_S_StartSound( cent->lerpOrigin, es->number, CHAN_AUTO, cgs.media.electricExpSound[irandom(0,2)] );
CG_ElectricalExplosion( cent->lerpOrigin, cent->currentState.origin2, cent->currentState.angles2[0] );
break;
// RPG-X | Marcin | 24/12/2008
case EV_FX_FIRE:
DEBUGNAME("EV_FX_FIRE");
UnVectorShort(cent->currentState.angles2);
CG_Fire( cent->lerpOrigin, cent->currentState.angles2, cent->currentState.time2, cent->currentState.time, cent->currentState.eventParm );
break;
// RPG-X | Marcin | 03/01/2009
case EV_FX_SHAKE:
DEBUGNAME("EV_FX_SHAKE");
CG_ExplosionEffects( cent->lerpOrigin, cent->currentState.time2, cent->currentState.time );
break;
case EV_SCREENFX_TRANSPORTER:
DEBUGNAME("EV_FULLSCREEN EFFECT");
CG_AddFullScreenEffect(SCREENFX_TRANSPORTER, clientNum);
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_TEAM_SOUND: // play from the player's head so it never diminishes
DEBUGNAME("EV_TEAM_SOUND");
{
clientInfo_t *us = &cgs.clientinfo[ cg.snap->ps.clientNum ];
// which kind of team sound is coming through?
switch (es->eventParm)
{
case RETURN_FLAG_SOUND:
if (us->team != TEAM_SPECTATOR)
{
if (us->team == es->otherEntityNum)
{ // Your flag has been returned!
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfYouReturnVoiceSound);
}
else
{
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfTheyReturnVoiceSound);
}
}
else
{ // Spectators should hear a generic return sound.
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfReturnSound);
}
break;
case DROPPED_FLAG_SOUND:
if (us->team != TEAM_SPECTATOR)
{
if (us->team == es->otherEntityNum)
{ // Your flag was dropped by the enemy.
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfTheyDroppedVoiceSound);
}
else
{
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfYouDroppedVoiceSound);
}
} // Spectators do not hear any sound when a flag is dropped.
break;
case SCORED_FLAG_SOUND:
if (us->team != TEAM_SPECTATOR)
{
if (us->team == es->otherEntityNum)
{ // Your flag has been touched, while you are holding the enemy flag.
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfYouScoreVoiceSound);
}
else
{
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfTheyScoreVoiceSound);
}
}
else
{ // Spectators should hear a generic scored sound.
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_ANNOUNCER, cgs.media.ctfScoreSound);
}
break;
case SCORED_FLAG_NO_VOICE_SOUND:
if (us->team == es->otherEntityNum)
{
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.ctfScoreSound);
}
else
{ // Spectators also hear this sound, a generic score sound.
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.ctfScoreSound);
}
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;
case EV_DISINTEGRATION:
DEBUGNAME("EV_DISINTEGRATION");
cg_entities[es->number].deathTime = cg.time;
FX_Disruptor( cent->lerpOrigin, 1000 );
if (irandom(0,1))
{
trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.media.disintegrateSound);
}
else
{
trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.media.disintegrate2Sound);
}
break;
case EV_DISINTEGRATION2:
DEBUGNAME("EV_DISINTEGRATION2");
cg_entities[es->number].deathTime = cg.time;
FX_QuantumColumns( cent->lerpOrigin );
FX_ExplodeBits( cent->lerpOrigin);
trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.media.playerExplodeSound);
break;
case EV_EXPLODESHELL:
DEBUGNAME("EV_EXPLODESHELL");
cg_entities[es->number].deathTime = cg.time;
FX_ExplodeBits( cent->lerpOrigin);
trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.media.playerExplodeSound);
break;
case EV_ARCWELD_DISINT:
DEBUGNAME("EV_ARCWELD_DISINT");
cg_entities[es->number].deathTime = cg.time;
VectorSubtract( cg.refdef.vieworg, cent->lerpOrigin, dir );
VectorNormalize( dir );
break;
//
// powerup events
//
/* case EV_POWERUP_BATTLESUIT:
DEBUGNAME("EV_POWERUP_BATTLESUIT");
if ( es->number == cg.snap->ps.clientNum ) {
cg.powerupActive = PW_BOLTON;
cg.powerupTime = cg.time;
}
trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.invulnoProtectSound );
break;*/
/*case EV_POWERUP_REGEN:
DEBUGNAME("EV_POWERUP_REGEN");
if ( es->number == cg.snap->ps.clientNum ) {
cg.powerupActive = PW_LASER;
cg.powerupTime = cg.time;
}
trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.regenSound );
break;*/
case EV_POWERUP_SEEKER_FIRE:
DEBUGNAME("EV_POWERUP_SEEKER_FIRE");
CG_FireSeeker( cent );
break;
case EV_DEBUG_LINE:
DEBUGNAME("EV_DEBUG_LINE");
FX_AddLine(cent->lerpOrigin, cent->currentState.origin2, 1.0, 2.0, 0.0, 1.0, 0.0, 5000.0, (qhandle_t)0);
break;
case EV_OBJECTIVE_COMPLETE:
if ( es->eventParm == 0 )
{//Special code meaning clear all objectives
int i;
for ( i = 0; i < MAX_OBJECTIVES; i++ )
{
cgs.objectives[i].complete = qfalse;
}
return;
}
if ( es->eventParm < 0 || es->eventParm > MAX_OBJECTIVES )
{//FIXME: error message?
return;
}
cgs.objectives[es->eventParm-1].complete = qtrue;
break;
case EV_ADAPT_SOUND:
trap_S_StartSound(NULL, es->number, CHAN_ITEM, cgs.media.invulnoProtectSound);
break;
case EV_FX_PHASER:
s = CG_ConfigString(CS_SOUNDS + es->time);
trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, s));
CG_PhaserFX(cent);
break;
case EV_FX_DISRUPTOR:
s = CG_ConfigString(CS_SOUNDS + es->time);
trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, s));
CG_DisruptorFX(cent);
break;
case EV_SET_CLOAK:
ci->silentCloak = es->eventParm;
break;
case EV_FX_TORPEDO:
s = CG_ConfigString( CS_SOUNDS + es->time );
trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, s));
CG_TorpedoFX(cent);
break;
case EV_FOOTSTEP_GRASS:
DEBUGNAME("EV_FOOTSTEP_GRASS");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( ci->animSndIndex == -1 ) {
if (cg_footsteps.integer) {
if ( cent->beamData.beamTimeParam == 0 ||
( ( es->powerups & ( 1 << PW_BEAM_OUT ) ) && ( cg.time < cent->beamData.beamTimeParam + 2200 ) ) ||
( ( es->powerups & ( 1 << PW_QUAD ) ) && ( cg.time > cent->beamData.beamTimeParam + 1800 ) ) ) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_GRASS ][rand()&3] );
}
}
}
break;
case EV_FOOTSTEP_GRAVEL:
DEBUGNAME("EV_FOOTSTEP_GRAVEL");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( ci->animSndIndex == -1 ) {
if (cg_footsteps.integer) {
if ( cent->beamData.beamTimeParam == 0 ||
( ( es->powerups & ( 1 << PW_BEAM_OUT ) ) && ( cg.time < cent->beamData.beamTimeParam + 2200 ) ) ||
( ( es->powerups & ( 1 << PW_QUAD ) ) && ( cg.time > cent->beamData.beamTimeParam + 1800 ) ) ) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_GRAVEL ][rand()&3] );
}
}
}
break;
case EV_FOOTSTEP_SNOW:
DEBUGNAME("EV_FOOTSTEP_SNOW");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( ci->animSndIndex == -1 ) {
if (cg_footsteps.integer) {
if ( cent->beamData.beamTimeParam == 0 ||
( ( es->powerups & ( 1 << PW_BEAM_OUT ) ) && ( cg.time < cent->beamData.beamTimeParam + 2200 ) ) ||
( ( es->powerups & ( 1 << PW_QUAD ) ) && ( cg.time > cent->beamData.beamTimeParam + 1800 ) ) ) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_SNOW ][rand()&3] );
}
}
}
break;
case EV_FOOTSTEP_WOOD:
DEBUGNAME("EV_FOOTSTEP_WOOD");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( ci->animSndIndex == -1 ) {
if (cg_footsteps.integer) {
if ( cent->beamData.beamTimeParam == 0 ||
( ( es->powerups & ( 1 << PW_BEAM_OUT ) ) && ( cg.time < cent->beamData.beamTimeParam + 2200 ) ) ||
( ( es->powerups & ( 1 << PW_QUAD ) ) && ( cg.time > cent->beamData.beamTimeParam + 1800 ) ) ) {
trap_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_WOOD ][rand()&3] );
}
}
}
break;
case EV_FALL_SHORT_GRASS:
DEBUGNAME("EV_FALL_SHORT_GRASS");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_GRASS] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -8;
cg.landTime = cg.time;
}
break;
case EV_FALL_SHORT_GRAVEL:
DEBUGNAME("EV_FALL_SHORT_GRAVEL");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_GRAVEL] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -8;
cg.landTime = cg.time;
}
break;
case EV_FALL_SHORT_SNOW:
DEBUGNAME("EV_FALL_SHORT_SNOW");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_SNOW] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -8;
cg.landTime = cg.time;
}
break;
case EV_FALL_SHORT_WOOD:
DEBUGNAME("EV_FALL_SHORT_WOOD");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_WOOD] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -8;
cg.landTime = cg.time;
}
break;
case EV_FALL_MEDIUM_GRASS:
DEBUGNAME("EV_FALL_MEDIUM_GRASS");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_GRASS] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
// use normal pain sound trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100.wav" ) );
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -16;
cg.landTime = cg.time;
}
break;
case EV_FALL_MEDIUM_GRAVEL:
DEBUGNAME("EV_FALL_MEDIUM_GRAVEL");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_GRAVEL] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
// use normal pain sound trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100.wav" ) );
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -16;
cg.landTime = cg.time;
}
break;
case EV_FALL_MEDIUM_SNOW:
DEBUGNAME("EV_FALL_MEDIUM_SNOW");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_SNOW] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
// use normal pain sound trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100.wav" ) );
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -16;
cg.landTime = cg.time;
}
break;
case EV_FALL_MEDIUM_WOOD:
DEBUGNAME("EV_FALL_MEDIUM_WOOD");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_WOOD] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
// use normal pain sound trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100.wav" ) );
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -16;
cg.landTime = cg.time;
}
break;
case EV_FALL_FAR_GRASS:
DEBUGNAME("EV_FALL_FAR_GRASS");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
//if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_FALLDEATH1INAIR && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_FALLDEATH1LAND )
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_GRASS] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
cent->pe.painTime = cg.time; // don't play a pain sound right after this
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -24;
cg.landTime = cg.time;
}
break;
case EV_FALL_FAR_GRAVEL:
DEBUGNAME("EV_FALL_FAR_GRAVEL");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
//if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_FALLDEATH1INAIR && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_FALLDEATH1LAND )
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_GRAVEL] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
cent->pe.painTime = cg.time; // don't play a pain sound right after this
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -24;
cg.landTime = cg.time;
}
break;
case EV_FALL_FAR_SNOW:
DEBUGNAME("EV_FALL_FAR_SNOW");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
//if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_FALLDEATH1INAIR && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_FALLDEATH1LAND )
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_SNOW] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
cent->pe.painTime = cg.time; // don't play a pain sound right after this
if ( clientNum == cg.predictedPlayerState.clientNum ) {
// smooth landing z changes
cg.landChange = -24;
cg.landTime = cg.time;
}
break;
case EV_FALL_FAR_WOOD:
DEBUGNAME("EV_FALL_FAR_WOOD");
if ( es->powerups & ( 1 << PW_INVIS ) )
break;
//if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_FALLDEATH1INAIR && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_FALLDEATH1LAND )
if ( !( cent->currentState.eFlags & EF_DEAD ) )
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound[LANDSOUND_WOOD] );
else
trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.splatSound );
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_FX_PARTICLEFIRE:
DEBUGNAME("EV_FX_PARTICLEFIRE");
CG_ParticleFire(cent->currentState.origin, cent->currentState.time2, cent->currentState.eventParm);
break;
case EV_SHOOTER_SOUND:
DEBUGNAME("EV_SHOOTER_SOUND");
CG_PlayShooterSound(cent);
break;
case EV_TRIGGER_SHOW:
DEBUGNAME("EV_TRIGGER_SHOW");
CG_ShowTrigger(cent);
break;
case EV_SCRIPT_SOUND:
DEBUGNAME("EV_SCRIPT_SOUND");
b = es->eventParm >> 8;
a = es->eventParm - (b << 8);
if ( cgs.gameSounds[ a ] ) {
trap_S_StartSound (NULL, cent->currentState.number, b, cgs.gameSounds[ a ] );
} else {
s = CG_ConfigString( CS_SOUNDS + a );
trap_S_StartSound (NULL, cg.snap->ps.clientNum, b, CG_CustomSound( es->number, s ) );
}
break;
case EV_LASERTURRET_AIM:
DEBUGNAME("EV_LASERTURRET_AIM");
CG_AimLaser( cent->currentState.origin, cent->currentState.origin2, cent->currentState.angles);
break;
case EV_LASERTURRET_FIRE:
DEBUGNAME("EV_LASERTURRET_FIRE");
//CG_FireLaser( cent->currentState.origin, cent->currentState.origin2, cent->currentState.angles, cent->currentState.angles2, cent->currentState.scale);
break;
case EV_STASIS_DOOR_CLOSING:
DEBUGNAME("EV_STASIS_DOOR_CLOSING");
CG_Printf("EV_STASIS_DOOR_CLOSING\n");
// do alpha fade, play sound
CG_StasisDoor(cent, qtrue);
break;
case EV_STASIS_DOOR_OPENING:
DEBUGNAME("EV_STASIS_DOOR_OPENING");
CG_Printf("EV_STASIS_DOOR_OPENING\n");
// do inverse alpha fade, play sound
CG_StasisDoor(cent, qfalse);
break;
// Additional ports from SP by Harry Young
case EV_FX_COOKING_STEAM:
DEBUGNAME("EV_FX_COOKING_STEAM");
CG_CookingSteam( cent->currentState.origin, cent->currentState.angles[0] );
break;
case EV_FX_ELECFIRE:
DEBUGNAME("EV_FX_ELECFIRE");
// Don't play this sound quite so much...
if ( rand() & 1 )
{
//cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgi_S_RegisterSound ( va("sound/ambience/spark%d.wav", Q_irand(1,6)) ));
}
CG_ElectricFire( cent->currentState.origin, cent->currentState.angles );
break;
case EV_FX_FORGE_BOLT:
DEBUGNAME("EV_FX_FORGE_BOLT");
//CG_ForgeBolt( cent );
break;
case EV_FX_PLASMA:
DEBUGNAME("EV_FX_PLASMA");
CG_Plasma( cent->currentState.origin, cent->currentState.origin2, cent->currentState.angles, cent->currentState.angles2, cent->currentState.weapon, cent->currentState.powerups );
break;
case EV_FX_STREAM:
DEBUGNAME("EV_FX_STREAM");
//CG_ParticleStream( cent );
break;
case EV_FX_TRANSPORTER_STREAM:
DEBUGNAME("EV_FX_TRANSPORTER_STREAM");
//CG_TransporterStream( cent );
break;
case EV_FX_EXPLOSION_TRAIL:
DEBUGNAME("EV_FX_EXPLOSION_TRAIL");
//CG_ExplosionTrail( cent );
break;
case EV_FX_BORG_ENERGY_BEAM:
DEBUGNAME("EV_FX_BORG_ENERGY_BEAM");
//CG_BorgEnergyBeam( cent );
break;
case EV_FX_SHIMMERY_THING:
DEBUGNAME("EV_FX_SHIMMERY_THING");
CG_ShimmeryThing( cent->currentState.origin, cent->currentState.origin2, cent->currentState.angles ); // Radius and spawnflags
break;
case EV_FX_BORG_BOLT:
DEBUGNAME("EV_FX_BORG_BOLT");
if ( cent->currentState.eventParm != 2 ) //we don't want the extra stuff?
CG_Borg_Bolt_dynamic( cent );
else
CG_Borg_Bolt_static( cent );
break;
case EV_DEBUG_TRACE:
FX_AddLine(cent->currentState.origin, cent->currentState.origin2, 0.5, 0.5, 0.5, 1.0, 1.0, 1000, cgs.media.laserShader);
break;
// Default
default:
DEBUGNAME("UNKNOWN");
CG_Error( "Unknown event: %i", event );
break;
}
}
/*
==============
CG_CheckEvents
==============
*/
void CG_CheckEvents( centity_t *cent ) {
// check for event-only entities
if ( cent->currentState.eType > ET_EVENTS ) {
if ( cent->previousEvent ) {
return; // already fired
}
cent->previousEvent = 1;
cent->currentState.event = cent->currentState.eType - ET_EVENTS;
} else {
// check for events riding with another entity
if ( cent->currentState.event == cent->previousEvent ) {
return;
}
cent->previousEvent = cent->currentState.event;
if ( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) {
return;
}
}
// calculate the position at exactly the frame time
BG_EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
CG_SetEntitySoundPosition( cent );
CG_EntityEvent( cent, cent->lerpOrigin );
}