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diff --git a/code/cgame/cg_event.c b/code/cgame/cg_event.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+// cg_event.c -- handle entity events at snapshot or playerstate transitions
+
+#include "cg_local.h"
+
+// for the voice chats
+#ifdef MISSIONPACK
+#include "../../ui/menudef.h"
+#endif
+//==========================================================================
+
+/*
+===================
+CG_PlaceString
+
+Also called by scoreboard drawing
+===================
+*/
+const char *CG_PlaceString( int rank ) {
+ static char str[64];
+ char *s, *t;
+
+ if ( rank & RANK_TIED_FLAG ) {
+ rank &= ~RANK_TIED_FLAG;
+ t = "Tied for ";
+ } else {
+ t = "";
+ }
+
+ if ( rank == 1 ) {
+ s = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue
+ } else if ( rank == 2 ) {
+ s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red
+ } else if ( rank == 3 ) {
+ s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow
+ } else if ( rank == 11 ) {
+ s = "11th";
+ } else if ( rank == 12 ) {
+ s = "12th";
+ } else if ( rank == 13 ) {
+ s = "13th";
+ } else if ( rank % 10 == 1 ) {
+ s = va("%ist", rank);
+ } else if ( rank % 10 == 2 ) {
+ s = va("%ind", rank);
+ } else if ( rank % 10 == 3 ) {
+ s = va("%ird", rank);
+ } else {
+ s = va("%ith", rank);
+ }
+
+ Com_sprintf( str, sizeof( str ), "%s%s", t, s );
+ return str;
+}
+
+/*
+=============
+CG_Obituary
+=============
+*/
+static void CG_Obituary( entityState_t *ent ) {
+ int mod;
+ int target, attacker;
+ char *message;
+ char *message2;
+ const char *targetInfo;
+ const char *attackerInfo;
+ char targetName[32];
+ char attackerName[32];
+ gender_t gender;
+ clientInfo_t *ci;
+
+ target = ent->otherEntityNum;
+ attacker = ent->otherEntityNum2;
+ mod = ent->eventParm;
+
+ if ( target < 0 || target >= MAX_CLIENTS ) {
+ CG_Error( "CG_Obituary: target out of range" );
+ }
+ ci = &cgs.clientinfo[target];
+
+ if ( attacker < 0 || attacker >= MAX_CLIENTS ) {
+ attacker = ENTITYNUM_WORLD;
+ attackerInfo = NULL;
+ } else {
+ attackerInfo = CG_ConfigString( CS_PLAYERS + attacker );
+ }
+
+ targetInfo = CG_ConfigString( CS_PLAYERS + target );
+ if ( !targetInfo ) {
+ return;
+ }
+ Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof(targetName) - 2);
+ strcat( targetName, S_COLOR_WHITE );
+
+ message2 = "";
+
+ // check for single client messages
+
+ switch( mod ) {
+ case MOD_SUICIDE:
+ message = "suicides";
+ break;
+ case MOD_FALLING:
+ message = "cratered";
+ break;
+ case MOD_CRUSH:
+ message = "was squished";
+ break;
+ case MOD_WATER:
+ message = "sank like a rock";
+ break;
+ case MOD_SLIME:
+ message = "melted";
+ break;
+ case MOD_LAVA:
+ message = "does a back flip into the lava";
+ break;
+ case MOD_TARGET_LASER:
+ message = "saw the light";
+ break;
+ case MOD_TRIGGER_HURT:
+ message = "was in the wrong place";
+ break;
+ default:
+ message = NULL;
+ break;
+ }
+
+ if (attacker == target) {
+ gender = ci->gender;
+ switch (mod) {
+#ifdef MISSIONPACK
+ case MOD_KAMIKAZE:
+ message = "goes out with a bang";
+ break;
+#endif
+ case MOD_GRENADE_SPLASH:
+ if ( gender == GENDER_FEMALE )
+ message = "tripped on her own grenade";
+ else if ( gender == GENDER_NEUTER )
+ message = "tripped on its own grenade";
+ else
+ message = "tripped on his own grenade";
+ break;
+ case MOD_ROCKET_SPLASH:
+ if ( gender == GENDER_FEMALE )
+ message = "blew herself up";
+ else if ( gender == GENDER_NEUTER )
+ message = "blew itself up";
+ else
+ message = "blew himself up";
+ break;
+ case MOD_PLASMA_SPLASH:
+ if ( gender == GENDER_FEMALE )
+ message = "melted herself";
+ else if ( gender == GENDER_NEUTER )
+ message = "melted itself";
+ else
+ message = "melted himself";
+ break;
+ case MOD_BFG_SPLASH:
+ message = "should have used a smaller gun";
+ break;
+#ifdef MISSIONPACK
+ case MOD_PROXIMITY_MINE:
+ if( gender == GENDER_FEMALE ) {
+ message = "found her prox mine";
+ } else if ( gender == GENDER_NEUTER ) {
+ message = "found it's prox mine";
+ } else {
+ message = "found his prox mine";
+ }
+ break;
+#endif
+ default:
+ if ( gender == GENDER_FEMALE )
+ message = "killed herself";
+ else if ( gender == GENDER_NEUTER )
+ message = "killed itself";
+ else
+ message = "killed himself";
+ break;
+ }
+ }
+
+ if (message) {
+ CG_Printf( "%s %s.\n", targetName, message);
+ return;
+ }
+
+ // check for kill messages from the current clientNum
+ if ( attacker == cg.snap->ps.clientNum ) {
+ char *s;
+
+ if ( cgs.gametype < GT_TEAM ) {
+ s = va("You fragged %s\n%s place with %i", targetName,
+ CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),
+ cg.snap->ps.persistant[PERS_SCORE] );
+ } else {
+ s = va("You fragged %s", targetName );
+ }
+#ifdef MISSIONPACK
+ if (!(cg_singlePlayerActive.integer && cg_cameraOrbit.integer)) {
+ CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
+ }
+#else
+ CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
+#endif
+
+ // print the text message as well
+ }
+
+ // check for double client messages
+ if ( !attackerInfo ) {
+ attacker = ENTITYNUM_WORLD;
+ strcpy( attackerName, "noname" );
+ } else {
+ Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof(attackerName) - 2);
+ strcat( attackerName, S_COLOR_WHITE );
+ // check for kill messages about the current clientNum
+ if ( target == cg.snap->ps.clientNum ) {
+ Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) );
+ }
+ }
+
+ if ( attacker != ENTITYNUM_WORLD ) {
+ switch (mod) {
+ case MOD_GRAPPLE:
+ message = "was caught by";
+ break;
+ case MOD_GAUNTLET:
+ message = "was pummeled by";
+ break;
+ case MOD_MACHINEGUN:
+ message = "was machinegunned by";
+ break;
+ case MOD_SHOTGUN:
+ message = "was gunned down by";
+ break;
+ case MOD_GRENADE:
+ message = "ate";
+ message2 = "'s grenade";
+ break;
+ case MOD_GRENADE_SPLASH:
+ message = "was shredded by";
+ message2 = "'s shrapnel";
+ break;
+ case MOD_ROCKET:
+ message = "ate";
+ message2 = "'s rocket";
+ break;
+ case MOD_ROCKET_SPLASH:
+ message = "almost dodged";
+ message2 = "'s rocket";
+ break;
+ case MOD_PLASMA:
+ message = "was melted by";
+ message2 = "'s plasmagun";
+ break;
+ case MOD_PLASMA_SPLASH:
+ message = "was melted by";
+ message2 = "'s plasmagun";
+ break;
+ case MOD_RAILGUN:
+ message = "was railed by";
+ break;
+ case MOD_LIGHTNING:
+ message = "was electrocuted by";
+ break;
+ case MOD_BFG:
+ case MOD_BFG_SPLASH:
+ message = "was blasted by";
+ message2 = "'s BFG";
+ break;
+#ifdef MISSIONPACK
+ case MOD_NAIL:
+ message = "was nailed by";
+ break;
+ case MOD_CHAINGUN:
+ message = "got lead poisoning from";
+ message2 = "'s Chaingun";
+ break;
+ case MOD_PROXIMITY_MINE:
+ message = "was too close to";
+ message2 = "'s Prox Mine";
+ break;
+ case MOD_KAMIKAZE:
+ message = "falls to";
+ message2 = "'s Kamikaze blast";
+ break;
+ case MOD_JUICED:
+ message = "was juiced by";
+ break;
+#endif
+ case MOD_TELEFRAG:
+ message = "tried to invade";
+ message2 = "'s personal space";
+ break;
+ default:
+ message = "was killed by";
+ break;
+ }
+
+ if (message) {
+ CG_Printf( "%s %s %s%s\n",
+ targetName, message, attackerName, message2);
+ return;
+ }
+ }
+
+ // we don't know what it was
+ CG_Printf( "%s died.\n", targetName );
+}
+
+//==========================================================================
+
+/*
+===============
+CG_UseItem
+===============
+*/
+static void CG_UseItem( centity_t *cent ) {
+ clientInfo_t *ci;
+ int itemNum, clientNum;
+ gitem_t *item;
+ entityState_t *es;
+
+ es = &cent->currentState;
+
+ itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0;
+ if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) {
+ itemNum = 0;
+ }
+
+ // print a message if the local player
+ if ( es->number == cg.snap->ps.clientNum ) {
+ if ( !itemNum ) {
+ CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
+ } else {
+ item = BG_FindItemForHoldable( itemNum );
+ CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
+ }
+ }
+
+ switch ( itemNum ) {
+ default:
+ case HI_NONE:
+ trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound );
+ break;
+
+ case HI_TELEPORTER:
+ break;
+
+ case HI_MEDKIT:
+ clientNum = cent->currentState.clientNum;
+ if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
+ ci = &cgs.clientinfo[ clientNum ];
+ ci->medkitUsageTime = cg.time;
+ }
+ trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound );
+ break;
+
+#ifdef MISSIONPACK
+ case HI_KAMIKAZE:
+ break;
+
+ case HI_PORTAL:
+ break;
+ case HI_INVULNERABILITY:
+ trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useInvulnerabilitySound );
+ break;
+#endif
+ }
+
+}
+
+/*
+================
+CG_ItemPickup
+
+A new item was picked up this frame
+================
+*/
+static void CG_ItemPickup( int itemNum ) {
+ cg.itemPickup = itemNum;
+ cg.itemPickupTime = cg.time;
+ cg.itemPickupBlendTime = cg.time;
+ // see if it should be the grabbed weapon
+ if ( bg_itemlist[itemNum].giType == IT_WEAPON ) {
+ // select it immediately
+ if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_MACHINEGUN ) {
+ cg.weaponSelectTime = cg.time;
+ cg.weaponSelect = bg_itemlist[itemNum].giTag;
+ }
+ }
+
+}
+
+
+/*
+================
+CG_PainEvent
+
+Also called by playerstate transition
+================
+*/
+void CG_PainEvent( centity_t *cent, int health ) {
+ char *snd;
+
+ // don't do more than two pain sounds a second
+ if ( cg.time - cent->pe.painTime < 500 ) {
+ return;
+ }
+
+ if ( health < 25 ) {
+ snd = "*pain25_1.wav";
+ } else if ( health < 50 ) {
+ snd = "*pain50_1.wav";
+ } else if ( health < 75 ) {
+ snd = "*pain75_1.wav";
+ } else {
+ snd = "*pain100_1.wav";
+ }
+ 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;
+
+ es = &cent->currentState;
+ event = es->event & ~EV_EVENT_BITS;
+
+ if ( cg_debugEvents.integer ) {
+ CG_Printf( "ent:%3i event:%3i ", es->number, event );
+ }
+
+ if ( !event ) {
+ DEBUGNAME("ZEROEVENT");
+ return;
+ }
+
+ clientNum = es->clientNum;
+ if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
+ clientNum = 0;
+ }
+ ci = &cgs.clientinfo[ clientNum ];
+
+ switch ( event ) {
+ //
+ // movement generated events
+ //
+ case EV_FOOTSTEP:
+ DEBUGNAME("EV_FOOTSTEP");
+ if (cg_footsteps.integer) {
+ trap_S_StartSound (NULL, es->number, CHAN_BODY,
+ cgs.media.footsteps[ ci->footsteps ][rand()&3] );
+ }
+ break;
+ case EV_FOOTSTEP_METAL:
+ DEBUGNAME("EV_FOOTSTEP_METAL");
+ if (cg_footsteps.integer) {
+ trap_S_StartSound (NULL, es->number, CHAN_BODY,
+ cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] );
+ }
+ break;
+ case EV_FOOTSPLASH:
+ DEBUGNAME("EV_FOOTSPLASH");
+ if (cg_footsteps.integer) {
+ trap_S_StartSound (NULL, es->number, CHAN_BODY,
+ cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
+ }
+ break;
+ case EV_FOOTWADE:
+ DEBUGNAME("EV_FOOTWADE");
+ if (cg_footsteps.integer) {
+ trap_S_StartSound (NULL, es->number, CHAN_BODY,
+ cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
+ }
+ break;
+ case EV_SWIM:
+ DEBUGNAME("EV_SWIM");
+ if (cg_footsteps.integer) {
+ trap_S_StartSound (NULL, es->number, CHAN_BODY,
+ cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
+ }
+ break;
+
+
+ case EV_FALL_SHORT:
+ DEBUGNAME("EV_FALL_SHORT");
+ trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound );
+ if ( clientNum == cg.predictedPlayerState.clientNum ) {
+ // smooth landing z changes
+ cg.landChange = -8;
+ cg.landTime = cg.time;
+ }
+ break;
+ case EV_FALL_MEDIUM:
+ DEBUGNAME("EV_FALL_MEDIUM");
+ // use normal pain sound
+ trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) );
+ if ( clientNum == cg.predictedPlayerState.clientNum ) {
+ // smooth landing z changes
+ cg.landChange = -16;
+ cg.landTime = cg.time;
+ }
+ break;
+ case EV_FALL_FAR:
+ DEBUGNAME("EV_FALL_FAR");
+ trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
+ cent->pe.painTime = cg.time; // don't play a pain sound right after this
+ if ( clientNum == cg.predictedPlayerState.clientNum ) {
+ // smooth landing z changes
+ cg.landChange = -24;
+ cg.landTime = cg.time;
+ }
+ break;
+
+ case EV_STEP_4:
+ case EV_STEP_8:
+ case EV_STEP_12:
+ case EV_STEP_16: // smooth out step up transitions
+ DEBUGNAME("EV_STEP");
+ {
+ float oldStep;
+ int delta;
+ int step;
+
+ if ( clientNum != cg.predictedPlayerState.clientNum ) {
+ break;
+ }
+ // if we are interpolating, we don't need to smooth steps
+ if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ||
+ cg_nopredict.integer || cg_synchronousClients.integer ) {
+ break;
+ }
+ // check for stepping up before a previous step is completed
+ delta = cg.time - cg.stepTime;
+ if (delta < STEP_TIME) {
+ oldStep = cg.stepChange * (STEP_TIME - delta) / STEP_TIME;
+ } else {
+ oldStep = 0;
+ }
+
+ // add this amount
+ step = 4 * (event - EV_STEP_4 + 1 );
+ cg.stepChange = oldStep + step;
+ if ( cg.stepChange > MAX_STEP_CHANGE ) {
+ cg.stepChange = MAX_STEP_CHANGE;
+ }
+ cg.stepTime = cg.time;
+ break;
+ }
+
+ case EV_JUMP_PAD:
+ DEBUGNAME("EV_JUMP_PAD");
+// CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm );
+ {
+ 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(es->clientNum == cg.snap->ps.clientNum && !cg.renderingThirdPerson)
+ {
+ if(cg_drawGun.integer == 2)
+ VectorMA(es->origin2, 8, cg.refdef.viewaxis[1], es->origin2);
+ else if(cg_drawGun.integer == 3)
+ VectorMA(es->origin2, 4, cg.refdef.viewaxis[1], es->origin2);
+ }
+
+ CG_RailTrail(ci, es->origin2, es->pos.trBase);
+
+ // if the end was on a nomark surface, don't make an explosion
+ if ( es->eventParm != 255 ) {
+ ByteToDir( es->eventParm, dir );
+ CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT );
+ }
+ break;
+
+ case EV_BULLET_HIT_WALL:
+ DEBUGNAME("EV_BULLET_HIT_WALL");
+ ByteToDir( es->eventParm, dir );
+ CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD );
+ break;
+
+ case EV_BULLET_HIT_FLESH:
+ DEBUGNAME("EV_BULLET_HIT_FLESH");
+ CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm );
+ break;
+
+ case EV_SHOTGUN:
+ DEBUGNAME("EV_SHOTGUN");
+ CG_ShotgunFire( es );
+ break;
+
+ case EV_GENERAL_SOUND:
+ DEBUGNAME("EV_GENERAL_SOUND");
+ if ( cgs.gameSounds[ es->eventParm ] ) {
+ trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] );
+ } else {
+ s = CG_ConfigString( CS_SOUNDS + es->eventParm );
+ trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) );
+ }
+ break;
+
+ case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes
+ DEBUGNAME("EV_GLOBAL_SOUND");
+ if ( cgs.gameSounds[ es->eventParm ] ) {
+ trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] );
+ } else {
+ s = CG_ConfigString( CS_SOUNDS + es->eventParm );
+ trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) );
+ }
+ break;
+
+ case EV_GLOBAL_TEAM_SOUND: // play from the player's head so it never diminishes
+ {
+ DEBUGNAME("EV_GLOBAL_TEAM_SOUND");
+ switch( es->eventParm ) {
+ case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag
+ if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED )
+ CG_AddBufferedSound( cgs.media.captureYourTeamSound );
+ else
+ CG_AddBufferedSound( cgs.media.captureOpponentSound );
+ break;
+ case GTS_BLUE_CAPTURE: // CTF: blue team captured the red flag, 1FCTF: blue team captured the neutral flag
+ if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE )
+ CG_AddBufferedSound( cgs.media.captureYourTeamSound );
+ else
+ CG_AddBufferedSound( cgs.media.captureOpponentSound );
+ break;
+ case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used
+ if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED )
+ CG_AddBufferedSound( cgs.media.returnYourTeamSound );
+ else
+ CG_AddBufferedSound( cgs.media.returnOpponentSound );
+ //
+ CG_AddBufferedSound( cgs.media.blueFlagReturnedSound );
+ break;
+ case GTS_BLUE_RETURN: // CTF red flag returned, 1FCTF: neutral flag returned
+ if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE )
+ CG_AddBufferedSound( cgs.media.returnYourTeamSound );
+ else
+ CG_AddBufferedSound( cgs.media.returnOpponentSound );
+ //
+ CG_AddBufferedSound( cgs.media.redFlagReturnedSound );
+ break;
+
+ case GTS_RED_TAKEN: // CTF: red team took blue flag, 1FCTF: blue team took the neutral flag
+ // if this player picked up the flag then a sound is played in CG_CheckLocalSounds
+ if (cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
+ }
+ else {
+ 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( &cent->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
+ CG_SetEntitySoundPosition( cent );
+
+ CG_EntityEvent( cent, cent->lerpOrigin );
+}
+