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- // Copyright (C) 1999-2000 Id Software, Inc.
- //
- // cg_event.c -- handle entity events at snapshot or playerstate transitions
-
- #include "cg_local.h"
-
- //==========================================================================
-
- /*
- ===================
- 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) {
- 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;
- 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 );
- }
- 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 ( 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;
- 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 ) {
- int itemNum;
- gitem_t *item;
- entityState_t *es;
-
- es = ¢->currentState;
-
- itemNum = es->event - 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 {
- 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_TELEPORTER:
- break;
-
- case HI_MEDKIT:
- trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound );
- 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 ( 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 = ¢->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_syncronousClients.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");
- // 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;
- 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, trap_S_RegisterSound( "sound/items/n_health.wav" ) );
- } else {
- 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 ];
- // powerup pickups are global
- trap_S_StartSound (NULL, cg.snap->ps.clientNum, 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 ) {
- 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, trap_S_RegisterSound("sound/weapons/grenade/hgrenb1a.wav") );
- } else {
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound("sound/weapons/grenade/hgrenb2a.wav") );
- }
- 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 );
- 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
- if ( es->eventParm != 255 ) {
- ByteToDir( es->eventParm, dir );
- CG_MissileHitWall( es->weapon, es->clientNum, position, dir );
- }
- #if 1
- CG_RailTrail( ci, es->origin2, es->pos.trBase );
- #else
- // the railtrail temp entity will be spawned when this player is added
- VectorCopy( es->pos.trBase, cg_entities[clientNum].pe.railgunImpact );
- cg_entities[clientNum].pe.railgunFlash = qtrue;
- #endif
- 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_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, trap_S_RegisterSound("sound/items/protect3.wav") );
- 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, trap_S_RegisterSound("sound/items/regen.wav") );
- break;
-
- case EV_GIB_PLAYER:
- DEBUGNAME("EV_GIB_PLAYER");
- trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound );
- CG_GibPlayer( cent->lerpOrigin );
- 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
- }
- 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 );
- }
-
-