Beispiel #1
0
void CG_EntityEvent( centity_t *cent, vec3_t position ) {
	entityState_t	*es;
	int				event;
	vec3_t			dir;
	const char		*s;
	int				playerNum;
	playerInfo_t	*pi;
	int				i;

	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;
	}

	playerNum = es->playerNum;
	if ( playerNum < 0 || playerNum >= MAX_CLIENTS ) {
		playerNum = 0;
	}
	pi = &cgs.playerinfo[ playerNum ];

	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[ pi->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 );
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( playerNum == cg.snap->pss[i].playerNum ) {
				// smooth landing z changes
				cg.localPlayers[i].landChange = -8;
				cg.localPlayers[i].landTime = cg.time;
			}
		}
		break;
	case EV_FALL_MEDIUM:
		DEBUGNAME("EV_FALL_MEDIUM");
		// use normal pain sound
		if (cgs.fallDamage) {
			trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) );
		} else {
			trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound );	
		}
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( playerNum == cg.snap->pss[i].playerNum ) {
				// smooth landing z changes
				cg.localPlayers[i].landChange = -16;
				cg.localPlayers[i].landTime = cg.time;
			}
		}
		break;
	case EV_FALL_FAR:
		DEBUGNAME("EV_FALL_FAR");
		if (cgs.fallDamage) {
			trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
		} else {
			trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound );
		}
		cent->pe.painTime = cg.time;	// don't play a pain sound right after this
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( playerNum == cg.snap->pss[i].playerNum ) {
				// smooth landing z changes
				cg.localPlayers[i].landChange = -24;
				cg.localPlayers[i].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;
		localPlayer_t *player;
		playerState_t *ps;

		for (i = 0; i < CG_MaxSplitView(); i++) {
			player = &cg.localPlayers[i];
			ps = &cg.snap->pss[i];

			if ( playerNum != ps->playerNum ) {
				continue;
			}

			// if we are interpolating, we don't need to smooth steps
			if ( cg.demoPlayback || (ps->pm_flags & PMF_FOLLOW) ||
				cg_nopredict.integer || cg_synchronousClients.integer ) {
				continue;
			}
			// check for stepping up before a previous step is completed
			delta = cg.time - player->stepTime;
			if (delta < STEP_TIME) {
				oldStep = player->stepChange * (STEP_TIME - delta) / STEP_TIME;
			} else {
				oldStep = 0;
			}

			// add this amount
			step = 4 * (event - EV_STEP_4 + 1 );
			player->stepChange = oldStep + step;
			if ( player->stepChange > MAX_STEP_CHANGE ) {
				player->stepChange = MAX_STEP_CHANGE;
			}
			player->stepTime = cg.time;
		}
		break;
	}

	case EV_JUMP_PAD:
		DEBUGNAME("EV_JUMP_PAD");
//		CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm );
		{
			vec3_t			up = {0, 0, 1};


			CG_SmokePuff( cent->lerpOrigin, up, 
						  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(~0, SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_YES);
		break;
	case EV_TAUNT_NO:
		DEBUGNAME("EV_TAUNT_NO");
		CG_VoiceChatLocal(~0, SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_NO);
		break;
	case EV_TAUNT_FOLLOWME:
		DEBUGNAME("EV_TAUNT_FOLLOWME");
		CG_VoiceChatLocal(~0, SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_FOLLOWME);
		break;
	case EV_TAUNT_GETFLAG:
		DEBUGNAME("EV_TAUNT_GETFLAG");
		CG_VoiceChatLocal(~0, SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONGETFLAG);
		break;
	case EV_TAUNT_GUARDBASE:
		DEBUGNAME("EV_TAUNT_GUARDBASE");
		CG_VoiceChatLocal(~0, SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONDEFENSE);
		break;
	case EV_TAUNT_PATROL:
		DEBUGNAME("EV_TAUNT_PATROL");
		CG_VoiceChatLocal(~0, 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_ItemForItemNum( 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,	cgs.media.itemPickupSounds[ index ] );
			}

			// show icon and name on status bar
			for (i = 0; i < CG_MaxSplitView(); i++) {
				if ( es->number == cg.snap->pss[i].playerNum ) {
					CG_ItemPickup( i, index );
				}
			}
		}
		break;

	case EV_GLOBAL_ITEM_PICKUP:
		DEBUGNAME("EV_GLOBAL_ITEM_PICKUP");
		{
			int		index;

			index = es->eventParm;		// player predicted

			if ( index < 1 || index >= BG_NumItems() ) {
				break;
			}
			// powerup pickups are global
			trap_S_StartLocalSound( cgs.media.itemPickupSounds[ index ], CHAN_AUTO );

			// show icon and name on status bar
			for (i = 0; i < CG_MaxSplitView(); i++) {
				if ( es->number == cg.snap->pss[i].playerNum ) {
					CG_ItemPickup( i, index );
				}
			}
		}
		break;

	//
	// weapon events
	//
	case EV_NOAMMO:
		DEBUGNAME("EV_NOAMMO");
//		trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound );
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( es->number == cg.snap->pss[i].playerNum ) {
				CG_OutOfAmmoChange(i);
			}
		}
		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:
	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:
		DEBUGNAME2("EV_USE_ITEM%d", event - EV_USE_ITEM0);
		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->playerNum >= 0 && es->playerNum < MAX_CLIENTS ) {
			for (i = 0; i < CG_MaxSplitView(); i++) {
				if ( es->playerNum == cg.snap->pss[i].playerNum
					&& !cg.localPlayers[i].renderingThirdPerson)
				{
					if(cg_drawGun[i].integer == 2)
						VectorMA(es->origin2, 8, cg.refdef.viewaxis[1], es->origin2);
					else if(cg_drawGun[i].integer == 3)
						VectorMA(es->origin2, 4, cg.refdef.viewaxis[1], es->origin2);
					break;
				}
			}
		}

		CG_RailTrail(pi, 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->playerNum, 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 as a local sound so it never diminishes
		DEBUGNAME("EV_GLOBAL_SOUND");
		if ( cgs.gameSounds[ es->eventParm ] ) {
			trap_S_StartLocalSound( cgs.gameSounds[ es->eventParm ], CHAN_AUTO );
		} else {
			s = CG_ConfigString( CS_SOUNDS + es->eventParm );
			trap_S_StartLocalSound( CG_CustomSound( es->number, s ), CHAN_AUTO );
		}
		break;

	case EV_GLOBAL_TEAM_SOUND:	// play as a local sound so it never diminishes
		DEBUGNAME("EV_GLOBAL_TEAM_SOUND");
		{
			qboolean blueTeam			= qfalse;
			qboolean redTeam			= qfalse;
			qboolean localHasBlue		= qfalse;
			qboolean localHasRed		= qfalse;
			qboolean localHasNeutral	= qfalse;

			// Check if any local player is on blue/red team or has flags.
			for (i = 0; i < CG_MaxSplitView(); i++) {
				if (cg.snap->playerNums[i] == -1) {
					continue;
				}
				if (cg.snap->pss[i].persistant[PERS_TEAM] == TEAM_BLUE) {
					blueTeam = qtrue;
				}
				if (cg.snap->pss[i].persistant[PERS_TEAM] == TEAM_RED) {
					redTeam = qtrue;
				}

				if (cg.snap->pss[i].powerups[PW_BLUEFLAG]) {
					localHasBlue = qtrue;
				}
				if (cg.snap->pss[i].powerups[PW_REDFLAG]) {
					localHasRed = qtrue;
				}
				if (cg.snap->pss[i].powerups[PW_NEUTRALFLAG]) {
					localHasNeutral = qtrue;
				}
			}

			// ZTM: NOTE: Some of these sounds don't really work with local player on different teams.
			//     New games might want to replace you/enemy sounds with red/blue.
			//     See http://github.com/zturtleman/spearmint/wiki/New-Sounds

			switch( es->eventParm ) {
				case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag
					if ( redTeam )
						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 ( blueTeam )
						CG_AddBufferedSound( cgs.media.captureYourTeamSound );
					else
						CG_AddBufferedSound( cgs.media.captureOpponentSound );
					break;
				case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used
					if ( redTeam )
						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 ( blueTeam )
						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 (localHasBlue || localHasNeutral) {
					}
					else if (!(redTeam && blueTeam)) {
						if (blueTeam) {
#ifdef MISSIONPACK
							if (cgs.gametype == GT_1FCTF) 
								CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
							else
#endif
							CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
						}
						else if (redTeam) {
#ifdef MISSIONPACK
							if (cgs.gametype == GT_1FCTF)
								CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
							else
#endif
 							CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound );
						}
					} else {
						// ZTM: NOTE: There are local players on both teams, so have no correct sound to play. New games should fix this.
					}
					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 (localHasRed || localHasNeutral) {
					}
					else if (!(redTeam && blueTeam)) {
						if (redTeam) {
#ifdef MISSIONPACK
							if (cgs.gametype == GT_1FCTF)
								CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
							else
#endif
							CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
						}
						else if (blueTeam) {
#ifdef MISSIONPACK
							if (cgs.gametype == GT_1FCTF)
								CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
							else
#endif
							CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound );
						}
					} else {
						// ZTM: NOTE: There are local players on both teams, so have no correct sound to play. New games should fix this.
					}
					break;
#ifdef MISSIONPACK
				// ZTM: NOTE: These are confusing when there are players on both teams (players don't know which base is attacked). New games should fix this.
				case GTS_REDOBELISK_ATTACKED: // Overload: red obelisk is being attacked
					if (redTeam) {
						CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
					}
					break;
				case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked
					if (blueTeam) {
						CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
					}
					break;
#endif

				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:
					if ( cgs.gametype != GT_TEAM || cg_teamDmLeadAnnouncements.integer ) {
						CG_AddBufferedSound(cgs.media.redLeadsSound);
					}
					break;
				case GTS_BLUETEAM_TOOK_LEAD:
					if ( cgs.gametype != GT_TEAM || cg_teamDmLeadAnnouncements.integer ) {
						CG_AddBufferedSound(cgs.media.blueLeadsSound);
					}
					break;
				case GTS_TEAMS_ARE_TIED:
					if ( cgs.gametype != GT_TEAM || cg_teamDmLeadAnnouncements.integer ) {
						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 ( !CG_LocalPlayerState( es->number ) ) {
			CG_PainEvent( cent, es->eventParm );
		}
		break;

	case EV_DEATH1:
	case EV_DEATH2:
	case EV_DEATH3:
		DEBUGNAME2("EV_DEATH%d", event - EV_DEATH1 + 1);

		// check if gibbed
		// eventParm 1 = living player gibbed
		// eventParm 2 = corpse gibbed
		// eventParm 3 = living person gib headshot
		if ( es->eventParm >= 1 ) {
			CG_GibPlayer( cent->lerpOrigin, (es->eventParm == 3) ? qtrue : qfalse );

			if ( cg_blood.integer && cg_gibs.integer ) {
				// 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 );
				}

				// don't play death sound
				break;
			}

			// don't play death sound if already dead
			if ( es->eventParm == 2 ) {
				break;
			}
		}

		if (CG_WaterLevel(cent) >= 1) {
			trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, "*drown.wav"));
		} else {
			trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1)));
		}

		break;


	case EV_OBITUARY:
		DEBUGNAME("EV_OBITUARY");
		CG_ParseObituary( es );
		break;

	//
	// powerup events
	//
	case EV_POWERUP_QUAD:
		DEBUGNAME("EV_POWERUP_QUAD");
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( es->number == cg.snap->pss[i].playerNum ) {
				cg.localPlayers[i].powerupActive = PW_QUAD;
				cg.localPlayers[i].powerupTime = cg.time;
			}
		}
		trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.quadSound );
		break;
	case EV_POWERUP_BATTLESUIT:
		DEBUGNAME("EV_POWERUP_BATTLESUIT");
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( es->number == cg.snap->pss[i].playerNum ) {
				cg.localPlayers[i].powerupActive = PW_BATTLESUIT;
				cg.localPlayers[i].powerupTime = cg.time;
			}
		}
		trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.protectSound );
		break;
	case EV_POWERUP_REGEN:
		DEBUGNAME("EV_POWERUP_REGEN");
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( es->number == cg.snap->pss[i].playerNum ) {
				cg.localPlayers[i].powerupActive = PW_REGEN;
				cg.localPlayers[i].powerupTime = cg.time;
			}
		}
		trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.regenSound );
		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;
	}

}
Beispiel #2
0
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;


	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;
	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;
//unlagged - attack prediction #2
		// if the client is us, unlagged is on server-side, and we've got it client-side
		if ( es->clientNum == cg.predictedPlayerState.clientNum && 
				cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 16) ) {
			// do nothing, because it was already predicted
			//Com_Printf("Ignoring rail trail event\n");
		}
		else {
                        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);
                        }


			// draw a rail trail, because it wasn't predicted
			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 );
			}
			//Com_Printf("Non-predicted rail trail\n");
		}
//unlagged - attack prediction #2
		break;

	case EV_BULLET_HIT_WALL:
		DEBUGNAME("EV_BULLET_HIT_WALL");
//unlagged - attack prediction #2
		// if the client is us, unlagged is on server-side, and we've got it client-side
		if ( es->clientNum == cg.predictedPlayerState.clientNum && 
				cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2) ) {
			// do nothing, because it was already predicted
			//Com_Printf("Ignoring bullet event\n");
		}
		else {
			// do the bullet, because it wasn't predicted
			ByteToDir( es->eventParm, dir );
			CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD );
			//Com_Printf("Non-predicted bullet\n");
		}
//unlagged - attack prediction #2
		break;

	case EV_BULLET_HIT_FLESH:
		DEBUGNAME("EV_BULLET_HIT_FLESH");
//unlagged - attack prediction #2
		// if the client is us, unlagged is on server-side, and we've got it client-side
		if ( es->clientNum == cg.predictedPlayerState.clientNum && 
				cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2) ) {
			// do nothing, because it was already predicted
			//Com_Printf("Ignoring bullet event\n");
		}
		else {
			// do the bullet, because it wasn't predicted
			CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm );
			//Com_Printf("Non-predicted bullet\n");
		}
//unlagged - attack prediction #2
		break;

	case EV_SHOTGUN:
		DEBUGNAME("EV_SHOTGUN");
//unlagged - attack prediction #2
		// if the client is us, unlagged is on server-side, and we've got it client-side
		if ( es->otherEntityNum == cg.predictedPlayerState.clientNum && 
				cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 4) ) {
			// do nothing, because it was already predicted
			//Com_Printf("Ignoring shotgun event\n");
		}
		else {
			// do the shotgun pattern, because it wasn't predicted
			CG_ShotgunFire( es );
			//Com_Printf("Non-predicted shotgun pattern\n");
		}
//unlagged - attack prediction #2
		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;
				case GTS_KAMIKAZE:
					trap_S_StartLocalSound(cgs.media.kamikazeFarSound, CHAN_ANNOUNCER);
					break;
				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");

		if (CG_WaterLevel(cent) >= 1) {
			trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, "*drown.wav"));
		} else {
			trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1)));
		}

		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;
	}

}
Beispiel #3
0
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_BANDAGE:
        DEBUGNAME("EV_BANDAGE");
        if (clientNum == cg.predictedPlayerState.clientNum) {
            CG_ZoomReset_f();
        }
        trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.bandageSound);
        break;

    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_FOOTSTEP_LADDER: //Xamis
        DEBUGNAME("EV_FOOTSTEP_LADDER");
        {
            trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.ladderSound[rand()&3]);
        }
        break;

    case EV_LEDGEGRAB: //Xamis
        DEBUGNAME("EV_LEDGEGRAB");
        {
            trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.ledgeSound);
        }
        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 = -32;
            cg.landTime = cg.time;
        }
        break;
    case EV_CURBSTOMP:
        DEBUGNAME("EV_CURBSTOMP");
        trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.stompSound);
        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" ) ); //Xamis
        {
            vec3_t surfNormal, refNormal = {0.0f, 0.0f, 1.0f};
            vec3_t rotAxis;

            if (clientNum != cg.predictedPlayerState.clientNum)
                break;

            //set surfNormal
            VectorCopy(cg.predictedPlayerState.grapplePoint, surfNormal);

            //if we are moving from one surface to another smooth the transition
            if (!VectorCompare(surfNormal, cg.lastNormal) && surfNormal[ 2 ] != 1.0f) {
                CrossProduct(refNormal, surfNormal, rotAxis);
                VectorNormalize(rotAxis);

                //add the op
                CG_addSmoothOp(rotAxis, 15.0f, 1.0f);
            }

            //copy the current normal to the lastNormal
            VectorCopy(surfNormal, cg.lastNormal);
        }
        break;
    case EV_BLEED:
        DEBUGNAME("EV_BLEED");
        CG_CreateBleeder(es->pos.trBase, 10, cent->currentState.clientNum);
        //     CG_PlayerBleed(cent->currentState.clientNum, 10, es->pos.trBase, dir );
        break;
    case EV_WALLJUMP:
        DEBUGNAME("EV_WALLJUMP")
        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 ];
            //  trap_S_StartSound (NULL, es->number, CHAN_AUTO,	trap_S_RegisterSound( item->pickup_sound, qfalse ) );
            //Disable sounds for powerup -- Xamis
            // 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 {
                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) {
            trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.noammoSound);
        }
        break;

    case EV_NONADES:
        DEBUGNAME("EV_NONADES");
        if (clientNum == cg.predictedPlayerState.clientNum) {
            CG_WeaponSort();
        }
        break;
    case EV_POWERSLIDE:
        CG_HasteTrail(cent);

        break;
    case EV_CHANGE_WEAPON:
        DEBUGNAME("EV_CHANGE_WEAPON");
        trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.selectSound);
        break;

    case EV_WEAPON_DROPPED:
        DEBUGNAME("EV_WEAPON_DROPPED");
        if (clientNum == cg.predictedPlayerState.clientNum) {
            //CG_Printf("EV_WEAPON_DROPPED\n");
            CG_WeaponSort();
        }
        break;
    case EV_FIRE_WEAPON:
        DEBUGNAME("EV_FIRE_WEAPON");
        CG_FireWeapon(cent);
        break;
    case EV_ZOOM_RESET:
        if (clientNum == cg.predictedPlayerState.clientNum) {
            CG_ZoomReset_f();
        }
        break;

    case EV_EJECT_CASING:
    {
        entityState_t *ent;
        weaponInfo_t *weap;
        ent = &cent->currentState;
        weap = &cg_weapons[ ent->weapon ];
        weap->ejectBrassFunc(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 ); //disable sound --Xamis
        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 );//disable sound --Xamis
        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_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_GAMESTATE:
        trap_Cvar_Set("ui_gamestate", va("%i", es->eventParm));
        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_DRAW_ROUND:
            CG_AddBufferedSound(cgs.media.roundDrawSound);
            break;

        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_BOMB)
                        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_BOMB)
                        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_BOMB)
                        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_BOMB)
                        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");
        if (clientNum == cg.predictedPlayerState.clientNum) {
            CG_ZoomReset_f();
        }
        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_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;
    //Xamis
    case EV_BREAK_GLASS:
        DEBUGNAME("EV_BREAK_GLASS");
        trap_S_StartSound(NULL, es->number, CHAN_BODY, cgs.media.glassSound);
        CG_BreakGlass(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;
    }

}
Beispiel #4
0
void CG_EntityEvent( centity_t *cent, vec3_t position ) {
	entityState_t	*es;
	int				event;
	vec3_t			axis[3];
	const char		*s, *s2;
	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;
	}

	if ( !cent->gent )//|| !cent->gent->client )
	{
		return;
	}

	//ci = &cent->gent->client->clientInfo;
	clientNum = cent->gent->s.number;

	switch ( event ) {
	//
	// movement generated events
	//
/*	case EV_FOOTSTEP:
		DEBUGNAME("EV_FOOTSTEP");
		if (cg_footsteps.integer) {
			if ( cent->gent && cent->gent->s.number == 0 && !cg.renderingThirdPerson )//!cg_thirdPerson.integer )
			{//Everyone else has keyframed footsteps in animevents.cfg
#ifdef _IMMERSION
				int index = rand()&3;
				cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_NORMAL ][index] );
				cgi_FF_Start( cgs.media.footstepForces[ FOOTSTEP_NORMAL ][ index ], es->number );
#else
				cgi_S_StartSound (NULL, es->number, CHAN_BODY, 
					cgs.media.footsteps[ FOOTSTEP_NORMAL ][rand()&3] );
#endif // _IMMERSION
			}
		}
		break;
	case EV_FOOTSTEP_METAL:
		DEBUGNAME("EV_FOOTSTEP_METAL");
		if (cg_footsteps.integer) 
		{
			if ( cent->gent && cent->gent->s.number == 0 && !cg.renderingThirdPerson )
			{//Everyone else has keyframed footsteps in animevents.cfg
#ifdef _IMMERSION
				int index = rand()&3;
				cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_METAL ][index] );
				cgi_FF_Start( cgs.media.footstepForces[ FOOTSTEP_METAL ][ index ], es->number );
#else
				cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] );
#endif // _IMMERSION
			}
		}
		break;
*/
	case EV_FOOTSPLASH:
		DEBUGNAME("EV_FOOTSPLASH");
		if (cg_footsteps.integer) {
#ifdef _IMMERSION
			int index = rand()&3;
			cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][index] );
			cgi_FF_Start( cgs.media.footstepForces[ FOOTSTEP_SPLASH ][ index ], es->number );
#else
			cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
#endif // _IMMERSION
		}
		break;
	case EV_FOOTWADE:
		DEBUGNAME("EV_FOOTWADE");
		if (cg_footsteps.integer) {
#ifdef _IMMERSION
			int index = rand()&3;
			cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_WADE ][index] );
			cgi_FF_Start( cgs.media.footstepForces[ FOOTSTEP_WADE ][ index ], es->number );
#else
			cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_WADE ][rand()&3] );
#endif // _IMMERSION
		}
		break;
	case EV_SWIM:
		DEBUGNAME("EV_SWIM");
		if (cg_footsteps.integer) {
#ifdef _IMMERSION
				int index = rand()&3;
				cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SWIM ][index] );
				cgi_FF_Start( cgs.media.footstepForces[ FOOTSTEP_SWIM ][ index ], es->number );
#else
			cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SWIM ][rand()&3] );
#endif // _IMMERSION
		}
		break;


	case EV_FALL_SHORT:
		DEBUGNAME("EV_FALL_SHORT");
		cgi_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound  );
#ifdef _IMMERSION
		cgi_FF_Start( cgs.media.landForce, es->number );
#endif // _IMMERSION
		if ( clientNum == cg.predicted_player_state.clientNum ) {
			// smooth landing z changes
			cg.landChange = -8;
			cg.landTime = cg.time;
		}
		//FIXME: maybe kick up some dust?
		break;
	case EV_FALL_MEDIUM:
		DEBUGNAME("EV_FALL_MEDIUM");
		// use normal pain sound - 
		if ( g_entities[es->number].health <= 0 ) 
		{//dead
			cgi_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound  );
#ifdef _IMMERSION
			cgi_FF_Start( cgs.media.landForce, es->number );
#endif // _IMMERSION
		}
		else if ( g_entities[es->number].s.weapon == WP_SABER 
			|| (g_entities[es->number].client && (g_entities[es->number].client->ps.forcePowersKnown&(1<<FP_LEVITATION))) )
		{//jedi or someone who has force jump (so probably took no damage)
			CG_TryPlayCustomSound( NULL, es->number, CHAN_BODY, "*land1.wav", CS_BASIC );
		}
		else
		{//still alive
			CG_TryPlayCustomSound( NULL, es->number, CHAN_BODY, "*pain100.wav", CS_BASIC );
		}
		if ( clientNum == cg.predicted_player_state.clientNum ) {
			// smooth landing z changes
			cg.landChange = -16;
			cg.landTime = cg.time;
		}
#ifdef _XBOX
		cgi_FF_StartFX( fffx_FallingMedium );
#endif
		//FIXME: maybe kick up some dust?
		break;
	case EV_FALL_FAR:
		DEBUGNAME("EV_FALL_FAR");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_BODY, "*land1.wav", CS_BASIC );
		cgi_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound  );
		cent->pe.painTime = cg.time;	// don't play a pain sound right after this
		if ( clientNum == cg.predicted_player_state.clientNum ) {
			// smooth landing z changes
			cg.landChange = -24;
			cg.landTime = cg.time;
		}
#ifdef _XBOX
		cgi_FF_StartFX( fffx_FallingFar );
#endif
		//FIXME: maybe kick up some dust?
		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.predicted_player_state.clientNum ) {
			break;
		}
		// if we are interpolating, we don't need to smooth steps
		if ( cg_timescale.value >= 1.0f )
		{
			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:
		DEBUGNAME("EV_JUMP");
		CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, "*jump1.wav", CS_BASIC );//CHAN_VOICE
		break;

	case EV_ROLL:
		DEBUGNAME("EV_ROLL");
		CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, "*jump1.wav", CS_BASIC );//CHAN_VOICE
		cgi_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.rollSound  );//CHAN_AUTO
		//FIXME: need some sort of body impact on ground sound and maybe kick up some dust?
		break;

	case EV_LAVA_TOUCH:
		DEBUGNAME("EV_LAVA_TOUCH");
		cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.lavaInSound );
#ifdef _IMMERSION
		cgi_FF_Start( cgs.media.watrInSound, es->number );
#endif // _IMMERSION
		break;
	
	case EV_LAVA_LEAVE:
		DEBUGNAME("EV_LAVA_LEAVE");
		cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.lavaOutSound );
#ifdef _IMMERSION
		cgi_FF_Start( cgs.media.watrOutSound, es->number );
#endif // _IMMERSION
		break;
	
	case EV_LAVA_UNDER:
		DEBUGNAME("EV_LAVA_UNDER");
		cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.lavaUnSound );
#ifdef _IMMERSION
		cgi_FF_Start( cgs.media.watrUnSound, es->number );
#endif // _IMMERSION
		break;
	
	case EV_WATER_TOUCH:
		DEBUGNAME("EV_WATER_TOUCH");
		cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrInSound );
#ifdef _IMMERSION
		cgi_FF_Start( cgs.media.watrInSound, es->number );
#endif // _IMMERSION
		break;
	
	case EV_WATER_LEAVE:
		DEBUGNAME("EV_WATER_LEAVE");
		cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound );
#ifdef _IMMERSION
		cgi_FF_Start( cgs.media.watrOutSound, es->number );
#endif // _IMMERSION
		break;
	
	case EV_WATER_UNDER:
		DEBUGNAME("EV_WATER_UNDER");
		cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound );
#ifdef _IMMERSION
		cgi_FF_Start( cgs.media.watrUnSound, es->number );
#endif // _IMMERSION
		break;
	
	case EV_WATER_CLEAR:
		DEBUGNAME("EV_WATER_CLEAR");
		CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, "*gasp.wav", CS_BASIC );
		break;

	case EV_WATER_GURP1:
	case EV_WATER_GURP2:
		DEBUGNAME("EV_WATER_GURPx");
		CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, va("*gurp%d.wav",event-EV_WATER_GURP1+1), CS_BASIC );
		break;

	case EV_WATER_DROWN:
		DEBUGNAME("EV_WATER_DROWN");
		CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, "*drown.wav", CS_BASIC );
		break;

	case EV_ITEM_PICKUP:
		DEBUGNAME("EV_ITEM_PICKUP");
		{
			gitem_t	*item;
			int		index;
			qboolean bHadItem = qfalse;
					
			index = es->eventParm;		// player predicted

			if ( (char)index < 0 ) 
			{
				index = -(char)index;
				bHadItem = qtrue;
			}

			if ( index >= bg_numItems ) {
				break;
			}
			item = &bg_itemlist[ index ];
			cgi_S_StartSound (NULL, es->number, CHAN_AUTO,	cgi_S_RegisterSound( item->pickup_sound ) );
#ifdef _IMMERSION
			cgi_FF_Start( cgi_FF_Register( item->pickup_force, FF_CHANNEL_TOUCH ), es->number );
#endif // _IMMERSION

			// show icon and name on status bar
			if ( es->number == cg.snap->ps.clientNum ) {
				CG_ItemPickup( index, bHadItem );
			}
		}
		break;

	//
	// weapon events
	//
	case EV_NOAMMO:
		DEBUGNAME("EV_NOAMMO");
		//cgi_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");
		if ( es->weapon == WP_SABER )
		{
			/*
			if ( !cent->gent || !cent->gent->client || (cent->currentState.saberInFlight == qfalse && cent->currentState.saberActive == qtrue) )
			{
				cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" ) );
			}
			*/
			if ( cent->gent && cent->gent->client )
			{
				//if ( cent->gent->client->ps.saberInFlight )
				{//if it's not in flight or lying around, turn it off!
					cent->currentState.saberActive = qfalse;
				}
			}
		}

		// FIXME: if it happens that you don't want the saber to play the switch sounds, feel free to modify this bit.
		if ( weaponData[cg.weaponSelect].selectSnd[0] )
		{
			// custom select sound
			cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgi_S_RegisterSound( weaponData[cg.weaponSelect].selectSnd ));
#ifdef _IMMERSION
			cgi_FF_Start( cgi_FF_Register( weaponData[cg.weaponSelect].selectFrc, FF_CHANNEL_WEAPON ), es->number );
#endif // _IMMERSION
		}
		else
		{
			// generic sound
			cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
#ifdef _IMMERSION
			cgi_FF_Start( cgs.media.selectForce, es->number );
#endif // _IMMERSION
		}
		break;

	case EV_FIRE_WEAPON:
		DEBUGNAME("EV_FIRE_WEAPON");
		CG_FireWeapon( cent, qfalse );
		break;

	case EV_ALT_FIRE:
		DEBUGNAME("EV_ALT_FIRE");
		CG_FireWeapon( cent, qtrue );
		break;

	case EV_DISRUPTOR_MAIN_SHOT:
		DEBUGNAME("EV_DISRUPTOR_MAIN_SHOT");
		FX_DisruptorMainShot( cent->currentState.origin2, cent->lerpOrigin ); 
		break;

	case EV_DISRUPTOR_SNIPER_SHOT:
		DEBUGNAME("EV_DISRUPTOR_SNIPER_SHOT");
		FX_DisruptorAltShot( cent->currentState.origin2, cent->lerpOrigin, cent->gent->alt_fire );
		break;

	case EV_DISRUPTOR_SNIPER_MISS:
		DEBUGNAME("EV_DISRUPTOR_SNIPER_MISS");
		FX_DisruptorAltMiss( cent->lerpOrigin, cent->gent->pos1 );
		break;

	case EV_DEMP2_ALT_IMPACT:
		FX_DEMP2_AltDetonate( cent->lerpOrigin, es->eventParm );
		break;

	case EV_CONC_ALT_SHOT:
		DEBUGNAME("EV_CONC_ALT_SHOT");
		FX_ConcAltShot( cent->currentState.origin2, cent->lerpOrigin );
		break;

	case EV_CONC_ALT_MISS:
		DEBUGNAME("EV_CONC_ALT_MISS");
		FX_ConcAltMiss( cent->lerpOrigin, cent->gent->pos1 );
		break;

//	case EV_POWERUP_SEEKER_FIRE:
//		DEBUGNAME("EV_POWERUP_SEEKER_FIRE");
//		CG_FireSeeker( cent ); 
//		break;

	case EV_POWERUP_BATTLESUIT:
		DEBUGNAME("EV_POWERUP_BATTLESUIT");
		if ( es->number == cg.snap->ps.clientNum ) {
			cg.powerupActive = PW_BATTLESUIT;
			cg.powerupTime = cg.time;
		}
		//cgi_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.invulnoProtectSound );
		break;

	case EV_KOTHOS_BEAM:
		DEBUGNAME("EV_KOTHOS_BEAM");
		if ( Q_irand( 0, 1 ) )
		{
			FX_KothosBeam( cg_entities[cent->currentState.otherEntityNum].gent->client->renderInfo.handRPoint, cg_entities[cent->currentState.otherEntityNum2].lerpOrigin ); 
		}
		else
		{
			FX_KothosBeam( cg_entities[cent->currentState.otherEntityNum].gent->client->renderInfo.handLPoint, cg_entities[cent->currentState.otherEntityNum2].lerpOrigin ); 
		}
		break;
	//=================================================================

	//
	// other events
	//
	case EV_REPLICATOR:
		DEBUGNAME("EV_REPLICATOR");
//		FX_Replicator( cent, position );
		break;

	case EV_BATTERIES_CHARGED:
		cg.batteryChargeTime = cg.time + 3000;
		cgi_S_StartSound( vec3_origin, es->number, CHAN_AUTO, cgs.media.batteryChargeSound );
		break;

	case EV_DISINTEGRATION:
		{
			DEBUGNAME("EV_DISINTEGRATION");
			qboolean makeNotSolid = qfalse;
			int disintPW = es->eventParm;
			int disintEffect = 0;
			int disintLength = 0;
			qhandle_t disintSound1 = NULL;
			qhandle_t disintSound2 = NULL;
			qhandle_t disintSound3 = NULL;

			switch( disintPW )
			{
			case PW_DISRUPTION:// sniper rifle
				disintEffect = EF_DISINTEGRATION;//ef_
				disintSound1 = cgs.media.disintegrateSound;//with scream
				disintSound2 = cgs.media.disintegrate2Sound;//no scream
				disintSound3 = cgs.media.disintegrate3Sound;//with inhuman scream
				disintLength = 2000;
				makeNotSolid = qtrue;
				break;
/*			case PW_SHOCKED:// arc welder
				disintEffect = EF_DISINT_1;//ef_
				disintSound1 = NULL;//with scream
				disintSound2 = NULL;//no scream
				disintSound3 = NULL;//with inhuman scream
				disintLength = 4000;
				break;
*/
			default:
				return;
				break;
			}

			if ( cent->gent->owner )
			{
				cent->gent->owner->fx_time = cg.time;
				if ( cent->gent->owner->client )
				{
					if ( disintSound1 && disintSound2 )
					{//play an extra sound
					/*
						if ( cent->gent->owner->client->playerTeam == TEAM_STARFLEET ||
								cent->gent->owner->client->playerTeam == TEAM_SCAVENGERS ||
								cent->gent->owner->client->playerTeam == TEAM_MALON ||
								cent->gent->owner->client->playerTeam == TEAM_IMPERIAL ||
								cent->gent->owner->client->playerTeam == TEAM_HIROGEN ||
								cent->gent->owner->client->playerTeam == TEAM_DISGUISE ||
								cent->gent->owner->client->playerTeam == TEAM_KLINGON )
					*/
						// listed all the non-humanoids, because there's a lot more humanoids
						class_t	npc_class = cent->gent->owner->client->NPC_class;
						if( npc_class != CLASS_ATST && npc_class != CLASS_GONK &&
							npc_class != CLASS_INTERROGATOR && npc_class != CLASS_MARK1 &&
							npc_class != CLASS_MARK2 && npc_class != CLASS_MOUSE &&
							npc_class != CLASS_PROBE && npc_class != CLASS_PROTOCOL &&
							npc_class != CLASS_R2D2 && npc_class != CLASS_R5D2 &&
							npc_class != CLASS_SEEKER && npc_class != CLASS_SENTRY)
						{//Only the humanoids scream
							cgi_S_StartSound ( NULL, cent->gent->owner->s.number, CHAN_VOICE, disintSound1 );
						}
						// no more forge or 8472
					//	else if ( cent->gent->owner->client->playerTeam == TEAM_FORGE ||
					//			cent->gent->owner->client->playerTeam == TEAM_8472 )
					//	{
					//		cgi_S_StartSound ( NULL, cent->gent->s.number, CHAN_VOICE, disintSound3 );
					//	}
						else
						{
							cgi_S_StartSound ( NULL, cent->gent->s.number, CHAN_AUTO, disintSound2 );
						}
					}
					cent->gent->owner->s.powerups |= ( 1 << disintPW );
					cent->gent->owner->client->ps.powerups[disintPW] = cg.time + disintLength;

					// Things that are being disintegrated should probably not be solid...
					if ( makeNotSolid && cent->gent->owner->client->playerTeam != TEAM_NEUTRAL )
					{
						cent->gent->contents = CONTENTS_NONE;
					}
				}
				else
				{
					cent->gent->owner->s.eFlags = disintEffect;//FIXME: |= ?
					cent->gent->owner->delay = cg.time + disintLength;
				}
			}
		}
		break;

	// This does not necessarily have to be from a grenade...
	case EV_GRENADE_BOUNCE:
		DEBUGNAME("EV_GRENADE_BOUNCE");
		CG_BounceEffect( cent, es->weapon, position, cent->gent->pos1 );
		break;

	//
	// missile impacts
	//

	case EV_MISSILE_STICK:
		DEBUGNAME("EV_MISSILE_STICK");
		CG_MissileStick( cent, es->weapon, position );
		break;

	case EV_MISSILE_HIT:
		DEBUGNAME("EV_MISSILE_HIT");
		CG_MissileHitPlayer( cent, es->weapon, position, cent->gent->pos1, cent->gent->alt_fire );
		break;

	case EV_MISSILE_MISS:
		DEBUGNAME("EV_MISSILE_MISS");
		CG_MissileHitWall( cent, es->weapon, position, cent->gent->pos1, cent->gent->alt_fire );
		break;

	case EV_BMODEL_SOUND:
		DEBUGNAME("EV_BMODEL_SOUND");
		cgi_S_StartSound( NULL, es->number, CHAN_AUTO, es->eventParm );
		break;

	case EV_GENERAL_SOUND:
		DEBUGNAME("EV_GENERAL_SOUND");
		if ( cgs.sound_precache[ es->eventParm ] ) 
		{
			cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.sound_precache[ es->eventParm ] );
		} 
		else 
		{
			s = CG_ConfigString( CS_SOUNDS + es->eventParm );
			CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, s, CS_BASIC );
		}
		break;

	case EV_GLOBAL_SOUND:	// play from the player's head so it never diminishes
		DEBUGNAME("EV_GLOBAL_SOUND");
		if ( cgs.sound_precache[ es->eventParm ] ) {
			cgi_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.sound_precache[ es->eventParm ] );
		} else {
			s = CG_ConfigString( CS_SOUNDS + es->eventParm );
			CG_TryPlayCustomSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, s, CS_BASIC );
		}
		break;

#ifdef _IMMERSION
	case EV_ENTITY_FORCE:				// Plays force on entity
		DEBUGNAME("EV_ENTITY_FORCE");
		if ( !cgs.force_precache[ es->eventParm ] )
		{
			const char *name;
			int channel;
			if ( CG_ConfigForce( es->eventParm, name, channel ) )
			{
				cgs.force_precache[ es->eventParm ] = cgi_FF_Register( name, channel );
			}
		}
		cgi_FF_Start( cgs.force_precache[ es->eventParm ], es->number );
		break;

	case EV_GLOBAL_FORCE:
	case EV_AREA_FORCE:
		DEBUGNAME("EV_AREA_FORCE");	// Plays force for anyone
		if ( !cgs.force_precache[ es->eventParm ] )
		{
			const char *name;
			int channel;
			if ( CG_ConfigForce( es->eventParm, name, channel ) )
			{
				cgs.force_precache[ es->eventParm ] = cgi_FF_Register( name, channel );
			}
		}
		cgi_FF_Start( cgs.force_precache[ es->eventParm ], es->number );
		break;

	case EV_FORCE_STOP:
		DEBUGNAME("EV_FORCE_STOP");
		if ( es->eventParm < 0 )
		{
			cgi_FF_StopAll( );
		}
		else if ( es->eventParm < MAX_FORCES && cgs.force_precache[ es->eventParm ] )
		{
			cgi_FF_Stop( cgs.force_precache[ es->eventParm ], es->number );
		}
		
		break;
#endif // _IMMERSION
	case EV_DRUGGED:
		DEBUGNAME("EV_DRUGGED");
		if ( cent->gent && cent->gent->owner && cent->gent->owner->s.number == 0 )
		{
			// Only allow setting up the wonky vision on the player..do it for 10 seconds...must be synchronized with calcs done in cg_view.  Just search for cg.wonkyTime to find 'em.
			cg.wonkyTime = cg.time + 10000;
		}
		break;

	case EV_PAIN:
		{
		char	*snd;
		const int health = es->eventParm;

		if ( cent->gent && cent->gent->NPC && (cent->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT) )
		{
			return;
		}
		//FIXME: don't do this if we're falling to our deaths...
		DEBUGNAME("EV_PAIN");
		// don't do more than two pain sounds a second
		if ( cg.time - cent->pe.painTime < 500 ) {
			return;
		}

		if ( health < 25 ) {
			snd = "*pain100.wav";
		} else if ( health < 50 ) {
			snd = "*pain75.wav";
		} else if ( health < 75 ) {
			snd = "*pain50.wav";
		} else {
			snd = "*pain25.wav";
		}
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, snd, CS_BASIC );

		// save pain time for programitic twitch animation
		cent->pe.painTime = cg.time;
		cent->pe.painDirection ^= 1;
		}
		break;

	case EV_DEATH1:
	case EV_DEATH2:
	case EV_DEATH3:
		DEBUGNAME("EV_DEATHx");
		/*
		if ( cent->gent && cent->gent->NPC && (cent->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT) )
		{
			return;
		}
		*/
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*death%i.wav", event - EV_DEATH1 + 1), CS_BASIC );
		break;

	// Called by the FxRunner entity...usually for Environmental FX Events
	case EV_PLAY_EFFECT:
		DEBUGNAME("EV_PLAY_EFFECT");
		{
			const bool portalEnt = !!es->isPortalEnt; //the fxrunner spawning this effect is within a skyportal, so only render this effect within that portal.

			s = CG_ConfigString( CS_EFFECTS + es->eventParm );
	// Ghoul2 Insert Start
			if (es->boltInfo != 0)
			{
				const bool isRelative = !!es->weapon;
				theFxScheduler.PlayEffect( s, cent->lerpOrigin, axis, es->boltInfo, -1, portalEnt, es->loopSound, isRelative );	//loopSound 0 = not looping, 1 for infinite, else duration
			}
			else
			{
				VectorCopy( cent->gent->pos3, axis[0] );
				VectorCopy( cent->gent->pos4, axis[1] );
				CrossProduct( axis[0], axis[1], axis[2] );

				// the entNum the effect may be attached to
	#ifdef _IMMERSION
				if ( es->saberActive )
				{
					theFxScheduler.PlayEffect( s, cent->lerpOrigin, axis, -1, FF_CLIENT( es->otherEntityNum ), portalEnt );
				}
				else
	#endif // _IMMERSION
				if ( es->otherEntityNum )
				{
					theFxScheduler.PlayEffect( s, cent->lerpOrigin, axis, -1, es->otherEntityNum, portalEnt );
				}
				else
				{
					theFxScheduler.PlayEffect( s, cent->lerpOrigin, axis, -1, -1, portalEnt );
				}
			}
		}
// Ghoul2 Insert End
		break;

		// play an effect bolted onto a muzzle
	case EV_PLAY_MUZZLE_EFFECT:
		DEBUGNAME("EV_PLAY_MUZZLE_EFFECT");
		s = CG_ConfigString( CS_EFFECTS + es->eventParm );

		theFxScheduler.PlayEffect( s, es->otherEntityNum );
		break;

	case EV_STOP_EFFECT:
		DEBUGNAME("EV_STOP_EFFECT");
		{
			bool portalEnt = false;

			if ( es->isPortalEnt )
			{ //the fxrunner spawning this effect is within a skyportal, so only render this effect within that portal.
				portalEnt = true;
			}

			s = CG_ConfigString( CS_EFFECTS + es->eventParm );
			if ( es->boltInfo != 0 )
			{
				theFxScheduler.StopEffect( s, es->boltInfo, portalEnt );
			}
		}
		break;

	case EV_TARGET_BEAM_DRAW:
		DEBUGNAME("EV_TARGET_BEAM_DRAW");
		if ( cent->gent )
		{
			s = CG_ConfigString( CS_EFFECTS + es->eventParm );

			if ( s && s[0] )
			{
				if ( cent->gent->delay )
				{
					s2 = CG_ConfigString( CS_EFFECTS + cent->gent->delay );
				}
				else
				{
					s2 = NULL;
				}

				CG_DrawTargetBeam( cent->lerpOrigin, cent->gent->s.origin2, cent->gent->pos1, s, s2 );
			}
/*			else
			{
				int gack = 0; // this is bad if it get's here
			}
*/
		}
		break;

	case EV_ANGER1:	//Say when acquire an enemy when didn't have one before
	case EV_ANGER2:
	case EV_ANGER3:
		DEBUGNAME("EV_ANGERx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*anger%i.wav", event - EV_ANGER1 + 1), CS_COMBAT );
		break;

	case EV_VICTORY1:	//Say when killed an enemy
	case EV_VICTORY2:
	case EV_VICTORY3:
		DEBUGNAME("EV_VICTORYx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*victory%i.wav", event - EV_VICTORY1 + 1), CS_COMBAT );
		break;

	case EV_CONFUSE1:	//Say when confused
	case EV_CONFUSE2:
	case EV_CONFUSE3:
		DEBUGNAME("EV_CONFUSEDx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*confuse%i.wav", event - EV_CONFUSE1 + 1), CS_COMBAT );
		break;

	case EV_PUSHED1:	//Say when pushed
	case EV_PUSHED2:
	case EV_PUSHED3:
		DEBUGNAME("EV_PUSHEDx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*pushed%i.wav", event - EV_PUSHED1 + 1), CS_COMBAT );
		break;

	case EV_CHOKE1:	//Say when choking
	case EV_CHOKE2:
	case EV_CHOKE3:
		DEBUGNAME("EV_CHOKEx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*choke%i.wav", event - EV_CHOKE1 + 1), CS_COMBAT );
		break;

	case EV_FFWARN:	//Warn ally to stop shooting you
		DEBUGNAME("EV_FFWARN");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*ffwarn.wav", CS_COMBAT );
		break;

	case EV_FFTURN:	//Turn on ally after being shot by them
		DEBUGNAME("EV_FFTURN");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*ffturn.wav", CS_COMBAT );
		break;

	//extra sounds for ST
	case EV_CHASE1:
	case EV_CHASE2:
	case EV_CHASE3:
		DEBUGNAME("EV_CHASEx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*chase%i.wav", event - EV_CHASE1 + 1), CS_EXTRA );
		break;
	case EV_COVER1:
	case EV_COVER2:
	case EV_COVER3:
	case EV_COVER4:
	case EV_COVER5:
		DEBUGNAME("EV_COVERx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*cover%i.wav", event - EV_COVER1 + 1), CS_EXTRA );
		break;
	case EV_DETECTED1:
	case EV_DETECTED2:
	case EV_DETECTED3:
	case EV_DETECTED4:
	case EV_DETECTED5:
		DEBUGNAME("EV_DETECTEDx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*detected%i.wav", event - EV_DETECTED1 + 1), CS_EXTRA );
		break;
	case EV_GIVEUP1:
	case EV_GIVEUP2:
	case EV_GIVEUP3:
	case EV_GIVEUP4:
		DEBUGNAME("EV_GIVEUPx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*giveup%i.wav", event - EV_GIVEUP1 + 1), CS_EXTRA );
		break;
	case EV_LOOK1:
	case EV_LOOK2:
		DEBUGNAME("EV_LOOKx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*look%i.wav", event - EV_LOOK1 + 1), CS_EXTRA );
		break;
	case EV_LOST1:
		DEBUGNAME("EV_LOST1");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*lost1.wav", CS_EXTRA );
		break;
	case EV_OUTFLANK1:
	case EV_OUTFLANK2:
		DEBUGNAME("EV_OUTFLANKx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*outflank%i.wav", event - EV_OUTFLANK1 + 1), CS_EXTRA );
		break;
	case EV_ESCAPING1:
	case EV_ESCAPING2:
	case EV_ESCAPING3:
		DEBUGNAME("EV_ESCAPINGx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*escaping%i.wav", event - EV_ESCAPING1 + 1), CS_EXTRA );
		break;
	case EV_SIGHT1:
	case EV_SIGHT2:
	case EV_SIGHT3:
		DEBUGNAME("EV_SIGHTx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*sight%i.wav", event - EV_SIGHT1 + 1), CS_EXTRA );
		break;
	case EV_SOUND1:
	case EV_SOUND2:
	case EV_SOUND3:
		DEBUGNAME("EV_SOUNDx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*sound%i.wav", event - EV_SOUND1 + 1), CS_EXTRA );
		break;
	case EV_SUSPICIOUS1:
	case EV_SUSPICIOUS2:
	case EV_SUSPICIOUS3:
	case EV_SUSPICIOUS4:
	case EV_SUSPICIOUS5:
		DEBUGNAME("EV_SUSPICIOUSx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*suspicious%i.wav", event - EV_SUSPICIOUS1 + 1), CS_EXTRA );
		break;
	//extra sounds for Jedi
	case EV_COMBAT1:
	case EV_COMBAT2:
	case EV_COMBAT3:
		DEBUGNAME("EV_COMBATx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*combat%i.wav", event - EV_COMBAT1 + 1), CS_JEDI );
		break;
	case EV_JDETECTED1:
	case EV_JDETECTED2:
	case EV_JDETECTED3:
		DEBUGNAME("EV_JDETECTEDx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*jdetected%i.wav", event - EV_JDETECTED1 + 1), CS_JEDI );
		break;
	case EV_TAUNT1:
	case EV_TAUNT2:
	case EV_TAUNT3:
		DEBUGNAME("EV_TAUNTx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*taunt%i.wav", event - EV_TAUNT1 + 1), CS_JEDI );
		break;
	case EV_JCHASE1:
	case EV_JCHASE2:
	case EV_JCHASE3:
		DEBUGNAME("EV_JCHASEx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*jchase%i.wav", event - EV_JCHASE1 + 1), CS_JEDI );
		break;
	case EV_JLOST1:
	case EV_JLOST2:
	case EV_JLOST3:
		DEBUGNAME("EV_JLOSTx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*jlost%i.wav", event - EV_JLOST1 + 1), CS_JEDI );
		break;
	case EV_DEFLECT1:
	case EV_DEFLECT2:
	case EV_DEFLECT3:
		DEBUGNAME("EV_DEFLECTx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*deflect%i.wav", event - EV_DEFLECT1 + 1), CS_JEDI );
		break;
	case EV_GLOAT1:
	case EV_GLOAT2:
	case EV_GLOAT3:
		DEBUGNAME("EV_GLOATx");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*gloat%i.wav", event - EV_GLOAT1 + 1), CS_JEDI );
		break;
	case EV_PUSHFAIL:
		DEBUGNAME("EV_PUSHFAIL");
		CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*pushfail.wav", CS_JEDI );
		break;

	case EV_USE_FORCE:
		DEBUGNAME("EV_USE_FORCEITEM");
		CG_UseForce( cent );
		break;

	case EV_USE_ITEM:
		DEBUGNAME("EV_USE_ITEM");
		CG_UseItem( cent );
		break;

	case EV_USE_INV_BINOCULARS:
		DEBUGNAME("EV_USE_INV_BINOCULARS");
		UseItem(INV_ELECTROBINOCULARS );
		break;

	case EV_USE_INV_BACTA:
		DEBUGNAME("EV_USE_INV_BACTA");
		UseItem(INV_BACTA_CANISTER );
		break;

	case EV_USE_INV_SEEKER:
		DEBUGNAME("EV_USE_INV_SEEKER");
		UseItem(INV_SEEKER );
		break;

	case EV_USE_INV_LIGHTAMP_GOGGLES:
		DEBUGNAME("EV_USE_INV_LIGHTAMP_GOGGLES");
		UseItem(INV_LIGHTAMP_GOGGLES );
		break;
	
	case EV_USE_INV_SENTRY:
		DEBUGNAME("EV_USE_INV_SENTRY");
		UseItem(INV_SENTRY );
		break;
	
	case EV_DEBUG_LINE:
		DEBUGNAME("EV_DEBUG_LINE");
		CG_TestLine(position, es->origin2, es->time, (unsigned int)(es->time2), es->weapon);
		break;

	default:
		DEBUGNAME("UNKNOWN");
		CG_Error( "Unknown event: %i", event );
		break;
	}

}
Beispiel #5
0
/*
* CG_FirePlayerStateEvents
* This events are only received by this client, and only affect it.
*/
static void CG_FirePlayerStateEvents( void )
{
	unsigned int event, parm, i, count;
	vec3_t dir;

	if( !cg.frame.playerState.event )
		return;

	if( cg.view.POVent != (int)cg.frame.playerState.POVnum )
		return;

	for( count = 0; count < 2; count++ )
	{
		// first byte is event number, second is parm
		event = cg.frame.playerState.event[count] & 127;
		parm = cg.frame.playerState.eventParm[count] & 0xFF;

		switch( event )
		{
		case PSEV_HIT:
			if( parm > 6 )
				break;
			if( parm < 4 )
			{        // hit of some caliber
				trap_S_StartGlobalSound( CG_MediaSfx( cgs.media.sfxWeaponHit[parm] ), CHAN_AUTO, cg_volume_hitsound->value );
				CG_ScreenCrosshairDamageUpdate();
			}
			else if( parm == 4 ) // killed an enemy
			{
				trap_S_StartGlobalSound( CG_MediaSfx( cgs.media.sfxWeaponKill ), CHAN_AUTO, cg_volume_hitsound->value );
				CG_ScreenCrosshairDamageUpdate();
			}
			else
			{ // hit a teammate
				trap_S_StartGlobalSound( CG_MediaSfx( cgs.media.sfxWeaponHitTeam ), CHAN_AUTO, cg_volume_hitsound->value );
				if( cg_showhelp->integer )
				{
					if( random() <= 0.5f )
						CG_CenterPrint( "Don't shoot at members of your team!" );
					else
						CG_CenterPrint( "You are shooting at your teammates!" );
				}
			}
			break;

		case PSEV_PICKUP:
			if( cg_pickup_flash->integer && !cg.view.thirdperson )
				CG_StartColorBlendEffect( 1.0f, 1.0f, 1.0f, 0.25f, 150 );

			// auto-switch
			if( cg_weaponAutoSwitch->integer && ( parm > WEAP_NONE && parm < WEAP_TOTAL ) )
			{
				if( !cgs.demoPlaying && cg.predictedPlayerState.pmove.pm_type == PM_NORMAL 
					&& cg.predictedPlayerState.POVnum == cgs.playerNum + 1 )
				{
					// auto-switch only works when the user didn't have the just-picked weapon
					if( !cg.oldFrame.playerState.inventory[parm] )
					{
						// switch when player's only weapon is gunblade
						if( cg_weaponAutoSwitch->integer == 2 )
						{
							for( i = WEAP_GUNBLADE + 1; i < WEAP_TOTAL; i++ )
							{
								if( i == parm )
									continue;
								if( cg.predictedPlayerState.inventory[i] )
									break;
							}

							if( i == WEAP_TOTAL ) // didn't have any weapon
								CG_UseItem( va( "%i", parm ) );

						}
						// switch when the new weapon improves player's selected weapon
						else if( cg_weaponAutoSwitch->integer == 1 )
						{
							unsigned int best = WEAP_GUNBLADE;
							for( i = WEAP_GUNBLADE + 1; i < WEAP_TOTAL; i++ )
							{
								if( i == parm )
									continue;
								if( cg.predictedPlayerState.inventory[i] )
									best = i;
							}

							if( best < parm )
								CG_UseItem( va( "%i", parm ) );
						}
					}
				}
			}
			break;

		case PSEV_DAMAGE_20:
			ByteToDir( parm, dir );
			CG_DamageIndicatorAdd( 20, dir );
			break;

		case PSEV_DAMAGE_40:
			ByteToDir( parm, dir );
			CG_DamageIndicatorAdd( 40, dir );
			break;

		case PSEV_DAMAGE_60:
			ByteToDir( parm, dir );
			CG_DamageIndicatorAdd( 60, dir );
			break;

		case PSEV_DAMAGE_80:
			ByteToDir( parm, dir );
			CG_DamageIndicatorAdd( 80, dir );
			break;

		case PSEV_INDEXEDSOUND:
			if( cgs.soundPrecache[parm] )
				trap_S_StartGlobalSound( cgs.soundPrecache[parm], CHAN_AUTO, cg_volume_effects->value );
			break;

		case PSEV_ANNOUNCER:
			CG_AddAnnouncerEvent( cgs.soundPrecache[parm], qfalse );
			break;

		case PSEV_ANNOUNCER_QUEUED:
			CG_AddAnnouncerEvent( cgs.soundPrecache[parm], qtrue );
			break;

		default:
			break;
		}
	}
}
Beispiel #6
0
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;
	playerEntity_t  *pe;
	fxParent_t		fxParent;

	es = &cent->currentState;
	pe = &cent->pe;
	event = es->event & ~EV_EVENT_BITS;

	if ( cg_debugEvents.integer ) {
		CG_Printf( "ent:%3i  event:%3i ", es->number, event );
	}

	if ( !event ) {
		DEBUGNAME("ZEROEVENT");
		return;
	}

	CG_DemoEntityEvent( cent );

	clientNum = es->clientNum;
	if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
		clientNum = 0;
	}
	ci = &cgs.clientinfo[ clientNum ];
	switch ( es->eType ) {
	case ET_PLAYER:
	case ET_INVISIBLE:
		if ( ci->hide || !ci->infoValid )
			return;
	case ET_MISSILE:
		if ( cg.defrag.detected && ( ci->hide || !ci->infoValid))
			return;
	}
	if (cg.defrag.detected) {
		switch ( event ) {
		case EV_PLAYER_TELEPORT_IN:
		case EV_PLAYER_TELEPORT_OUT:
		case EV_MISSILE_HIT:
		case EV_MISSILE_MISS:
		case EV_MISSILE_MISS_METAL:
		case EV_RAILTRAIL:
		case EV_BULLET:
		case EV_BULLET_HIT_FLESH:
		case EV_BULLET_HIT_WALL:
		case EV_SHOTGUN:
			if ( ci->hide || !ci->infoValid )
				return;
		}
	}

	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 );
		// smooth landing z changes
		pe->landChange = -8;
		pe->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" ) );
		pe->landChange = -16;
		pe->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
		pe->landChange = -24;
		pe->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 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 - pe->stepTime;
		if (delta < STEP_TIME) {
			oldStep = pe->stepChange * (STEP_TIME - delta) / STEP_TIME;
		} else {
			oldStep = 0;
		}

		// add this amount
		step = 4 * (event - EV_STEP_4 + 1 );
		pe->stepChange = oldStep + step;
		if ( pe->stepChange > MAX_STEP_CHANGE ) {
			pe->stepChange = MAX_STEP_CHANGE;
		}
		pe->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;
	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) {
			} else {
				trap_S_StartSound (NULL, es->number, CHAN_AUTO,	trap_S_RegisterSound( item->pickup_sound, qfalse ) );
			}

			// show icon and name on status bar
			if ( cg.playerCent && es->number == cg.playerCent->currentState.number ) {
				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 ) {
				if( cg.playerCent )
					trap_S_StartSound (NULL, cg.playerCent->currentState.number, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) );
				else
					trap_S_StartSound (NULL, ENTITYNUM_NONE, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) );
			}

			// show icon and name on status bar
			if ( cg.playerCent && es->number == cg.playerCent->currentState.number ) {
				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");
		VectorCopy( position, fxParent.origin );
		fxParent.origin[2] -= 24;
		fxParent.flags = FXP_ORIGIN;
		trap_FX_Run( cgs.fx.player.teleportIn, &fxParent, cent );
		break;
		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");
		VectorCopy( position, fxParent.origin );
		fxParent.origin[2] -= 24;
		fxParent.flags = FXP_ORIGIN;
		trap_FX_Run( cgs.fx.player.teleportOut, &fxParent, cent );
		break;
		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;

	case EV_SCOREPLUM:
		DEBUGNAME("EV_SCOREPLUM");
		CG_ScorePlum( cent->currentState.otherEntityNum, cent->lerpOrigin, cent->currentState.time );
		break;

	//
	// missile impacts
	//
	case EV_MISSILE_HIT:
		DEBUGNAME("EV_MISSILE_HIT");
		ByteToDir( es->eventParm, dir );
		CG_MissileHitPlayer( es->weapon, position, dir, es->otherEntityNum );
		break;

	case EV_MISSILE_MISS:
		DEBUGNAME("EV_MISSILE_MISS");
		ByteToDir( es->eventParm, dir );
		CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT );
		break;

	case EV_MISSILE_MISS_METAL:
		DEBUGNAME("EV_MISSILE_MISS_METAL");
		ByteToDir( es->eventParm, dir );
		CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL );
		break;

	case EV_RAILTRAIL:
		DEBUGNAME("EV_RAILTRAIL");
		cent->currentState.weapon = WP_RAILGUN;
		// if the end was on a nomark surface, don't make an explosion
		CG_RailTrail( ci, es->origin2, es->pos.trBase );
		if ( es->eventParm != 255 ) {
			ByteToDir( es->eventParm, dir );
			CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT );
		}
		break;

	case EV_BULLET_HIT_WALL:
		DEBUGNAME("EV_BULLET_HIT_WALL");
		ByteToDir( es->eventParm, dir );
		CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD );
		break;

	case EV_BULLET_HIT_FLESH:
		DEBUGNAME("EV_BULLET_HIT_FLESH");
		CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm );
		break;

	case EV_SHOTGUN:
		DEBUGNAME("EV_SHOTGUN");
		CG_ShotgunFire( es );
		break;

	case EV_GENERAL_SOUND:
		DEBUGNAME("EV_GENERAL_SOUND");
		if ( cgs.gameSounds[ es->eventParm ] ) {
			trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] );
		} else {
			s = CG_ConfigString( CS_SOUNDS + es->eventParm );
			trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) );
		}
		break;

	case EV_GLOBAL_SOUND:	// play from the player's head so it never diminishes
		DEBUGNAME("EV_GLOBAL_SOUND");
		if ( cgs.gameSounds[ es->eventParm ] ) {
			trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] );
		} else {
			s = CG_ConfigString( CS_SOUNDS + es->eventParm );
			trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) );
		}
		break;

	case EV_GLOBAL_TEAM_SOUND:	// play from the player's head so it never diminishes
		{
			DEBUGNAME("EV_GLOBAL_TEAM_SOUND");
			switch( es->eventParm ) {
				case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag
					if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED )
						CG_AddBufferedSound( cgs.media.captureYourTeamSound );
					else
						CG_AddBufferedSound( cgs.media.captureOpponentSound );
					break;
				case GTS_BLUE_CAPTURE: // CTF: blue team captured the red flag, 1FCTF: blue team captured the neutral flag
					if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE )
						CG_AddBufferedSound( cgs.media.captureYourTeamSound );
					else
						CG_AddBufferedSound( cgs.media.captureOpponentSound );
					break;
				case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used
					if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED )
						CG_AddBufferedSound( cgs.media.returnYourTeamSound );
					else
						CG_AddBufferedSound( cgs.media.returnOpponentSound );
					//
					CG_AddBufferedSound( cgs.media.blueFlagReturnedSound );
					break;
				case GTS_BLUE_RETURN: // CTF red flag returned, 1FCTF: neutral flag returned
					if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE )
						CG_AddBufferedSound( cgs.media.returnYourTeamSound );
					else
						CG_AddBufferedSound( cgs.media.returnOpponentSound );
					//
					CG_AddBufferedSound( cgs.media.redFlagReturnedSound );
					break;

				case GTS_RED_TAKEN: // CTF: red team took blue flag, 1FCTF: blue team took the neutral flag
					// if this player picked up the flag then a sound is played in CG_CheckLocalSounds
					if (cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
					} else {
						if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
							CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
						} else if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) {
							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) {
							CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
						} else if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
							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;
				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 );
		}
		if (cg_gibDirectional.integer == 1) {
			float speed;
			VectorCopy( cent->currentState.pos.trDelta, dir );
			speed = VectorNormalize( dir );
			if ( speed > 500 ) {
				VectorScale( dir, 500, dir );
				CG_GibPlayer( cent->lerpOrigin, dir );
			} else {
				CG_GibPlayer( cent->lerpOrigin, cent->currentState.pos.trDelta );
			}
			} else if (cg_gibDirectional.integer == 2 && es->eventParm >= 0 && es->eventParm < MAX_CLIENTS && (cg_entities[es->eventParm].currentValid || cg.snap->ps.clientNum == es->eventParm)) {
			if ( cg.snap->ps.clientNum == es->eventParm) {
				VectorSubtract( cent->lerpOrigin, cg.predictedPlayerState.origin, dir );
			} else {
				VectorSubtract( cent->lerpOrigin, cg_entities[es->eventParm].lerpOrigin, dir );
			}
			VectorNormalize( dir );
			VectorScale( dir, 300, dir );
			CG_GibPlayer( cent->lerpOrigin,  dir );
		} else {
			CG_GibPlayer( cent->lerpOrigin, vec3_origin );
		}
		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");
		if (mov_debug.integer)
			CG_Printf( "Unknown event: %i\n", event );
		break;
	}

}