Example #1
0
// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset( void )
{
  float         steptime;
  int            timeDelta;
  vec3_t        normal;
  playerState_t *ps = &cg.predictedPlayerState;

  if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
  {
    if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
      VectorSet( normal, 0.0f, 0.0f, -1.0f );
    else
      VectorCopy( ps->grapplePoint, normal );
  }
  else
    VectorSet( normal, 0.0f, 0.0f, 1.0f );

  steptime = BG_FindSteptimeForClass( ps->stats[ STAT_PCLASS ] );

  // smooth out stair climbing
  timeDelta = cg.time - cg.stepTime;
  if( timeDelta < steptime )
  {
    float stepChange = cg.stepChange
      * (steptime - timeDelta) / steptime;

    if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
      VectorMA( cg.refdef.vieworg, -stepChange, normal, cg.refdef.vieworg );
    else
      cg.refdef.vieworg[ 2 ] -= stepChange;
  }
}
Example #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;
  int           steptime;

  if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR )
    steptime = 200;
  else
    steptime = BG_FindSteptimeForClass( cg.snap->ps.stats[ STAT_PCLASS ] );

  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 && ci->footsteps != FOOTSTEP_NONE )
      {
        if( ci->footsteps == FOOTSTEP_CUSTOM )
          trap_S_StartSound( NULL, es->number, CHAN_BODY,
            ci->customFootsteps[ rand( ) & 3 ] );
        else
          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 && ci->footsteps != FOOTSTEP_NONE )
      {
        if( ci->footsteps == FOOTSTEP_CUSTOM )
          trap_S_StartSound( NULL, es->number, CHAN_BODY,
            ci->customMetalFootsteps[ rand( ) & 3 ] );
        else
          trap_S_StartSound( NULL, es->number, CHAN_BODY,
            cgs.media.footsteps[ FOOTSTEP_METAL ][ rand( ) & 3 ] );
      }
      break;

    case EV_FOOTSTEP_SQUELCH:
      DEBUGNAME( "EV_FOOTSTEP_SQUELCH" );
      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
      {
        trap_S_StartSound( NULL, es->number, CHAN_BODY,
          cgs.media.footsteps[ FOOTSTEP_FLESH ][ rand( ) & 3 ] );
      }
      break;

    case EV_FOOTSPLASH:
      DEBUGNAME( "EV_FOOTSPLASH" );
      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
      {
        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 && ci->footsteps != FOOTSTEP_NONE )
      {
        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 && ci->footsteps != FOOTSTEP_NONE )
      {
        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_FALLING:
      DEBUGNAME( "EV_FALLING" );
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*falling1.wav" ) );
      break;

    case EV_STEP_4:
    case EV_STEP_8:
    case EV_STEP_12:
    case EV_STEP_16:    // smooth out step up transitions
    case EV_STEPDN_4:
    case EV_STEPDN_8:
    case EV_STEPDN_12:
    case EV_STEPDN_16:    // smooth out step down 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 < steptime )
          oldStep = cg.stepChange * ( steptime - delta ) / steptime;
        else
          oldStep = 0;

        // add this amount
        if( event >= EV_STEPDN_4 )
        {
          step = 4 * ( event - EV_STEPDN_4 + 1 );
          cg.stepChange = oldStep - step;
        }
        else
        {
          step = 4 * ( event - EV_STEP_4 + 1 );
          cg.stepChange = oldStep + step;
        }

        if( cg.stepChange > MAX_STEP_CHANGE )
          cg.stepChange = MAX_STEP_CHANGE;
        else if( cg.stepChange < -MAX_STEP_CHANGE )
          cg.stepChange = -MAX_STEP_CHANGE;

        cg.stepTime = cg.time;
        break;
      }

    case EV_JUMP:
      DEBUGNAME( "EV_JUMP" );
      trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );

      if( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_WALLJUMPER ) )
      {
        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_LEV1_GRAB:
      DEBUGNAME( "EV_LEV1_GRAB" );
      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL1Grab );
      break;

    case EV_LEV4_CHARGE_PREPARE:
      DEBUGNAME( "EV_LEV4_CHARGE_PREPARE" );
      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargePrepare );
      break;

    case EV_LEV4_CHARGE_START:
      DEBUGNAME( "EV_LEV4_CHARGE_START" );
      //FIXME: stop cgs.media.alienL4ChargePrepare playing here
      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargeStart );
      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;

    //
    // weapon events
    //
    case EV_NOAMMO:
      DEBUGNAME( "EV_NOAMMO" );
      {
      }
      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, WPM_PRIMARY );
      break;

    case EV_FIRE_WEAPON2:
      DEBUGNAME( "EV_FIRE_WEAPON2" );
      CG_FireWeapon( cent, WPM_SECONDARY );
      break;

    case EV_FIRE_WEAPON3:
      DEBUGNAME( "EV_FIRE_WEAPON3" );
      CG_FireWeapon( cent, WPM_TERTIARY );
      break;

    //=================================================================

    //
    // other events
    //
    case EV_PLAYER_TELEPORT_IN:
      DEBUGNAME( "EV_PLAYER_TELEPORT_IN" );
      //deprecated
      break;

    case EV_PLAYER_TELEPORT_OUT:
      DEBUGNAME( "EV_PLAYER_TELEPORT_OUT" );
      CG_PlayerDisconnect( position );
      break;

    case EV_BUILD_CONSTRUCT:
      DEBUGNAME( "EV_BUILD_CONSTRUCT" );
      //do something useful here
      break;

    case EV_BUILD_DESTROY:
      DEBUGNAME( "EV_BUILD_DESTROY" );
      //do something useful here
      break;

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

    case EV_GRENADE_BOUNCE:
      DEBUGNAME( "EV_GRENADE_BOUNCE" );
      if( rand( ) & 1 )
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound1 );
      else
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound2 );
      break;

    //
    // missile impacts
    //
    case EV_MISSILE_HIT:
      DEBUGNAME( "EV_MISSILE_HIT" );
      ByteToDir( es->eventParm, dir );
      CG_MissileHitPlayer( (weapon_t)es->weapon, (weaponMode_t)es->generic1, position, dir, es->otherEntityNum );
      break;

    case EV_MISSILE_MISS:
      DEBUGNAME( "EV_MISSILE_MISS" );
      ByteToDir( es->eventParm, dir );
      CG_MissileHitWall( (weapon_t)es->weapon, (weaponMode_t)es->generic1, 0, position, dir, IMPACTSOUND_DEFAULT );
      break;

    case EV_MISSILE_MISS_METAL:
      DEBUGNAME( "EV_MISSILE_MISS_METAL" );
      ByteToDir( es->eventParm, dir );
      CG_MissileHitWall( (weapon_t)es->weapon, (weaponMode_t)es->generic1, 0, position, dir, IMPACTSOUND_METAL );
      break;

    case EV_HUMAN_BUILDABLE_EXPLOSION:
      DEBUGNAME( "EV_HUMAN_BUILDABLE_EXPLOSION" );
      ByteToDir( es->eventParm, dir );
      CG_HumanBuildableExplosion( position, dir );
      break;

    case EV_ALIEN_BUILDABLE_EXPLOSION:
      DEBUGNAME( "EV_ALIEN_BUILDABLE_EXPLOSION" );
      ByteToDir( es->eventParm, dir );
      CG_AlienBuildableExplosion( position, dir );
      break;

    case EV_TESLATRAIL:
      DEBUGNAME( "EV_TESLATRAIL" );
      cent->currentState.weapon = WP_TESLAGEN;
      {
        centity_t *source = &cg_entities[ es->generic1 ];
        centity_t *target = &cg_entities[ es->clientNum ];
        vec3_t    sourceOffset = { 0.0f, 0.0f, 28.0f };

        if( !CG_IsTrailSystemValid( &source->muzzleTS ) )
        {
          source->muzzleTS = CG_SpawnNewTrailSystem( cgs.media.teslaZapTS );

          if( CG_IsTrailSystemValid( &source->muzzleTS ) )
          {
            CG_SetAttachmentCent( &source->muzzleTS->frontAttachment, source );
            CG_SetAttachmentCent( &source->muzzleTS->backAttachment, target );
            CG_AttachToCent( &source->muzzleTS->frontAttachment );
            CG_AttachToCent( &source->muzzleTS->backAttachment );
            CG_SetAttachmentOffset( &source->muzzleTS->frontAttachment, sourceOffset );

            source->muzzleTSDeathTime = cg.time + cg_teslaTrailTime.integer;
          }
        }
      }
      break;

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

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

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

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

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

    case EV_PAIN:
      // local player sounds are triggered in CG_CheckLocalSounds,
      // so ignore events on the player
      DEBUGNAME( "EV_PAIN" );
      if( cent->currentState.number != cg.snap->ps.clientNum )
        CG_PainEvent( cent, es->eventParm );
      break;

    case EV_DEATH1:
    case EV_DEATH2:
    case EV_DEATH3:
      DEBUGNAME( "EV_DEATHx" );
      trap_S_StartSound( NULL, es->number, CHAN_VOICE,
          CG_CustomSound( es->number, va( "*death%i.wav", event - EV_DEATH1 + 1 ) ) );
      break;

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

    case EV_GIB_PLAYER:
      DEBUGNAME( "EV_GIB_PLAYER" );
      // no gibbing
      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;

    case EV_BUILD_DELAY:
      DEBUGNAME( "EV_BUILD_DELAY" );
      if( clientNum == cg.predictedPlayerState.clientNum )
      {
        trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND );
        cg.lastBuildAttempt = cg.time;
      }
      break;

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

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

    case EV_OVERMIND_ATTACK:
      DEBUGNAME( "EV_OVERMIND_ATTACK" );
      if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS )
      {
        trap_S_StartLocalSound( cgs.media.alienOvermindAttack, CHAN_ANNOUNCER );
        CG_CenterPrint( "The Overmind is under attack!", 200, GIANTCHAR_WIDTH * 4 );
      }
      break;

    case EV_OVERMIND_DYING:
      DEBUGNAME( "EV_OVERMIND_DYING" );
      if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS )
      {
        trap_S_StartLocalSound( cgs.media.alienOvermindDying, CHAN_ANNOUNCER );
        CG_CenterPrint( "The Overmind is dying!", 200, GIANTCHAR_WIDTH * 4 );
      }
      break;

    case EV_DCC_ATTACK:
      DEBUGNAME( "EV_DCC_ATTACK" );
      if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS )
      {
        //trap_S_StartLocalSound( cgs.media.humanDCCAttack, CHAN_ANNOUNCER );
        CG_CenterPrint( "Our base is under attack!", 200, GIANTCHAR_WIDTH * 4 );
      }
      break;

    case EV_OVERMIND_SPAWNS:
      DEBUGNAME( "EV_OVERMIND_SPAWNS" );
      if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS )
      {
        trap_S_StartLocalSound( cgs.media.alienOvermindSpawns, CHAN_ANNOUNCER );
        CG_CenterPrint( "The Overmind needs spawns!", 200, GIANTCHAR_WIDTH * 4 );
      }
      break;

    case EV_ALIEN_EVOLVE:
      DEBUGNAME( "EV_ALIEN_EVOLVE" );
      trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienEvolveSound );
      {
        particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienEvolvePS );

        if( CG_IsParticleSystemValid( &ps ) )
        {
          CG_SetAttachmentCent( &ps->attachment, cent );
          CG_AttachToCent( &ps->attachment );
        }
      }

      if( es->number == cg.clientNum )
      {
        CG_ResetPainBlend( );
        cg.spawnTime = cg.time;
      }
      break;

    case EV_ALIEN_EVOLVE_FAILED:
      DEBUGNAME( "EV_ALIEN_EVOLVE_FAILED" );
      if( clientNum == cg.predictedPlayerState.clientNum )
      {
        //FIXME: change to "negative" sound
        trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND );
        cg.lastEvolveAttempt = cg.time;
      }
      break;

    case EV_ALIEN_ACIDTUBE:
      DEBUGNAME( "EV_ALIEN_ACIDTUBE" );
      {
        particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienAcidTubePS );

        if( CG_IsParticleSystemValid( &ps ) )
        {
          CG_SetAttachmentCent( &ps->attachment, cent );
          ByteToDir( es->eventParm, dir );
          CG_SetParticleSystemNormal( ps, dir );
          CG_AttachToCent( &ps->attachment );
        }
      }
      break;

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

    case EV_PLAYER_RESPAWN:
      DEBUGNAME( "EV_PLAYER_RESPAWN" );
      if( es->number == cg.clientNum )
        cg.spawnTime = cg.time;
      break;

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