Example #1
0
/*
===============
CG_UseItem
===============
*/
static void CG_UseItem( centity_t *cent ) {
	playerInfo_t *pi;
	int			itemNum, playerNum;
	gitem_t		*item;
	entityState_t *es;
	int			i;

	es = &cent->currentState;
	
	itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0;
	if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) {
		itemNum = 0;
	}

	// print a message if the local player
	for (i = 0; i < CG_MaxSplitView(); i++) {
		if ( es->number != cg.snap->pss[i].playerNum ) {
			continue;
		}

		if ( !itemNum ) {
			CG_CenterPrint( i, "No item to use", SCREEN_HEIGHT * 0.30, 0.5 );
		} else {
			item = BG_FindItemForHoldable( itemNum );
			CG_CenterPrint( i, va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, 0.5 );
		}
	}

	switch ( itemNum ) {
	default:
	case HI_NONE:
		trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound );
		break;

	case HI_TELEPORTER:
		break;

	case HI_MEDKIT:
		playerNum = cent->currentState.playerNum;
		if ( playerNum >= 0 && playerNum < MAX_CLIENTS ) {
			pi = &cgs.playerinfo[ playerNum ];
			pi->medkitUsageTime = cg.time;
		}
		trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound );
		break;

#ifdef MISSIONPACK
	case HI_KAMIKAZE:
		break;

	case HI_PORTAL:
		break;
	case HI_INVULNERABILITY:
		trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useInvulnerabilitySound );
		break;
#endif
	}

}
Example #2
0
/*
===============
CG_UseItem
===============
*/
static void CG_UseItem( centity_t *cent ) {
	clientInfo_t *ci;
	int			itemNum, clientNum;
	gitem_t		*item;
	entityState_t *es;

	es = &cent->currentState;
	
	itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0;
	if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) {
		itemNum = 0;
	}

	// print a message if the local player
	if ( es->number == cg.snap->ps.clientNum ) {
		if ( !itemNum ) {
			CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
		} else {
			item = BG_FindItemForHoldable( itemNum );
			CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
		}
	}

	switch ( itemNum ) {
	default:
	case HI_NONE:
		trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound );
		break;

	case HI_TELEPORTER:
		break;

	case HI_MEDKIT:
		clientNum = cent->currentState.clientNum;
		if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
			ci = &cgs.clientinfo[ clientNum ];
			ci->medkitUsageTime = cg.time;
		}
		trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound );
		break;

#ifdef MISSIONPACK
	case HI_KAMIKAZE:
		break;

	case HI_PORTAL:
		break;
	case HI_INVULNERABILITY:
		trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useInvulnerabilitySound );
		break;
#endif
	}

}
Example #3
0
// The server has issued a map_restart, so the next snapshot is completely new and should not be interpolated to.
// A tournament restart will clear everything, but doesn't require a reload of all the media
static void CG_MapRestart( void ) {
	if ( cg_showMiss.integer )
		trap->Print( "CG_MapRestart\n" );

	trap->R_ClearDecals();
	//FIXME: trap->FX_Reset?

	CG_InitLocalEntities();
	CG_InitMarkPolys();
	CG_KillCEntityInstances();

	cg.fraglimitWarnings = 0;
	cg.timelimitWarnings = 0;
	cg.intermissionStarted = qfalse;
	cgs.voteTime = 0;
	cg.mapRestart = qtrue;

	CG_StartMusic( qtrue );
	trap->S_ClearLoopingSounds();

	// we really should clear more parts of cg here and stop sounds

	// play the "fight" sound if this is a restart without warmup
	if ( cg.warmup == 0 && cgs.gametype != GT_SIEGE && cgs.gametype != GT_POWERDUEL ) {
		trap->S_StartLocalSound( media.sounds.warning.countFight, CHAN_ANNOUNCER );
		CG_CenterPrint( CG_GetStringEdString( "MP_SVGAME", "BEGIN_DUEL" ), 120, GIANTCHAR_WIDTH * 2 );
	}
}
Example #4
0
// [ERGO MOD START]
void CG_ModHRInfo(entityState_t *es)
{	
	int		currentHr;
	char	*s;
	vec4_t color;


	currentHr = es->eventParm;

	//if msgIdentifier == HR_

	//CG_Printf("EV_JUMP_PAD w/effect #%i\n", es->eventParm);

	s = va("HR: %d", currentHr);


		
	// blue 
	color[0] = 0;
	color[1] = 0;
	color[2] = 1;
	color[3] = 1;
	
	//640 - (Q_PrintStrlen(s) * BIGCHAR_WIDTH)
	//UI_DrawProportionalString(320, 300, s,
	//	UI_CENTER | UI_SMALLFONT | UI_DROPSHADOW, colorWhite);
	
	//CG_DrawStringExt(320, 25, s, colorWhite, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0);

	//CG_DrawStringExt(300, 300, s, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0);
	//CG_DrawString(SCREEN_WIDTH * 0.2F, SCREEN_HEIGHT * 0.30F, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, s, 1.0F);
	CG_CenterPrint(s, SCREEN_HEIGHT * 0.30, SMALLCHAR_WIDTH);
}
Example #5
0
/*
===============
CG_MapRestart

The server has issued a map_restart, so the next snapshot
is completely new and should not be interpolated to.

A tournement restart will clear everything, but doesn't
require a reload of all the media
===============
*/
static void CG_MapRestart( void )
{
	if ( cg_showmiss.integer )
	{
		CG_Printf( "CG_MapRestart\n" );
	}

	CG_InitMarkPolys();

	// make sure the "3 frags left" warnings play again
	cg.fraglimitWarnings = 0;

	cg.timelimitWarnings = 0;

	cg.intermissionStarted = qfalse;

	cgs.voteTime = 0;

	cg.mapRestart = qtrue;

	CG_StartMusic();

	trap_S_ClearLoopingSounds( qtrue );

	// we really should clear more parts of cg here and stop sounds

	// play the "fight" sound if this is a restart without warmup
	if ( cg.warmup == 0 )
	{
		CG_CenterPrint( "FIGHT!", 120, GIANTCHAR_WIDTH * 2 );
	}

	trap_Cvar_Set( "cg_thirdPerson", "0" );
}
Example #6
0
/*
================
CG_AnnounceHumanStageTransistion
================
*/
static void CG_AnnounceHumanStageTransistion( stage_t from, stage_t to )
{
  if( cg.predictedPlayerState.stats[ STAT_TEAM ] != TEAM_HUMANS )
    return;

  trap_S_StartLocalSound( cgs.media.humanStageTransition, CHAN_ANNOUNCER );
  CG_CenterPrint( "Reinforcements have arrived!", 200, GIANTCHAR_WIDTH * 4 );
}
Example #7
0
void target_autosave_use(gentity_t *self, gentity_t *other, gentity_t *activator)
{
	G_ActivateBehavior(self,BSET_USE);
	//gi.SendServerCommand( NULL, "cp @SP_INGAME_CHECKPOINT" );
	CG_CenterPrint( "@SP_INGAME_CHECKPOINT", SCREEN_HEIGHT * 0.25 );	//jump the network

	gi.SendConsoleCommand( "wait 2;save auto\n" );
}
Example #8
0
/*
================
CG_AnnounceAlienStageTransistion
================
*/
static void CG_AnnounceAlienStageTransistion( stage_t from, stage_t to )
{
  if( cg.predictedPlayerState.stats[ STAT_TEAM ] != TEAM_ALIENS )
    return;

  trap_S_StartLocalSound( cgs.media.alienStageTransition, CHAN_ANNOUNCER );
  CG_CenterPrint( "We have evolved!", 200, GIANTCHAR_WIDTH * 4 );
}
Example #9
0
/*
===================
CG_CenterEcho_f
===================
*/
void CG_CenterEcho_f( int localPlayerNum ) {
	char text[1024];

	trap_Args( text, sizeof( text ) );

	CG_ReplaceCharacter( text, '\\', '\n' );

	CG_CenterPrint( localPlayerNum, text, SCREEN_HEIGHT * 0.30, 0.5 );
}
Example #10
0
static void CG_spLose_f( void) {
	trap_Cvar_Set("cg_cameraOrbit", "2");
	trap_Cvar_Set("cg_cameraOrbitDelay", "35");
	trap_Cvar_Set("cg_thirdPerson", "1");
	trap_Cvar_Set("cg_thirdPersonAngle", "0");
	trap_Cvar_Set("cg_thirdPersonRange", "100");
	CG_AddBufferedSound(cgs.media.loserSound);
	//trap_S_StartLocalSound(cgs.media.loserSound, CHAN_ANNOUNCER);
	CG_CenterPrint("YOU LOSE...", SCREEN_HEIGHT * .30, 0);
}
Example #11
0
static void CG_CenterPrintSE_f( void ) {
	char strEd[MAX_STRINGED_SV_STRING] = {0};
	char *x = (char *)CG_Argv( 1 );

	if ( x[0] == '@' )
		x++;

	trap->SE_GetStringTextString( x, strEd, MAX_STRINGED_SV_STRING );
	CG_CenterPrint( strEd, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
Example #12
0
static void CG_spWin_f( void) {
	trap_Cvar_Set("cg_cameraOrbit", "2");
	trap_Cvar_Set("cg_cameraOrbitDelay", "35");
	trap_Cvar_Set("cg_thirdPerson", "1");
	trap_Cvar_Set("cg_thirdPersonAngle", "0");
	trap_Cvar_Set("cg_thirdPersonRange", "100");
	CG_AddBufferedSound(cgs.media.winnerSound);
	//trap_S_StartLocalSound(cgs.media.winnerSound, CHAN_ANNOUNCER);
	CG_CenterPrint(CG_GetStringEdString("MP_INGAME", "YOU_WIN"), SCREEN_HEIGHT * .30, 0);
}
Example #13
0
void CG_BodyObituary( entityState_t *ent, char *targetName ) {
	int	target, attacker;
	char	*message;
	char	*message2;
	const char	*attackerInfo;
	char	attackerName[ 32 ];
	gender_t	gender;
	char	*s;

	target = ent->otherEntityNum;
	attacker = ent->otherEntityNum2;

	attackerInfo = CG_ConfigString( CS_PLAYERS + attacker );
	if ( !attackerInfo ) return;
	Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof ( attackerName ) - 2 );
	strcat( attackerName, S_COLOR_WHITE );

	if ( rand() & 1 ) {
		message = "thawed";
		message2 = "like a package of frozen peas";
	} else {
		gender = cgs.clientinfo[ target ].gender;
		message = "evicted";
		if ( gender == GENDER_FEMALE ) {
			message2 = "from her igloo";
		} else if ( gender == GENDER_NEUTER ) {
			message2 = "from its igloo";
		} else {
			message2 = "from his igloo";
		}
	}

	if ( attacker == cg.snap->ps.clientNum ) {
		s = va( "You thawed %s", targetName );
		CG_CenterPrint( s, SCREEN_HEIGHT * 0.25, BIGCHAR_WIDTH );
	}
	if ( target == cg.snap->ps.clientNum ) {
		s = va( "%s unfroze you", attackerName );
		CG_CenterPrint( s, SCREEN_HEIGHT * 0.25, BIGCHAR_WIDTH );
	}
	CG_Printf( "%s %s %s %s.\n", attackerName, message, targetName, message2 );
}
Example #14
0
static void CG_spWin_f( void) {
    trap_Cvar_Set("cg_cameraOrbit", "2");
    trap_Cvar_Set("cg_cameraOrbitDelay", "35");
    trap_Cvar_Set("cg_thirdPerson", "1");
    trap_Cvar_Set("cg_thirdPersonAngle", "0");
    trap_Cvar_Set("cg_thirdPersonRange", "100");
#ifndef SMOKINGUNS
    CG_AddBufferedSound(cgs.media.winnerSound);
#endif
    //trap_S_StartLocalSound(cgs.media.winnerSound, CHAN_ANNOUNCER);
    CG_CenterPrint("YOU WIN!", SCREEN_HEIGHT * .30, 0);
}
Example #15
0
static void
CG_spLose_f(void)
{
	trap_cvarsetstr("cg_cameraOrbit", "2");
	trap_cvarsetstr("cg_cameraOrbitDelay", "35");
	trap_cvarsetstr("cg_thirdperson", "1");
	trap_cvarsetstr("cg_thirdPersonAngle", "0");
	trap_cvarsetstr("cg_thirdpersonrange", "100");
	CG_AddBufferedSound(cgs.media.loserSound);
	/* trap_sndstartlocalsound(cgs.media.loserSound, CHAN_ANNOUNCER); */
	CG_CenterPrint("YOU LOSE...", SCREEN_HEIGHT * .30, 0);
}
Example #16
0
static void
CG_spWin_f(void)
{
	trap_cvarsetstr("cg_cameraOrbit", "2");
	trap_cvarsetstr("cg_cameraOrbitDelay", "35");
	trap_cvarsetstr("cg_thirdperson", "1");
	trap_cvarsetstr("cg_thirdpersonyaw", "0");
	trap_cvarsetstr("cg_thirdpersonpitch", "0");
	trap_cvarsetstr("cg_thirdpersonrange", "100");
	CG_AddBufferedSound(cgs.media.winnerSound);
	/* trap_sndstartlocalsound(cgs.media.winnerSound, CHAN_ANNOUNCER); */
	CG_CenterPrint("YOU WIN!", SCREEN_HEIGHT * .30, 0);
}
Example #17
0
/*
===============
CG_UseItem
===============
*/
static void CG_UseItem( centity_t *cent ) {
	clientInfo_t *ci = 0;
	int			itemNum;
	gitem_t		*item;
	entityState_t *es;

	es = &cent->currentState;
	
	itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0;
	if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) {
		itemNum = 0;
	}

	// print a message if the local player
	if ( es->number == cg.snap->ps.clientNum ) {
		if ( !itemNum ) {
			CG_CenterPrint( "No item to use" );
		} else {
			item = BG_FindItemForHoldable( itemNum );
			CG_CenterPrint( va("Use %s", item->pickup_name) );
		}
	}

	switch ( itemNum ) {
	default:
	case HI_NONE:
		trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound );
		break;

	case HI_TELEPORTER:
		break;

	case HI_MEDKIT:
		trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound );
		break;

	}

}
Example #18
0
static void InformUnlockableStatusChanges(int* statusChanges, int count) {
    char text[MAX_STRING_CHARS];
    char* textptr = text;
    int unlockableNum;
    bool firstPass = true, unlocked = true;
    unlockable_t* unlockable;

    for (unlockableNum = 0; unlockableNum < NUM_UNLOCKABLES; unlockableNum++) {
        unlockable = &unlockables[unlockableNum];

        if (!statusChanges[unlockableNum] || Disabled(unlockable)) {
            continue;
        }

        if (firstPass) {
            if (statusChanges[unlockableNum] > 0) {
                Com_sprintf(text, sizeof(text), S_COLOR_GREEN "ITEM%s UNLOCKED: " S_COLOR_WHITE, (count > 1) ? "S" : "");
            } else {
                unlocked = false;
                Com_sprintf(text, sizeof(text), S_COLOR_RED "ITEM%s LOCKED: " S_COLOR_WHITE, (count > 1) ? "S" : "");
            }

            textptr = text + strlen(text);
            firstPass = false;
        } else {
            Com_sprintf(textptr, sizeof(text) - (textptr - text), ", ");
            textptr += 2;
        }

        Com_sprintf(textptr, sizeof(text) - (textptr - text), "%s", UnlockableHumanName(unlockable));
        textptr += strlen(textptr);
    }

    // TODO: Add sound for items being locked for each team
    switch (cg.snap->ps.persistant[PERS_TEAM]) {
        case TEAM_ALIENS:
            if (unlocked) {
                trap_S_StartLocalSound(cgs.media.weHaveEvolved, CHAN_ANNOUNCER);
            }
            break;

        case TEAM_HUMANS:
        default:
            if (unlocked) {
                trap_S_StartLocalSound(cgs.media.reinforcement, CHAN_ANNOUNCER);
            }
            break;
    }

    CG_CenterPrint(text, SCREEN_HEIGHT * 0.3, GIANTCHAR_WIDTH * 2);
}
Example #19
0
static void CG_LimboMessage_f( void ) {
	char teamStr[80], classStr[80], weapStr[80];

	if ( cgs.gametype != GT_WOLF ) {
		return;
	}

	Q_strncpyz( teamStr, CG_Argv( 1 ), 80 );
	Q_strncpyz( classStr, CG_Argv( 2 ), 80 );
	Q_strncpyz( weapStr, CG_Argv( 3 ), 80 );

	CG_CenterPrint( va( "You will spawn as a %s \n%s with a %s.", teamStr, classStr, weapStr ),
					SCREEN_HEIGHT - ( SCREEN_HEIGHT * 0.25 ), SMALLCHAR_WIDTH );
}
Example #20
0
/*
===============
CG_MapRestart

The server has issued a map_restart, so the next snapshot
is completely new and should not be interpolated to.

A tournement restart will clear everything, but doesn't
require a reload of all the media
===============
*/
static void CG_MapRestart(void)
{
	if(cg_showmiss.integer)
	{
		CG_Printf("CG_MapRestart\n");
	}

	CG_InitLocalEntities();
	CG_InitMarkPolys();
	CG_InitParticles();

	// make sure the "3 frags left" warnings play again
	cg.fraglimitWarnings = 0;

	cg.timelimitWarnings = 0;

	cg.intermissionStarted = qfalse;

	cgs.voteTime = 0;

	cg.mapRestart = qtrue;

	CG_StartMusic();

	trap_S_ClearLoopingSounds(qtrue);

	// we really should clear more parts of cg here and stop sounds

	// play the "fight" sound if this is a restart without warmup
	if(cg.warmup == 0 /* && cgs.gametype == GT_TOURNAMENT */ )
	{
		trap_S_StartLocalSound(cgs.media.countFightSound, CHAN_ANNOUNCER);
		CG_CenterPrint("FIGHT!", 120, GIANTCHAR_WIDTH * 2);
	}
#ifdef MISSIONPACK
	if(cg_singlePlayerActive.integer)
	{
		trap_Cvar_Set("ui_matchStartTime", va("%i", cg.time));
		if(cg_recordSPDemo.integer && cg_recordSPDemoName.string && *cg_recordSPDemoName.string)
		{
			trap_SendConsoleCommand(va("set g_synchronousclients 1 ; record %s \n", cg_recordSPDemoName.string));
		}
	}
#endif

	trap_Cvar_Set("cg_cameraOrbit", "0");
	trap_Cvar_Set("cg_thirdPerson", "0");
}
/*
===============
CG_MapRestart

The server has issued a map_restart, so the next snapshot
is completely new and should not be interpolated to.

A tournement restart will clear everything, but doesn't
require a reload of all the media
===============
*/
static void CG_MapRestart( void ) {
	if ( cg_showMiss.integer ) {
		trap->Print( "CG_MapRestart\n" );
	}

	trap->R_ClearDecals ( );
	//FIXME: trap->FX_Reset?

	CG_InitLocalEntities();
	CG_InitMarkPolys();
	CG_KillCEntityInstances();

	// make sure the "3 frags left" warnings play again
	cg.fraglimitWarnings = 0;

	cg.timelimitWarnings = 0;

	cg.intermissionStarted = qfalse;

	cgs.voteTime = 0;

	cg.mapRestart = qtrue;

	CG_StartMusic(qtrue);

	trap->S_ClearLoopingSounds();

	// we really should clear more parts of cg here and stop sounds

	// play the "fight" sound if this is a restart without warmup
	if ( cg.warmup == 0 && cgs.gametype != GT_POWERDUEL/* && cgs.gametype == GT_DUEL */) {
		trap->S_StartLocalSound( cgs.media.countFightSound, CHAN_ANNOUNCER );
		CG_CenterPrint( CG_GetStringEdString("MP_SVGAME", "BEGIN_DUEL"), 120, GIANTCHAR_WIDTH*2 );
	}
	/*
	if (cg_singlePlayerActive.integer) {
		trap->Cvar_Set("ui_matchStartTime", va("%i", cg.time));
		if (cg_recordSPDemo.integer && cg_recordSPDemoName.string && *cg_recordSPDemoName.string) {
			trap->SendConsoleCommand(va("set g_synchronousclients 1 ; record %s \n", cg_recordSPDemoName.string));
		}
	}
	*/
	trap->Cvar_Set("cg_thirdPerson", "0");
	cg.numItemsInInventory = 0;
	memset(cg.playerInventory, 0, sizeof(cg.playerInventory));
	memset(cg.playerACI, -1, sizeof(cg.playerACI));
}
Example #22
0
static void checkAutoSave()
{
	static int timeToCheckpoint = 0;
	static int delayCountdown = 3;		// delay a few frames before saving

	if(sv.time < timeToCheckpoint && timeToCheckpoint != 0)
	{
		allowNormalAutosave = false;
	}
	else
	{
		allowNormalAutosave = true;
		timeToCheckpoint = 0;
	}

	if(autosaveTrigger)
	{
		if( cls.uiStarted && cls.state == CA_ACTIVE && SG_GameAllowedToSaveHere(qfalse)
			&& Cvar_VariableIntegerValue("disableAutoSave") == 0 )
		{
			if(delayCountdown <= 0)
			{
				if(doAutoSave)
				{
					CG_CenterPrint( "@SP_INGAME_CHECKPOINT", SCREEN_HEIGHT * 0.25 );	//jump the network
					Cbuf_AddText( "save auto\n" );
				}
				timeToCheckpoint = sv.time + 10000;
				autosaveTrigger = false;
				doAutoSave = false;
				allowNormalAutosave = false;
				delayCountdown = 3;
			}
			else
			{
				delayCountdown--;
			}
		}
		else
		{
			delayCountdown = 3;
		}

	}
}
Example #23
0
/*
================
vmMain

This is the only way control passes into the module.
This must be the very first function compiled into the .q3vm file
================
*/
intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11  ) {

	switch ( command ) {
	case CG_INIT:
		CG_Init( arg0, arg1, arg2, arg3 );
		return 0;
	case CG_SHUTDOWN:
		CG_Shutdown();
		return 0;
	case CG_CONSOLE_COMMAND:
		return CG_ConsoleCommand();
	case CG_DRAW_ACTIVE_FRAME:
		CG_DrawActiveFrame( arg0, arg1, arg2 );
		return 0;
	case CG_DRAW_2D:
		CG_Draw2D( arg0, arg1, arg2 );
		return 0;
	case CG_CROSSHAIR_PLAYER:
		return CG_CrosshairPlayer();
	case CG_LAST_ATTACKER:
		return CG_LastAttacker();
	case CG_KEY_EVENT:
		CG_KeyEvent(arg0, arg1);
		return 0;
	case CG_MOUSE_EVENT:
		CG_MouseEvent(arg0, arg1);
		return 0;
	case CG_EVENT_HANDLING:
		CG_EventHandling(arg0);
		return 0;
	case CG_CENTERPRINT:
		CG_CenterPrint( (const char*)arg0, 200, 10 );
		return 0;
	case CG_LOCATIONPRINT:
		CG_LocationPrint( (const char*)arg0, arg1, arg2, 10 );
		return 0;
	case CG_PARSEMSG:
		CG_ParseCGMessage();
		return 0;
	default:
		CG_Error( "vmMain: unknown command %i", command );
		break;
	}
	return -1;
}
Example #24
0
/**
The server has issued a map_restart, so the next snapshot
is completely new and should not be interpolated to.

A tournament restart will clear everything, but doesn't
require a reload of all the media
*/
static void CG_MapRestart(void)
{
	if (cg_showmiss.integer) {
		CG_Printf("CG_MapRestart\n");
	}

	CG_InitLocalEntities();
	CG_InitMarkPolys();
	CG_ClearParticles();

	// make sure the "3 frags left" warnings play again
	cg.fraglimitWarnings = 0;

	cg.timelimitWarnings = 0;
	cg.rewardTime = 0;
	cg.rewardStack = 0;
	cg.intermissionStarted = qfalse;
	cg.levelShot = qfalse;

	memset(&cg.statsOwn, 0, sizeof cg.statsOwn);
	memset(&cg.statsFollow, 0, sizeof cg.statsFollow);
	memset(&cg.statsEnemy, 0, sizeof cg.statsEnemy);

	cgs.voteTime = 0;

	cg.mapRestart = qtrue;

	trap_S_ClearLoopingSounds(qtrue);

	// we really should clear more parts of cg here and stop sounds

	// play the "fight" sound if this is a restart without warmup
	if (cgs.warmup == 0) {
		trap_S_StartLocalSound(cgs.media.countFightSound, CHAN_ANNOUNCER);
		CG_CenterPrint("Fight!");
	}

	trap_Cvar_Set("cg_thirdPerson", "0");
}
Example #25
0
//	These parameters are sent from game.  See rune.c - Cmd_Rune_Drop for explanation
// 0	Rune was removed
// -1	No Rune
// -2	Rune Removal Cancelled
// -3	Can't remove runes
// All other values indicate the length of time before the rune can be removed
void CG_Rune_DropInform( int dropType ) 
{
	if (dropType==0)
		CG_CenterPrint("Rune removed",SCREEN_HEIGHT * 0.65,8);
	else if (dropType==-1)
		CG_CenterPrint("No Rune",SCREEN_HEIGHT * 0.65,8);
	else if (dropType==-2)
		CG_CenterPrint("Rune removal cancelled",SCREEN_HEIGHT * 0.65,8);
	else if (dropType==-3)
		CG_CenterPrint("You can't remove the rune you have",SCREEN_HEIGHT * 0.65,8);
	else if (dropType==-4)
		CG_CenterPrint("This was your rune",SCREEN_HEIGHT * 0.65,8);
	else
	{
		if (dropType>5)
			CG_CenterPrint(va("Rune will be removed in %i seconds",dropType),SCREEN_HEIGHT * 0.65,8);
		else
			CG_CenterPrint("Rune will be removed",SCREEN_HEIGHT * 0.65,8);
	}

}
Example #26
0
static void CG_CenterPrint_f( void ) {
	char strEd[MAX_STRINGED_SV_STRING] = {0};

	CG_CheckSVStringEdRef( strEd, CG_Argv( 1 ) );
	CG_CenterPrint( strEd, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
Example #27
0
/*
=================
CG_ServerCommand

The string has been tokenized and can be retrieved with
Cmd_Argc() / Cmd_Argv()
=================
*/
static void CG_ServerCommand(void)
{
	const char     *cmd;
	char            text[MAX_SAY_TEXT];

	cmd = CG_Argv(0);

	if(!cmd[0])
	{
		// server claimed the command
		return;
	}

	if(!strcmp(cmd, "cp"))
	{
		CG_CenterPrint(CG_Argv(1), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH);
		return;
	}

	if(!strcmp(cmd, "cs"))
	{
		CG_ConfigStringModified();
		return;
	}

	if(!strcmp(cmd, "print"))
	{
		CG_Printf("%s", CG_Argv(1));

		cmd = CG_Argv(1);		// yes, this is obviously a hack, but so is the way we hear about
		// votes passing or failing
		if(!Q_stricmpn(cmd, "vote failed", 11) || !Q_stricmpn(cmd, "team vote failed", 16))
		{
			trap_S_StartLocalSound(cgs.media.voteFailed, CHAN_ANNOUNCER);
		}
		else if(!Q_stricmpn(cmd, "vote passed", 11) || !Q_stricmpn(cmd, "team vote passed", 16))
		{
			trap_S_StartLocalSound(cgs.media.votePassed, CHAN_ANNOUNCER);
		}
		return;
	}

	if(!strcmp(cmd, "chat"))
	{
		if(!cg_teamChatsOnly.integer)
		{
			trap_S_StartLocalSound(cgs.media.talkSound, CHAN_LOCAL_SOUND);
			Q_strncpyz(text, CG_Argv(1), MAX_SAY_TEXT);
			CG_RemoveChatEscapeChar(text);
			CG_Printf("%s\n", text);
		}
		return;
	}

	if(!strcmp(cmd, "tchat"))
	{
		trap_S_StartLocalSound(cgs.media.talkSound, CHAN_LOCAL_SOUND);
		Q_strncpyz(text, CG_Argv(1), MAX_SAY_TEXT);
		CG_RemoveChatEscapeChar(text);
		CG_AddToTeamChat(text);
		CG_Printf("%s\n", text);
		return;
	}
	if(!strcmp(cmd, "vchat"))
	{
		CG_VoiceChat(SAY_ALL);
		return;
	}

	if(!strcmp(cmd, "vtchat"))
	{
		CG_VoiceChat(SAY_TEAM);
		return;
	}

	if(!strcmp(cmd, "vtell"))
	{
		CG_VoiceChat(SAY_TELL);
		return;
	}

	if(!strcmp(cmd, "scores"))
	{
		CG_ParseScores();
		return;
	}

	if(!strcmp(cmd, "tinfo"))
	{
		CG_ParseTeamInfo();
		return;
	}

	if(!strcmp(cmd, "map_restart"))
	{
		CG_MapRestart();
		return;
	}

	if(Q_stricmp(cmd, "remapShader") == 0)
	{
		if(trap_Argc() == 4)
		{
			char            shader1[MAX_QPATH];
			char            shader2[MAX_QPATH];
			char            shader3[MAX_QPATH];

			Q_strncpyz(shader1, CG_Argv(1), sizeof(shader1));
			Q_strncpyz(shader2, CG_Argv(2), sizeof(shader2));
			Q_strncpyz(shader3, CG_Argv(3), sizeof(shader3));

			trap_R_RemapShader(shader1, shader2, shader3);
		}

		return;
	}

	// loaddeferred can be both a servercmd and a consolecmd
	if(!strcmp(cmd, "loaddeferred"))
	{
		CG_LoadDeferredPlayers();
		return;
	}

	// clientLevelShot is sent before taking a special screenshot for
	// the menu system during development
	if(!strcmp(cmd, "clientLevelShot"))
	{
		cg.levelShot = qtrue;
		return;
	}

	if(!strcmp(cmd, "spWin"))
	{
		CG_spWin();
		return;
	}

	if(!strcmp(cmd, "spLose"))
	{
		CG_spLose();
		return;
	}

	CG_Printf("Unknown client game command: %s\n", cmd);
}
Example #28
0
/*
=============
CG_Obituary
=============
*/
static void CG_Obituary( entityState_t *ent ) {
	int			mod;
	int			target, attacker;
	char		*message;
	char		*message2;
	const char	*targetInfo;
	const char	*attackerInfo;
	char		targetName[32];
	char		attackerName[32];
	gender_t	gender;
	clientInfo_t	*ci;

	target = ent->otherEntityNum;
	attacker = ent->otherEntityNum2;
	mod = ent->eventParm;

	if ( target < 0 || target >= MAX_CLIENTS ) {
		CG_Error( "CG_Obituary: target out of range" );
	}
	ci = &cgs.clientinfo[target];

	if ( attacker < 0 || attacker >= MAX_CLIENTS ) {
		attacker = ENTITYNUM_WORLD;
		attackerInfo = NULL;
	} else {
		attackerInfo = CG_ConfigString( CS_PLAYERS + attacker );
	}

	targetInfo = CG_ConfigString( CS_PLAYERS + target );
	if ( !targetInfo ) {
		return;
	}
	Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof(targetName) - 2);
	strcat( targetName, S_COLOR_WHITE );

	message2 = "";

	// check for single client messages

	switch( mod ) {
	case MOD_SUICIDE:
		message = "suicides";
		break;
	case MOD_FALLING:
		message = "cratered";
		break;
	case MOD_CRUSH:
		message = "was squished";
		break;
	case MOD_WATER:
		message = "sank like a rock";
		break;
	case MOD_SLIME:
		message = "melted";
		break;
	case MOD_LAVA:
		message = "does a back flip into the lava";
		break;
	case MOD_TARGET_LASER:
		message = "saw the light";
		break;
	case MOD_TRIGGER_HURT:
		message = "was in the wrong place";
		break;
	default:
		message = NULL;
		break;
	}

	if (attacker == target) {
		gender = ci->gender;
		switch (mod) {
#ifdef MISSIONPACK
		case MOD_KAMIKAZE:
			message = "goes out with a bang";
			break;
#endif
		case MOD_GRENADE_SPLASH:
			if ( gender == GENDER_FEMALE )
				message = "tripped on her own grenade";
			else if ( gender == GENDER_NEUTER )
				message = "tripped on its own grenade";
			else
				message = "tripped on his own grenade";
			break;
		case MOD_ROCKET_SPLASH:
			if ( gender == GENDER_FEMALE )
				message = "blew herself up";
			else if ( gender == GENDER_NEUTER )
				message = "blew itself up";
			else
				message = "blew himself up";
			break;
		case MOD_PLASMA_SPLASH:
			if ( gender == GENDER_FEMALE )
				message = "melted herself";
			else if ( gender == GENDER_NEUTER )
				message = "melted itself";
			else
				message = "melted himself";
			break;
		case MOD_BFG_SPLASH:
			message = "should have used a smaller gun";
			break;
#ifdef MISSIONPACK
		case MOD_PROXIMITY_MINE:
			if( gender == GENDER_FEMALE ) {
				message = "found her prox mine";
			} else if ( gender == GENDER_NEUTER ) {
				message = "found its prox mine";
			} else {
				message = "found his prox mine";
			}
			break;
#endif
		default:
			if ( gender == GENDER_FEMALE )
				message = "killed herself";
			else if ( gender == GENDER_NEUTER )
				message = "killed itself";
			else
				message = "killed himself";
			break;
		}
	}

	if (message) {
		CG_Printf( "%s %s.\n", targetName, message);
		return;
	}

	// check for kill messages from the current clientNum
	if ( attacker == cg.snap->ps.clientNum ) {
		char	*s;

		if ( cgs.gametype < GT_TEAM ) {
			s = va("You fragged %s\n%s place with %i", targetName, 
				CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),
				cg.snap->ps.persistant[PERS_SCORE] );
		} else {
			s = va("You fragged %s", targetName );
		}
#ifdef MISSIONPACK
		if (!(cg_singlePlayerActive.integer && cg_cameraOrbit.integer)) {
			CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
		} 
#else
		CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
#endif

		// print the text message as well
	}

	// check for double client messages
	if ( !attackerInfo ) {
		attacker = ENTITYNUM_WORLD;
		strcpy( attackerName, "noname" );
	} else {
		Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof(attackerName) - 2);
		strcat( attackerName, S_COLOR_WHITE );
		// check for kill messages about the current clientNum
		if ( target == cg.snap->ps.clientNum ) {
			Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) );
		}
	}

	if ( attacker != ENTITYNUM_WORLD ) {
		switch (mod) {
		case MOD_GRAPPLE:
			message = "was caught by";
			break;
		case MOD_GAUNTLET:
			message = "was pummeled by";
			break;
		case MOD_MACHINEGUN:
			message = "was machinegunned by";
			break;
		case MOD_SHOTGUN:
			message = "was gunned down by";
			break;
		case MOD_GRENADE:
			message = "ate";
			message2 = "'s grenade";
			break;
		case MOD_GRENADE_SPLASH:
			message = "was shredded by";
			message2 = "'s shrapnel";
			break;
		case MOD_ROCKET:
			message = "ate";
			message2 = "'s rocket";
			break;
		case MOD_ROCKET_SPLASH:
			message = "almost dodged";
			message2 = "'s rocket";
			break;
		case MOD_PLASMA:
			message = "was melted by";
			message2 = "'s plasmagun";
			break;
		case MOD_PLASMA_SPLASH:
			message = "was melted by";
			message2 = "'s plasmagun";
			break;
		case MOD_RAILGUN:
			message = "was railed by";
			break;
		case MOD_LIGHTNING:
			message = "was electrocuted by";
			break;
		case MOD_BFG:
		case MOD_BFG_SPLASH:
			message = "was blasted by";
			message2 = "'s BFG";
			break;
#ifdef MISSIONPACK
		case MOD_NAIL:
			message = "was nailed by";
			break;
		case MOD_CHAINGUN:
			message = "got lead poisoning from";
			message2 = "'s Chaingun";
			break;
		case MOD_PROXIMITY_MINE:
			message = "was too close to";
			message2 = "'s Prox Mine";
			break;
		case MOD_KAMIKAZE:
			message = "falls to";
			message2 = "'s Kamikaze blast";
			break;
		case MOD_JUICED:
			message = "was juiced by";
			break;
#endif
		case MOD_TELEFRAG:
			message = "tried to invade";
			message2 = "'s personal space";
			break;
		default:
			message = "was killed by";
			break;
		}

		if (message) {
			CG_Printf( "%s %s %s%s\n", 
				targetName, message, attackerName, message2);
			return;
		}
	}

	// we don't know what it was
	CG_Printf( "%s died.\n", targetName );
}
Example #29
0
/*
==============
CG_EntityEvent

An entity has an event value
also called by CG_CheckPlayerstateEvents
==============
*/
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_SPECSTATE ] != SPECTATOR_NOT )
    {
        steptime = 200;
    }
    else
    {
        steptime = BG_Class( cg.snap->ps.stats[ STAT_CLASS ] )->steptime;
    }

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

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

    if ( !event )
    {
        return;
    }

    clientNum = es->clientNum;

    if ( clientNum < 0 || clientNum >= MAX_CLIENTS )
    {
        clientNum = 0;
    }

    ci = &cgs.clientinfo[ clientNum ];

    switch ( event )
    {
    case 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:
        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:
        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:
        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:
        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:
        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:
        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:
        // use a general 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:
        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:
        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
    {
        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:
        trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );

        if ( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_CLASS ], 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:
        trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL1Grab );
        break;

    case EV_LEV4_TRAMPLE_PREPARE:
        trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargePrepare );
        break;

    case EV_LEV4_TRAMPLE_START:
        //FIXME: stop cgs.media.alienL4ChargePrepare playing here
        trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargeStart );
        break;

    case EV_TAUNT:
        if ( !cg_noTaunt.integer )
        {
            trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) );
        }

        break;

    case EV_WATER_TOUCH:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrInSound );
        break;

    case EV_WATER_LEAVE:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound );
        break;

    case EV_WATER_UNDER:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound );
        break;

    case EV_WATER_CLEAR:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) );
        break;

    case EV_JETPACK_ENABLE:
        // TODO: Trigger jetpack enable animation
        break;

    case EV_JETPACK_DISABLE:
        // TODO: Trigger jetpack disable animation
        break;

    case EV_JETPACK_START:
        // TODO: Start jetpack gfx/sfx
        break;

    case EV_JETPACK_STOP:
        // TODO: Stop jetpack gfx/sfx
        break;

    case EV_NOAMMO:
        trap_S_StartSound( NULL, es->number, CHAN_WEAPON, cgs.media.weaponEmptyClick );
        break;

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

    case EV_FIRE_WEAPON:
        CG_HandleFireWeapon( cent, WPM_PRIMARY );
        break;

    case EV_FIRE_WEAPON2:
        CG_HandleFireWeapon( cent, WPM_SECONDARY );
        break;

    case EV_FIRE_WEAPON3:
        CG_HandleFireWeapon( cent, WPM_TERTIARY );
        break;

    case EV_WEAPON_RELOAD:
        if ( cg_weapons[ es->eventParm ].wim[ WPM_PRIMARY ].reloadSound )
        {
            trap_S_StartSound( NULL, es->number, CHAN_WEAPON, cg_weapons[ es->eventParm ].wim[ WPM_PRIMARY ].reloadSound );
        }
        break;

    case EV_PLAYER_TELEPORT_IN:
        //deprecated
        break;

    case EV_PLAYER_TELEPORT_OUT:
        CG_PlayerDisconnect( position );
        break;

    case EV_BUILD_CONSTRUCT:
        break;

    case EV_BUILD_DESTROY:
        break;

    case EV_AMMO_REFILL:
    case EV_CLIPS_REFILL:
    case EV_FUEL_REFILL:
        // TODO: Add different sounds for EV_AMMO_REFILL, EV_CLIPS_REFILL, EV_FUEL_REFILL
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.repeaterUseSound );
        break;

    case 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;

    case EV_WEAPON_HIT_ENTITY:
        CG_HandleWeaponHitEntity( es, position );
        break;

    case EV_WEAPON_HIT_ENVIRONMENT:
        CG_HandleWeaponHitWall( es, position );
        break;

    case EV_MISSILE_HIT_ENTITY:
        CG_HandleMissileHitEntity( es, position );
        break;

    // currently there is no support for metal sounds
    case EV_MISSILE_HIT_ENVIRONMENT:
    case EV_MISSILE_HIT_METAL:
        CG_HandleMissileHitWall( es, position );
        break;

    case EV_SHOTGUN:
        CG_HandleFireShotgun( es );
        break;

    case EV_HUMAN_BUILDABLE_DYING:
        CG_HumanBuildableDying( (buildable_t) es->modelindex, position );
        break;

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

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

    case 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_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
        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
        if ( cent->currentState.number != cg.snap->ps.clientNum )
        {
            CG_PainEvent( cent, es->eventParm );
        }

        break;

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

    case EV_OBITUARY:
        CG_Obituary( es );
        break;

    case EV_GIB_PLAYER:
        // no gibbing
        break;

    case EV_STOPLOOPINGSOUND:
        trap_S_StopLoopingSound( es->number );
        es->loopSound = 0;
        break;

    case EV_DEBUG_LINE:
        CG_Beam( cent );
        break;

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

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

    case EV_OVERMIND_ATTACK_1:
    case EV_OVERMIND_ATTACK_2:
        if ( cg.predictedPlayerState.persistant[ PERS_TEAM ] == TEAM_ALIENS )
        {
            trap_S_StartLocalSound( cgs.media.alienOvermindAttack, CHAN_ANNOUNCER );
            CG_CenterPrint( va( "^%c%s", "31"[ event - EV_OVERMIND_ATTACK_1 ], _( "The Overmind is under attack!" ) ), 200, GIANTCHAR_WIDTH * 4 );
        }

        break;

    case EV_OVERMIND_DYING:
        if ( cg.predictedPlayerState.persistant[ PERS_TEAM ] == TEAM_ALIENS )
        {
            trap_S_StartLocalSound( cgs.media.alienOvermindDying, CHAN_ANNOUNCER );
            CG_CenterPrint( _( "^1The Overmind is dying!" ), 200, GIANTCHAR_WIDTH * 4 );
        }

        break;

    case EV_REACTOR_ATTACK_1:
    case EV_REACTOR_ATTACK_2:
        if ( cg.predictedPlayerState.persistant[ PERS_TEAM ] == TEAM_HUMANS )
        {
            CG_CenterPrint( va( "^%c%s", "31"[ event - EV_REACTOR_ATTACK_1 ], _( "The reactor is under attack!" ) ), 200, GIANTCHAR_WIDTH * 4 );
        }

        break;

    case EV_REACTOR_DYING:
        if ( cg.predictedPlayerState.persistant[ PERS_TEAM ] == TEAM_HUMANS )
        {
            CG_CenterPrint( _( "^1The reactor is about to explode!" ), 200, GIANTCHAR_WIDTH * 4 );
        }

        break;

    case EV_WARN_ATTACK:
        // if eventParm is non-zero, this is for humans and there's a nearby reactor or repeater, otherwise it's for aliens
        if ( es->eventParm >= MAX_CLIENTS && es->eventParm < MAX_GENTITIES )
        {
            const char *location;
            qboolean    base = cg_entities[ es->eventParm ].currentState.modelindex == BA_H_REACTOR;
            centity_t  *locent = CG_GetLocation( cg_entities[ es->eventParm ].currentState.origin );

            CG_CenterPrint( base ? _( "Our base is under attack!" ) : _( "A forward base is under attack!" ), 200, GIANTCHAR_WIDTH * 4 );

            if ( locent )
            {
                location = CG_ConfigString( CS_LOCATIONS + locent->currentState.generic1 );
            }
            else
            {
                location = CG_ConfigString( CS_LOCATIONS );
            }

            if ( location && *location )
            {
                Com_Printf( _( "%s Under attack – %s\n" ), base ? "[reactor]" : "[repeater]", location );
            }
            else
            {
                Com_Printf( _( "%s Under attack\n" ), base ? "[reactor]" : "[repeater]" );
            }
        }
        else // this is for aliens, and the overmind is in range
        {
            CG_CenterPrint( _( "Our base is under attack!" ), 200, GIANTCHAR_WIDTH * 4 );
        }

        break;

    case EV_MGTURRET_SPINUP:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.turretSpinupSound );
        break;

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

        break;

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

    case EV_PLAYER_RESPAWN:
        if ( es->number == cg.clientNum )
        {
            cg.spawnTime = cg.time;
        }

        break;

    case EV_LEV2_ZAP:
        CG_Level2Zap( es );
        break;

    case EV_HIT:
        cg.hitTime = cg.time;
        break;

    case EV_MOMENTUM:
        CG_Momentum( es );
        break;

    default:
        CG_Error( "Unknown event: %i", event );
    }
}
Example #30
0
/*
=============
CG_Obituary
=============
*/
static void CG_Obituary( entityState_t *ent )
{
    int          mod;
    int          target, attacker;
    int          attackerClass = -1;
    const char   *message;
    const char   *targetInfo;
    const char   *attackerInfo;
    char         targetName[ MAX_NAME_LENGTH ];
    char         attackerName[ MAX_NAME_LENGTH ];
    gender_t     gender;
    clientInfo_t *ci;
    qboolean     teamKill = qfalse;
    qboolean     attackerFirst = qfalse;

    target = ent->otherEntityNum;
    attacker = ent->otherEntityNum2;
    mod = ent->eventParm;

    if ( target < 0 || target >= MAX_CLIENTS )
    {
        CG_Error( "CG_Obituary: target out of range" );
    }

    ci = &cgs.clientinfo[ target ];
    gender = ci->gender;

    if ( attacker < 0 || attacker >= MAX_CLIENTS )
    {
        attacker = ENTITYNUM_WORLD;
        attackerInfo = NULL;
    }
    else
    {
        attackerInfo = CG_ConfigString( CS_PLAYERS + attacker );

        if ( cgs.clientinfo[ attacker ].team == ci->team )
        {
            teamKill = qtrue;
        }
    }

    targetInfo = CG_ConfigString( CS_PLAYERS + target );

    if ( !targetInfo )
    {
        return;
    }

    Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof( targetName ) );

    // check for single client messages

    switch ( mod )
    {
    case MOD_FALLING:
        message = G_( "%s ^7fell foul to gravity\n" );
        break;

    case MOD_CRUSH:
        message = G_( "%s ^7was squished\n" );
        break;

    case MOD_WATER:
        message = G_( "%s ^7forgot to pack a snorkel\n" );
        break;

    case MOD_SLIME:
        message = G_( "%s ^7melted\n" );
        break;

    case MOD_LAVA:
        message = G_( "%s ^7did a back flip into the lava\n" );
        break;

    case MOD_TARGET_LASER:
        message = G_( "%s ^7saw the light\n" );
        break;

    case MOD_TRIGGER_HURT:
        message = G_( "%s ^7was in the wrong place\n" );
        break;

    case MOD_HSPAWN:
        message = G_( "%s ^7should have run further\n" );
        break;

    case MOD_ASPAWN:
        message = G_( "%s ^7shouldn't have trod in the acid\n" );
        break;

    case MOD_MGTURRET:
        if ( cg_emoticonsInMessages.integer )
        {
            message = "[turret] %s\n";
        }
        else
        {
            message = G_( "%s ^7was gunned down by a turret\n" );
        }
        break;

    case MOD_TESLAGEN:
        if ( cg_emoticonsInMessages.integer )
        {
            message = "[tesla] %s\n";
        }
        else
        {
            message = G_( "%s ^7was zapped by a tesla generator\n" );
        }
        break;

    case MOD_ATUBE:
        if ( cg_emoticonsInMessages.integer )
        {
            message = "[acidtube] %s\n";
        }
        else
        {
            message = G_( "%s ^7was melted by an acid tube\n" );
        }
        break;

    case MOD_OVERMIND:
        if ( cg_emoticonsInMessages.integer )
        {
            message = "[overmind] %s\n";
        }
        else
        {
            message = G_( "%s ^7got too close to the overmind\n" );
        }
        break;

    case MOD_REACTOR:
        if ( cg_emoticonsInMessages.integer )
        {
            message = "[reactor] %s\n";
        }
        else
        {
            message = G_( "%s ^7got too close to the reactor\n" );
        }
        break;

    case MOD_SLOWBLOB:
        message = G_( "%s ^7should have visited a medical station\n" );
        break;

    case MOD_SWARM:
        if ( cg_emoticonsInMessages.integer )
        {
            message = "[hive] %s\n";
        }
        else
        {
            message = G_( "%s ^7was hunted down by the swarm\n" );
        }
        break;

    default:
        message = NULL;
        break;
    }

    if ( !message && attacker == target )
    {
        switch ( mod )
        {
        case MOD_FLAMER_SPLASH:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "[flamer] %s\n";
            }
            else
            {
                message = G_( "%s ^7toasted self\n" );
            }
            break;

        case MOD_BURN:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "[fire] %s\n";
            }
            else
            {
                message = G_( "%s ^7burned self\n" );
            }
            break;

        case MOD_LCANNON_SPLASH:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "[lcannon] %s\n";
            }
            else
            {
                message = G_( "%s ^7irradiated self\n" );
            }
            break;

        case MOD_GRENADE:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "[grenade] %s\n";
            }
            else
            // fall-through
            case MOD_FIREBOMB:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "[firebomb] %s\n";
            }
            else
            {
                message = G_( "%s ^7blew self up\n" );
            }
            break;

        case MOD_LEVEL3_BOUNCEBALL:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "[advdragoon] %s\n";
            }
            else
            {
                message = G_( "%s ^7sniped self\n" );
            }
            break;

        case MOD_PRIFLE:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "[prifle] %s\n";
            }
            else
            {
                message = G_( "%s ^7pulse rifled self\n" );
            }
            break;

        default:
            message = G_( "%s ^7killed self\n" );
            break;
        }
    }

    if ( message )
    {
        CG_Printf( message, targetName );
        return;
    }

    // check for double client messages
    if ( !attackerInfo )
    {
        attacker = ENTITYNUM_WORLD;
        strcpy( attackerName, "noname" );
    }
    else
    {
        Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof( attackerName ) );

        // check for kill messages about the current clientNum
        if ( target == cg.snap->ps.clientNum )
        {
            Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) );
        }
    }

    if ( attacker != ENTITYNUM_WORLD )
    {
        switch ( mod )
        {
        case MOD_PAINSAW:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [painsaw] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was sawn by %s%s\n" );
            }
            break;

        case MOD_BLASTER:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [blaster] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was blasted by %s%s\n" );
            }
            break;

        case MOD_MACHINEGUN:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [rifle] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was machinegunned by %s%s\n" );
            }
            break;

        case MOD_CHAINGUN:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [chaingun] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was chaingunned by %s%s\n" );
            }
            break;

        case MOD_SHOTGUN:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [shotgun] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was gunned down by %s%s\n" );
            }
            break;

        case MOD_PRIFLE:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [prifle] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was pulse rifled by %s%s\n" );
            }
            break;

        case MOD_MDRIVER:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [mdriver] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was mass driven by %s%s\n" );
            }
            break;

        case MOD_LASGUN:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [lasgun] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was lasgunned by %s%s\n" );
            }
            break;

        case MOD_FLAMER:
        case MOD_FLAMER_SPLASH:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [flamer] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was grilled by %s%s^7's flamer\n" );
            }
            break;

        case MOD_BURN:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [flamer] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was burned by %s%s^7's fire\n" );
            }
            break;

        case MOD_LCANNON:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [lcannon] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7felt the full force of %s%s^7's lucifer cannon\n" );
            }
            break;

        case MOD_LCANNON_SPLASH:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [lcannon] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was caught in the fallout of %s%s^7's lucifer cannon\n" );
            }
            break;

        case MOD_GRENADE:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [grenade] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7couldn't escape %s%s^7's grenade\n" );
            }
            break;

        case MOD_FIREBOMB:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [firebomb] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7couldn't escape %s%s^7's firebomb\n" );
            }
            break;

        case MOD_ABUILDER_CLAW:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [granger] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7should leave %s%s^7's buildings alone\n" );
            }
            break;

        case MOD_LEVEL0_BITE:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [dretch] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was bitten by %s%s\n" );
            }
            break;

        case MOD_LEVEL1_CLAW:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [basilisk] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was swiped by %s%s^7's %s\n" );
                attackerClass = PCL_ALIEN_LEVEL1;
            }
            break;

        case MOD_LEVEL2_CLAW:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [marauder] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was clawed by %s%s^7's %s\n" );
                attackerClass = PCL_ALIEN_LEVEL2;
            }
            break;

        case MOD_LEVEL2_ZAP:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [advmarauder] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was zapped by %s%s^7's %s\n" );
                attackerClass = PCL_ALIEN_LEVEL2;
            }
            break;

        case MOD_LEVEL3_CLAW:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [dragoon] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was chomped by %s%s^7's %s\n" );
                attackerClass = PCL_ALIEN_LEVEL3;
            }
            break;

        case MOD_LEVEL3_POUNCE:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [dragoon] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was pounced upon by %s%s^7's %s\n" );
                attackerClass = PCL_ALIEN_LEVEL3;
            }
            break;

        case MOD_LEVEL3_BOUNCEBALL:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [advdragoon] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was sniped by %s%s^7's %s\n" );
                attackerClass = PCL_ALIEN_LEVEL3;
            }
            break;

        case MOD_LEVEL4_CLAW:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [tyrant] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was mauled by %s%s^7's %s\n" );
                attackerClass = PCL_ALIEN_LEVEL4;
            }
            break;

        case MOD_LEVEL4_TRAMPLE:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [tyrant] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7should have gotten out of the way of %s%s^7's %s\n" );
                attackerClass = PCL_ALIEN_LEVEL4;
            }
            break;

        case MOD_WEIGHT_H:
        case MOD_WEIGHT_A:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 crushed %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was crushed under %s%s^7's weight\n" );
            }
            break;

        case MOD_POISON:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [booster] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7should have used a medkit against %s%s^7's poison\n" );
            }
            break;

        case MOD_LEVEL1_PCLOUD:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [advbasilisk] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7was gassed by %s%s^7's %s\n" );
                attackerClass = PCL_ALIEN_LEVEL1;
            }
            break;

        case MOD_TELEFRAG:
            if ( cg_emoticonsInMessages.integer )
            {
                message = "%s%s^7 [telenode] %s\n";
                attackerFirst = qtrue;
            }
            else
            {
                message = G_( "%s ^7tried to invade %s%s^7's personal space\n" );
            }
            break;

        default:
            message = G_( "%s ^7was killed by %s%s\n" );
            break;
        }

        if ( message )
        {
            if ( attackerFirst )
            {
                // Argument order: "TEAMMATE"/"", attacker, victim
                CG_Printf( message, ( teamKill ) ? _("^1TEAMMATE^7 ") : "", attackerName, targetName );
            }
            else
            {
                // Argument order: victim, ["TEAMMATE"/"", attacker [, alien class]]
                CG_Printf( message, targetName, ( teamKill ) ? _("^1TEAMMATE^7 ") : "", attackerName,
                           ( attackerClass != -1 ) ? _( BG_ClassModelConfig( attackerClass )->humanName ) : NULL );
            }

            if ( teamKill && attacker == cg.clientNum )
            {
                CG_CenterPrint( va( _("You killed ^1TEAMMATE^7 %s"), targetName ),
                                SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
            }

            return;
        }
    }

    // we don't know what it was
    CG_Printf( G_( "%s^7 died\n" ), targetName );
}