/* ================== CG_CheckLocalSounds ================== */ void CG_CheckLocalSounds(playerState_t *ps, playerState_t *ops) { // health changes of more than -1 should make pain sounds if (ps->stats[STAT_HEALTH] < ops->stats[STAT_HEALTH] - 1) { if (ps->stats[STAT_HEALTH] > 0) { CG_PainEvent(&cg.predictedPlayerEntity, ps->stats[STAT_HEALTH], qfalse); cg.painTime = cg.time; } } // timelimit warnings if (cgs.timelimit > 0 && cgs.gamestate == GS_PLAYING) { int msec; msec = cg.time - cgs.levelStartTime; if (cgs.timelimit > 5 && !(cg.timelimitWarnings & 1) && (msec > (cgs.timelimit - 5) * 60 * 1000) && (msec < (cgs.timelimit - 5) * 60 * 1000 + 1000)) { cg.timelimitWarnings |= 1; if (ps->persistant[PERS_TEAM] == TEAM_AXIS) { if (cgs.media.fiveMinuteSound_g == -1) { CG_SoundPlaySoundScript(cg.fiveMinuteSound_g, NULL, -1, qtrue); } else if (cgs.media.fiveMinuteSound_g) { trap_S_StartLocalSound(cgs.media.fiveMinuteSound_g, CHAN_ANNOUNCER); } } else if (ps->persistant[PERS_TEAM] == TEAM_ALLIES) { if (cgs.media.fiveMinuteSound_a == -1) { CG_SoundPlaySoundScript(cg.fiveMinuteSound_a, NULL, -1, qtrue); } else if (cgs.media.fiveMinuteSound_a) { trap_S_StartLocalSound(cgs.media.fiveMinuteSound_a, CHAN_ANNOUNCER); } } } if (cgs.timelimit > 2 && !(cg.timelimitWarnings & 2) && (msec > (cgs.timelimit - 2) * 60 * 1000) && (msec < (cgs.timelimit - 2) * 60 * 1000 + 1000)) { cg.timelimitWarnings |= 2; if (ps->persistant[PERS_TEAM] == TEAM_AXIS) { if (cgs.media.twoMinuteSound_g == -1) { CG_SoundPlaySoundScript(cg.twoMinuteSound_g, NULL, -1, qtrue); } else if (cgs.media.twoMinuteSound_g) { trap_S_StartLocalSound(cgs.media.twoMinuteSound_g, CHAN_ANNOUNCER); } } else if (ps->persistant[PERS_TEAM] == TEAM_ALLIES) { if (cgs.media.twoMinuteSound_a == -1) { CG_SoundPlaySoundScript(cg.twoMinuteSound_a, NULL, -1, qtrue); } else if (cgs.media.twoMinuteSound_a) { trap_S_StartLocalSound(cgs.media.twoMinuteSound_a, CHAN_ANNOUNCER); } } } if (!(cg.timelimitWarnings & 4) && (msec > (cgs.timelimit) * 60 * 1000 - 30000) && (msec < (cgs.timelimit) * 60 * 1000 - 29000)) { cg.timelimitWarnings |= 4; if (ps->persistant[PERS_TEAM] == TEAM_AXIS) { if (cgs.media.thirtySecondSound_g == -1) { CG_SoundPlaySoundScript(cg.thirtySecondSound_g, NULL, -1, qtrue); } else if (cgs.media.thirtySecondSound_g) { trap_S_StartLocalSound(cgs.media.thirtySecondSound_g, CHAN_ANNOUNCER); } } else if (ps->persistant[PERS_TEAM] == TEAM_ALLIES) { if (cgs.media.thirtySecondSound_a == -1) { CG_SoundPlaySoundScript(cg.thirtySecondSound_a, NULL, -1, qtrue); } else if (cgs.media.thirtySecondSound_a) { trap_S_StartLocalSound(cgs.media.thirtySecondSound_a, CHAN_ANNOUNCER); } } } } }
/* ============== 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 = ¢->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 ) { // // movement generated events // 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; // // weapon events // 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_FireWeapon( cent, WPM_PRIMARY ); break; case EV_FIRE_WEAPON2: CG_FireWeapon( cent, WPM_SECONDARY ); break; case EV_FIRE_WEAPON3: CG_FireWeapon( cent, WPM_TERTIARY ); break; //================================================================= // // other events // case EV_PLAYER_TELEPORT_IN: //deprecated break; case EV_PLAYER_TELEPORT_OUT: CG_PlayerDisconnect( position ); break; case EV_BUILD_CONSTRUCT: //do something useful here break; case EV_BUILD_DESTROY: //do something useful here break; case EV_RPTUSE_SOUND: 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; // // missile impacts // case EV_MISSILE_HIT: ByteToDir( es->eventParm, dir ); CG_MissileHitEntity( es->weapon, es->generic1, position, dir, es->otherEntityNum, es->torsoAnim ); break; case EV_MISSILE_MISS: ByteToDir( es->eventParm, dir ); CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_DEFAULT, es->torsoAnim ); break; case EV_MISSILE_MISS_METAL: ByteToDir( es->eventParm, dir ); CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_METAL, es->torsoAnim ); break; case EV_HUMAN_BUILDABLE_EXPLOSION: ByteToDir( es->eventParm, dir ); CG_HumanBuildableExplosion( 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_BULLET_HIT_WALL: ByteToDir( es->eventParm, dir ); CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD ); break; case EV_BULLET_HIT_FLESH: CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm ); break; case EV_SHOTGUN: CG_ShotgunFire( es ); 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: if ( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_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: if ( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS ) { trap_S_StartLocalSound( cgs.media.alienOvermindDying, CHAN_ANNOUNCER ); CG_CenterPrint( "The Overmind is dying!", 200, GIANTCHAR_WIDTH * 4 ); } break; case EV_DCC_ATTACK: if ( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS ) { //trap_S_StartLocalSound( cgs.media.humanDCCAttack, CHAN_ANNOUNCER ); 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.stats[ STAT_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; default: CG_Error( "Unknown event: %i", event ); } }
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 = ¢->currentState; pe = ¢->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; } }
void CG_EntityEvent( centity_t *cent, vec3_t position ) { entityState_t *es; int event; vec3_t dir; const char *s; int clientNum; clientInfo_t *ci; es = ¢->currentState; event = es->event & ~EV_EVENT_BITS; if ( cg_debugEvents.integer ) { CG_Printf( "ent:%3i event:%3i ", es->number, event ); } if ( !event ) { DEBUGNAME("ZEROEVENT"); return; } clientNum = es->clientNum; if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { clientNum = 0; } ci = &cgs.clientinfo[ clientNum ]; switch ( event ) { // // movement generated events // case EV_FOOTSTEP: DEBUGNAME("EV_FOOTSTEP"); if (cg_footsteps.integer) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ ci->footsteps ][rand()&3] ); } break; case EV_FOOTSTEP_METAL: DEBUGNAME("EV_FOOTSTEP_METAL"); if (cg_footsteps.integer) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] ); } break; case EV_FOOTSPLASH: DEBUGNAME("EV_FOOTSPLASH"); if (cg_footsteps.integer) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); } break; case EV_FOOTWADE: DEBUGNAME("EV_FOOTWADE"); if (cg_footsteps.integer) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); } break; case EV_SWIM: DEBUGNAME("EV_SWIM"); if (cg_footsteps.integer) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); } break; case EV_FALL_SHORT: DEBUGNAME("EV_FALL_SHORT"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound ); if ( clientNum == cg.predictedPlayerState.clientNum ) { // smooth landing z changes cg.landChange = -8; cg.landTime = cg.time; } break; case EV_FALL_MEDIUM: DEBUGNAME("EV_FALL_MEDIUM"); // use normal pain sound trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) ); if ( clientNum == cg.predictedPlayerState.clientNum ) { // smooth landing z changes cg.landChange = -16; cg.landTime = cg.time; } break; case EV_FALL_FAR: DEBUGNAME("EV_FALL_FAR"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) ); cent->pe.painTime = cg.time; // don't play a pain sound right after this if ( clientNum == cg.predictedPlayerState.clientNum ) { // smooth landing z changes cg.landChange = -24; cg.landTime = cg.time; } break; case EV_STEP_4: case EV_STEP_8: case EV_STEP_12: case EV_STEP_16: // smooth out step up transitions DEBUGNAME("EV_STEP"); { float oldStep; int delta; int step; if ( clientNum != cg.predictedPlayerState.clientNum ) { break; } // if we are interpolating, we don't need to smooth steps if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) || cg_nopredict.integer || cg_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 ); { 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(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 ( cg.snap->ps.persistant[PERS_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 ( cg.snap->ps.persistant[PERS_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 ( cg.snap->ps.persistant[PERS_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 ( cg.snap->ps.persistant[PERS_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 (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) { //#ifdef MISSIONPACK if (cgs.gametype == GT_1FCTF) CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound ); else //#endif CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound ); } else if (cg.snap->ps.persistant[PERS_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 (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) { //#ifdef MISSIONPACK if (cgs.gametype == GT_1FCTF) CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound ); else //#endif CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound ); } else if (cg.snap->ps.persistant[PERS_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 (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) { CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound ); } break; case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked if (cg.snap->ps.persistant[PERS_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; } }
/** * @brief CG_CheckLocalSounds * @param[in] ps * @param[in] ops */ void CG_CheckLocalSounds(playerState_t *ps, playerState_t *ops) { // health changes of more than -1 should make pain sounds if (ps->stats[STAT_HEALTH] < ops->stats[STAT_HEALTH] - 1) { if (ps->stats[STAT_HEALTH] > 0) { CG_PainEvent(&cg.predictedPlayerEntity, ps->stats[STAT_HEALTH], qfalse); cg.painTime = cg.time; } } // hitsounds // add server control cvars?! - no, admins just have to force cg_hitSounds if (ops->persistant[PERS_HITS] != ps->persistant[PERS_HITS] && (cg_hitSounds.integer & HITSOUNDS_ON)) { if (ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS]) { if (!(cg_hitSounds.integer & HITSOUNDS_NOTEAMSHOT)) { trap_S_StartSound(NULL, ps->clientNum, CHAN_AUTO, cgs.media.teamShot); } } else if (ps->persistant[PERS_HEADSHOTS] > ops->persistant[PERS_HEADSHOTS]) { if (!(cg_hitSounds.integer & HITSOUNDS_NOHEADSHOT)) { trap_S_StartSound(NULL, ps->clientNum, CHAN_AUTO, cgs.media.headShot); } else if (!(cg_hitSounds.integer & HITSOUNDS_NOBODYSHOT)) { trap_S_StartSound(NULL, ps->clientNum, CHAN_AUTO, cgs.media.bodyShot); } } else { if (!(cg_hitSounds.integer & HITSOUNDS_NOBODYSHOT)) { trap_S_StartSound(NULL, ps->clientNum, CHAN_AUTO, cgs.media.bodyShot); } } } // timelimit warnings if (cgs.timelimit > 0 && cgs.gamestate == GS_PLAYING) { int msec = cg.time - cgs.levelStartTime; if (cgs.timelimit > 5 && !(cg.timelimitWarnings & 1) && (msec > (cgs.timelimit - 5) * 60000) && (msec < (cgs.timelimit - 5) * 60000 + 1000)) // 60 * 1000 { cg.timelimitWarnings |= 1; if (ps->persistant[PERS_TEAM] == TEAM_AXIS) { if (cgs.media.fiveMinuteSound_g == -1) { CG_SoundPlaySoundScript(cg.fiveMinuteSound_g, NULL, -1, qtrue); } else if (cgs.media.fiveMinuteSound_g) { trap_S_StartLocalSound(cgs.media.fiveMinuteSound_g, CHAN_ANNOUNCER); } } else if (ps->persistant[PERS_TEAM] == TEAM_ALLIES) { if (cgs.media.fiveMinuteSound_a == -1) { CG_SoundPlaySoundScript(cg.fiveMinuteSound_a, NULL, -1, qtrue); } else if (cgs.media.fiveMinuteSound_a) { trap_S_StartLocalSound(cgs.media.fiveMinuteSound_a, CHAN_ANNOUNCER); } } } if (cgs.timelimit > 2 && !(cg.timelimitWarnings & 2) && (msec > (cgs.timelimit - 2) * 60000) && (msec < (cgs.timelimit - 2) * 60000 + 1000)) // 60 * 1000 { cg.timelimitWarnings |= 2; if (ps->persistant[PERS_TEAM] == TEAM_AXIS) { if (cgs.media.twoMinuteSound_g == -1) { CG_SoundPlaySoundScript(cg.twoMinuteSound_g, NULL, -1, qtrue); } else if (cgs.media.twoMinuteSound_g) { trap_S_StartLocalSound(cgs.media.twoMinuteSound_g, CHAN_ANNOUNCER); } } else if (ps->persistant[PERS_TEAM] == TEAM_ALLIES) { if (cgs.media.twoMinuteSound_a == -1) { CG_SoundPlaySoundScript(cg.twoMinuteSound_a, NULL, -1, qtrue); } else if (cgs.media.twoMinuteSound_a) { trap_S_StartLocalSound(cgs.media.twoMinuteSound_a, CHAN_ANNOUNCER); } } } if (!(cg.timelimitWarnings & 4) && (msec > (cgs.timelimit) * 60000 - 30000) && (msec < cgs.timelimit * 60000 - 29000)) // 60 * 1000 { cg.timelimitWarnings |= 4; if (ps->persistant[PERS_TEAM] == TEAM_AXIS) { if (cgs.media.thirtySecondSound_g == -1) { CG_SoundPlaySoundScript(cg.thirtySecondSound_g, NULL, -1, qtrue); } else if (cgs.media.thirtySecondSound_g) { trap_S_StartLocalSound(cgs.media.thirtySecondSound_g, CHAN_ANNOUNCER); } } else if (ps->persistant[PERS_TEAM] == TEAM_ALLIES) { if (cgs.media.thirtySecondSound_a == -1) { CG_SoundPlaySoundScript(cg.thirtySecondSound_a, NULL, -1, qtrue); } else if (cgs.media.thirtySecondSound_a) { trap_S_StartLocalSound(cgs.media.thirtySecondSound_a, CHAN_ANNOUNCER); } } } } }