Exemple #1
0
/*
* CG_FirePlayerStateEvents
* This events are only received by this client, and only affect it.
*/
static void CG_FirePlayerStateEvents( void )
{
	unsigned int event, parm, i, count;
	vec3_t dir;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		default:
			break;
		}
	}
}
Exemple #2
0
/*
* CG_AddLocalSounds
*/
static void CG_AddLocalSounds( void )
{
	static bool postmatchsound_set = false, demostream = false, background = false;
	static unsigned int lastSecond = 0;

	// add local announces
	if( GS_Countdown() )
	{
		if( GS_MatchDuration() )
		{
			unsigned int duration, curtime, remainingSeconds;
			float seconds;

			curtime = GS_MatchPaused() ? cg.frame.serverTime : cg.time;
			duration = GS_MatchDuration();

			if( duration + GS_MatchStartTime() < curtime )
				duration = curtime - GS_MatchStartTime(); // avoid negative results

			seconds = (float)( GS_MatchStartTime() + duration - curtime ) * 0.001f;
			remainingSeconds = (unsigned int)seconds;

			if( remainingSeconds != lastSecond )
			{
				if( 1 + remainingSeconds < 4 )
				{
					struct sfx_s *sound = trap_S_RegisterSound( va( S_ANNOUNCER_COUNTDOWN_COUNT_1_to_3_SET_1_to_2, 1 + remainingSeconds, 1 ) );
					CG_AddAnnouncerEvent( sound, false );
				}

				lastSecond = remainingSeconds;
			}
		}
	}
	else
		lastSecond = 0;

	// add sounds from announcer
	CG_ReleaseAnnouncerEvents();

	// if in postmatch, play postmatch song
	if( GS_MatchState() >= MATCH_STATE_POSTMATCH )
	{
		if( !postmatchsound_set && !demostream )
		{
			trap_S_StartBackgroundTrack( S_PLAYLIST_POSTMATCH, NULL, 3 ); // loop random track from the playlist
			postmatchsound_set = true;
			background = false;
		}
	}
	else
	{
		if( cgs.demoPlaying && cgs.demoAudioStream && !demostream )
		{
			trap_S_StartBackgroundTrack( cgs.demoAudioStream, NULL, 0 );
			demostream = true;
		}

		if( postmatchsound_set )
		{
			trap_S_StopBackgroundTrack();
			postmatchsound_set = false;
			background = false;
		}

		if( (!postmatchsound_set && !demostream) && !background )
		{
			CG_StartBackgroundTrack();
			background = true;
		}

		// notice: these 2 sound files aren't used anymore
		//cgs.media.sfxTimerBipBip
		//cgs.media.sfxTimerPloink
	}
}