char *CG_GetLocationMsg(int clientNum, vec3_t origin) { location_t *bestLoc = CG_GetLocation(clientNum, origin); // Fast way out, there are no locations for the map if (cgs.numLocations < 1) { return "Unknown"; } if (bestLoc != NULL && strlen(bestLoc->message) > 1) { return va("%s", bestLoc->message); } return "Unknown"; }
/* ============== 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 ) { 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 ); } }