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; case EV_USE_ITEM15: DEBUGNAME("EV_USE_ITEM15"); 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; #ifdef MISSIONPACK 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; #endif 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(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); } 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 ); } 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 ( 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; #ifdef MISSIONPACK 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; #endif 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; #ifdef MISSIONPACK case GTS_KAMIKAZE: trap_S_StartLocalSound(cgs.media.kamikazeFarSound, CHAN_ANNOUNCER); break; #endif 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; } }
void CG_EntityEvent( centity_t *cent, vec3_t position ) { entityState_t *es; int event; vec3_t dir; const char *s; int clientNum; clientInfo_t *ci; int steptime; if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) steptime = 200; else steptime = BG_FindSteptimeForClass( cg.snap->ps.stats[ STAT_PCLASS ] ); es = ¢->currentState; event = es->event & ~EV_EVENT_BITS; if( cg_debugEvents.integer ) CG_Printf( "ent:%3i event:%3i ", es->number, event ); if( !event ) { DEBUGNAME("ZEROEVENT"); return; } clientNum = es->clientNum; if( clientNum < 0 || clientNum >= MAX_CLIENTS ) clientNum = 0; ci = &cgs.clientinfo[ clientNum ]; switch( event ) { // // movement generated events // case EV_FOOTSTEP: DEBUGNAME( "EV_FOOTSTEP" ); if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) { if( ci->footsteps == FOOTSTEP_CUSTOM ) trap_S_StartSound( NULL, es->number, CHAN_BODY, ci->customFootsteps[ rand( ) & 3 ] ); else trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.footsteps[ ci->footsteps ][ rand( ) & 3 ] ); } break; case EV_FOOTSTEP_METAL: DEBUGNAME( "EV_FOOTSTEP_METAL" ); if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) { if( ci->footsteps == FOOTSTEP_CUSTOM ) trap_S_StartSound( NULL, es->number, CHAN_BODY, ci->customMetalFootsteps[ rand( ) & 3 ] ); else trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_METAL ][ rand( ) & 3 ] ); } break; case EV_FOOTSTEP_SQUELCH: DEBUGNAME( "EV_FOOTSTEP_SQUELCH" ); if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) { trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_FLESH ][ rand( ) & 3 ] ); } break; case EV_FOOTSPLASH: DEBUGNAME( "EV_FOOTSPLASH" ); if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) { trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] ); } break; case EV_FOOTWADE: DEBUGNAME( "EV_FOOTWADE" ); if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) { trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] ); } break; case EV_SWIM: DEBUGNAME( "EV_SWIM" ); if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) { trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] ); } break; case EV_FALL_SHORT: DEBUGNAME( "EV_FALL_SHORT" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound ); if( clientNum == cg.predictedPlayerState.clientNum ) { // smooth landing z changes cg.landChange = -8; cg.landTime = cg.time; } break; case EV_FALL_MEDIUM: DEBUGNAME( "EV_FALL_MEDIUM" ); // use normal pain sound trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) ); if( clientNum == cg.predictedPlayerState.clientNum ) { // smooth landing z changes cg.landChange = -16; cg.landTime = cg.time; } break; case EV_FALL_FAR: DEBUGNAME( "EV_FALL_FAR" ); trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) ); cent->pe.painTime = cg.time; // don't play a pain sound right after this if( clientNum == cg.predictedPlayerState.clientNum ) { // smooth landing z changes cg.landChange = -24; cg.landTime = cg.time; } break; case EV_FALLING: DEBUGNAME( "EV_FALLING" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*falling1.wav" ) ); break; case EV_STEP_4: case EV_STEP_8: case EV_STEP_12: case EV_STEP_16: // smooth out step up transitions case EV_STEPDN_4: case EV_STEPDN_8: case EV_STEPDN_12: case EV_STEPDN_16: // smooth out step down transitions DEBUGNAME( "EV_STEP" ); { float oldStep; int delta; int step; if( clientNum != cg.predictedPlayerState.clientNum ) break; // if we are interpolating, we don't need to smooth steps if( cg.demoPlayback || ( cg.snap->ps.pm_flags & PMF_FOLLOW ) || cg_nopredict.integer || cg_synchronousClients.integer ) break; // check for stepping up before a previous step is completed delta = cg.time - cg.stepTime; if( delta < steptime ) oldStep = cg.stepChange * ( steptime - delta ) / steptime; else oldStep = 0; // add this amount if( event >= EV_STEPDN_4 ) { step = 4 * ( event - EV_STEPDN_4 + 1 ); cg.stepChange = oldStep - step; } else { step = 4 * ( event - EV_STEP_4 + 1 ); cg.stepChange = oldStep + step; } if( cg.stepChange > MAX_STEP_CHANGE ) cg.stepChange = MAX_STEP_CHANGE; else if( cg.stepChange < -MAX_STEP_CHANGE ) cg.stepChange = -MAX_STEP_CHANGE; cg.stepTime = cg.time; break; } case EV_JUMP: DEBUGNAME( "EV_JUMP" ); trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); if( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_WALLJUMPER ) ) { vec3_t surfNormal, refNormal = { 0.0f, 0.0f, 1.0f }; vec3_t rotAxis; if( clientNum != cg.predictedPlayerState.clientNum ) break; //set surfNormal VectorCopy( cg.predictedPlayerState.grapplePoint, surfNormal ); //if we are moving from one surface to another smooth the transition if( !VectorCompare( surfNormal, cg.lastNormal ) && surfNormal[ 2 ] != 1.0f ) { CrossProduct( refNormal, surfNormal, rotAxis ); VectorNormalize( rotAxis ); //add the op CG_addSmoothOp( rotAxis, 15.0f, 1.0f ); } //copy the current normal to the lastNormal VectorCopy( surfNormal, cg.lastNormal ); } break; case EV_LEV1_GRAB: DEBUGNAME( "EV_LEV1_GRAB" ); trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL1Grab ); break; case EV_LEV4_CHARGE_PREPARE: DEBUGNAME( "EV_LEV4_CHARGE_PREPARE" ); trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargePrepare ); break; case EV_LEV4_CHARGE_START: DEBUGNAME( "EV_LEV4_CHARGE_START" ); //FIXME: stop cgs.media.alienL4ChargePrepare playing here trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargeStart ); break; case EV_TAUNT: DEBUGNAME( "EV_TAUNT" ); if( !cg_noTaunt.integer ) trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) ); break; case EV_WATER_TOUCH: DEBUGNAME( "EV_WATER_TOUCH" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrInSound ); break; case EV_WATER_LEAVE: DEBUGNAME( "EV_WATER_LEAVE" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound ); break; case EV_WATER_UNDER: DEBUGNAME( "EV_WATER_UNDER" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound ); break; case EV_WATER_CLEAR: DEBUGNAME( "EV_WATER_CLEAR" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) ); break; // // weapon events // case EV_NOAMMO: DEBUGNAME( "EV_NOAMMO" ); { } break; case EV_CHANGE_WEAPON: DEBUGNAME( "EV_CHANGE_WEAPON" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.selectSound ); break; case EV_FIRE_WEAPON: DEBUGNAME( "EV_FIRE_WEAPON" ); CG_FireWeapon( cent, WPM_PRIMARY ); break; case EV_FIRE_WEAPON2: DEBUGNAME( "EV_FIRE_WEAPON2" ); CG_FireWeapon( cent, WPM_SECONDARY ); break; case EV_FIRE_WEAPON3: DEBUGNAME( "EV_FIRE_WEAPON3" ); CG_FireWeapon( cent, WPM_TERTIARY ); break; //================================================================= // // other events // case EV_PLAYER_TELEPORT_IN: DEBUGNAME( "EV_PLAYER_TELEPORT_IN" ); //deprecated break; case EV_PLAYER_TELEPORT_OUT: DEBUGNAME( "EV_PLAYER_TELEPORT_OUT" ); CG_PlayerDisconnect( position ); break; case EV_BUILD_CONSTRUCT: DEBUGNAME( "EV_BUILD_CONSTRUCT" ); //do something useful here break; case EV_BUILD_DESTROY: DEBUGNAME( "EV_BUILD_DESTROY" ); //do something useful here break; case EV_RPTUSE_SOUND: DEBUGNAME( "EV_RPTUSE_SOUND" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.repeaterUseSound ); break; case EV_GRENADE_BOUNCE: DEBUGNAME( "EV_GRENADE_BOUNCE" ); if( rand( ) & 1 ) trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound1 ); else trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound2 ); break; // // missile impacts // case EV_MISSILE_HIT: DEBUGNAME( "EV_MISSILE_HIT" ); ByteToDir( es->eventParm, dir ); CG_MissileHitPlayer( es->weapon, es->generic1, position, dir, es->otherEntityNum ); break; case EV_MISSILE_MISS: DEBUGNAME( "EV_MISSILE_MISS" ); ByteToDir( es->eventParm, dir ); CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_DEFAULT ); break; case EV_MISSILE_MISS_METAL: DEBUGNAME( "EV_MISSILE_MISS_METAL" ); ByteToDir( es->eventParm, dir ); CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_METAL ); break; case EV_HUMAN_BUILDABLE_EXPLOSION: DEBUGNAME( "EV_HUMAN_BUILDABLE_EXPLOSION" ); ByteToDir( es->eventParm, dir ); CG_HumanBuildableExplosion( position, dir ); break; case EV_ALIEN_BUILDABLE_EXPLOSION: DEBUGNAME( "EV_ALIEN_BUILDABLE_EXPLOSION" ); ByteToDir( es->eventParm, dir ); CG_AlienBuildableExplosion( position, dir ); break; case EV_TESLATRAIL: DEBUGNAME( "EV_TESLATRAIL" ); cent->currentState.weapon = WP_TESLAGEN; { centity_t *source = &cg_entities[ es->generic1 ]; centity_t *target = &cg_entities[ es->clientNum ]; vec3_t sourceOffset = { 0.0f, 0.0f, 28.0f }; if( !CG_IsTrailSystemValid( &source->muzzleTS ) ) { source->muzzleTS = CG_SpawnNewTrailSystem( cgs.media.teslaZapTS ); if( CG_IsTrailSystemValid( &source->muzzleTS ) ) { CG_SetAttachmentCent( &source->muzzleTS->frontAttachment, source ); CG_SetAttachmentCent( &source->muzzleTS->backAttachment, target ); CG_AttachToCent( &source->muzzleTS->frontAttachment ); CG_AttachToCent( &source->muzzleTS->backAttachment ); CG_SetAttachmentOffset( &source->muzzleTS->frontAttachment, sourceOffset ); source->muzzleTSDeathTime = cg.time + cg_teslaTrailTime.integer; } } } break; case EV_BULLET_HIT_WALL: DEBUGNAME( "EV_BULLET_HIT_WALL" ); ByteToDir( es->eventParm, dir ); CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, 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_PAIN: // local player sounds are triggered in CG_CheckLocalSounds, // so ignore events on the player DEBUGNAME( "EV_PAIN" ); if( cent->currentState.number != cg.snap->ps.clientNum ) CG_PainEvent( cent, es->eventParm ); break; case EV_DEATH1: case EV_DEATH2: case EV_DEATH3: DEBUGNAME( "EV_DEATHx" ); trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, va( "*death%i.wav", event - EV_DEATH1 + 1 ) ) ); break; case EV_OBITUARY: DEBUGNAME( "EV_OBITUARY" ); CG_Obituary( es ); break; case EV_GIB_PLAYER: DEBUGNAME( "EV_GIB_PLAYER" ); // no gibbing break; case EV_STOPLOOPINGSOUND: DEBUGNAME( "EV_STOPLOOPINGSOUND" ); trap_S_StopLoopingSound( es->number ); es->loopSound = 0; break; case EV_DEBUG_LINE: DEBUGNAME( "EV_DEBUG_LINE" ); CG_Beam( cent ); break; case EV_BUILD_DELAY: DEBUGNAME( "EV_BUILD_DELAY" ); if( clientNum == cg.predictedPlayerState.clientNum ) { trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND ); cg.lastBuildAttempt = cg.time; } break; case EV_BUILD_REPAIR: DEBUGNAME( "EV_BUILD_REPAIR" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairSound ); break; case EV_BUILD_REPAIRED: DEBUGNAME( "EV_BUILD_REPAIRED" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairedSound ); break; case EV_OVERMIND_ATTACK: DEBUGNAME( "EV_OVERMIND_ATTACK" ); if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS ) { trap_S_StartLocalSound( cgs.media.alienOvermindAttack, CHAN_ANNOUNCER ); CG_CenterPrint( "The Overmind is under attack!", 200, GIANTCHAR_WIDTH * 4 ); } break; case EV_OVERMIND_DYING: DEBUGNAME( "EV_OVERMIND_DYING" ); if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS ) { trap_S_StartLocalSound( cgs.media.alienOvermindDying, CHAN_ANNOUNCER ); CG_CenterPrint( "The Overmind is about to die!", 200, GIANTCHAR_WIDTH * 4 ); } break; case EV_DCC_ATTACK: DEBUGNAME( "EV_DCC_ATTACK" ); if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS ) { //trap_S_StartLocalSound( cgs.media.humanDCCAttack, CHAN_ANNOUNCER ); CG_CenterPrint( "Aliens has been detetected attacking our base!", 200, GIANTCHAR_WIDTH * 4 ); } break; case EV_OVERMIND_SPAWNS: DEBUGNAME( "EV_OVERMIND_SPAWNS" ); if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS ) { trap_S_StartLocalSound( cgs.media.alienOvermindSpawns, CHAN_ANNOUNCER ); CG_CenterPrint( "The Overmind needs eggs!", 200, GIANTCHAR_WIDTH * 4 ); } break; case EV_ALIEN_EVOLVE: DEBUGNAME( "EV_ALIEN_EVOLVE" ); trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienEvolveSound ); { particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienEvolvePS ); if( CG_IsParticleSystemValid( &ps ) ) { CG_SetAttachmentCent( &ps->attachment, cent ); CG_AttachToCent( &ps->attachment ); } } if( es->number == cg.clientNum ) { CG_ResetPainBlend( ); cg.spawnTime = cg.time; } break; case EV_ALIEN_EVOLVE_FAILED: DEBUGNAME( "EV_ALIEN_EVOLVE_FAILED" ); if( clientNum == cg.predictedPlayerState.clientNum ) { //FIXME: change to "negative" sound trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND ); cg.lastEvolveAttempt = cg.time; } break; case EV_ALIEN_ACIDTUBE: DEBUGNAME( "EV_ALIEN_ACIDTUBE" ); { particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienAcidTubePS ); if( CG_IsParticleSystemValid( &ps ) ) { CG_SetAttachmentCent( &ps->attachment, cent ); ByteToDir( es->eventParm, dir ); CG_SetParticleSystemNormal( ps, dir ); CG_AttachToCent( &ps->attachment ); } } break; case EV_MEDKIT_USED: DEBUGNAME( "EV_MEDKIT_USED" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.medkitUseSound ); break; case EV_PLAYER_RESPAWN: DEBUGNAME( "EV_PLAYER_RESPAWN" ); if( es->number == cg.clientNum ) cg.spawnTime = cg.time; break; default: DEBUGNAME( "UNKNOWN" ); CG_Error( "Unknown event: %i", event ); break; } }