示例#1
0
void CG_EntityEvent( centity_t *cent, vec3_t position ) {
	entityState_t	*es;
	int				event;
	vec3_t			dir;
	const char		*s;
	int				playerNum;
	playerInfo_t	*pi;
	int				i;

	es = &cent->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;
	}

	playerNum = es->playerNum;
	if ( playerNum < 0 || playerNum >= MAX_CLIENTS ) {
		playerNum = 0;
	}
	pi = &cgs.playerinfo[ playerNum ];

	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[ pi->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 );
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( playerNum == cg.snap->pss[i].playerNum ) {
				// smooth landing z changes
				cg.localPlayers[i].landChange = -8;
				cg.localPlayers[i].landTime = cg.time;
			}
		}
		break;
	case EV_FALL_MEDIUM:
		DEBUGNAME("EV_FALL_MEDIUM");
		// use normal pain sound
		if (cgs.fallDamage) {
			trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) );
		} else {
			trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound );	
		}
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( playerNum == cg.snap->pss[i].playerNum ) {
				// smooth landing z changes
				cg.localPlayers[i].landChange = -16;
				cg.localPlayers[i].landTime = cg.time;
			}
		}
		break;
	case EV_FALL_FAR:
		DEBUGNAME("EV_FALL_FAR");
		if (cgs.fallDamage) {
			trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
		} else {
			trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound );
		}
		cent->pe.painTime = cg.time;	// don't play a pain sound right after this
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( playerNum == cg.snap->pss[i].playerNum ) {
				// smooth landing z changes
				cg.localPlayers[i].landChange = -24;
				cg.localPlayers[i].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;
		localPlayer_t *player;
		playerState_t *ps;

		for (i = 0; i < CG_MaxSplitView(); i++) {
			player = &cg.localPlayers[i];
			ps = &cg.snap->pss[i];

			if ( playerNum != ps->playerNum ) {
				continue;
			}

			// if we are interpolating, we don't need to smooth steps
			if ( cg.demoPlayback || (ps->pm_flags & PMF_FOLLOW) ||
				cg_nopredict.integer || cg_synchronousClients.integer ) {
				continue;
			}
			// check for stepping up before a previous step is completed
			delta = cg.time - player->stepTime;
			if (delta < STEP_TIME) {
				oldStep = player->stepChange * (STEP_TIME - delta) / STEP_TIME;
			} else {
				oldStep = 0;
			}

			// add this amount
			step = 4 * (event - EV_STEP_4 + 1 );
			player->stepChange = oldStep + step;
			if ( player->stepChange > MAX_STEP_CHANGE ) {
				player->stepChange = MAX_STEP_CHANGE;
			}
			player->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(~0, SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_YES);
		break;
	case EV_TAUNT_NO:
		DEBUGNAME("EV_TAUNT_NO");
		CG_VoiceChatLocal(~0, SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_NO);
		break;
	case EV_TAUNT_FOLLOWME:
		DEBUGNAME("EV_TAUNT_FOLLOWME");
		CG_VoiceChatLocal(~0, SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_FOLLOWME);
		break;
	case EV_TAUNT_GETFLAG:
		DEBUGNAME("EV_TAUNT_GETFLAG");
		CG_VoiceChatLocal(~0, SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONGETFLAG);
		break;
	case EV_TAUNT_GUARDBASE:
		DEBUGNAME("EV_TAUNT_GUARDBASE");
		CG_VoiceChatLocal(~0, SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONDEFENSE);
		break;
	case EV_TAUNT_PATROL:
		DEBUGNAME("EV_TAUNT_PATROL");
		CG_VoiceChatLocal(~0, 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_ItemForItemNum( 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,	cgs.media.itemPickupSounds[ index ] );
			}

			// show icon and name on status bar
			for (i = 0; i < CG_MaxSplitView(); i++) {
				if ( es->number == cg.snap->pss[i].playerNum ) {
					CG_ItemPickup( i, index );
				}
			}
		}
		break;

	case EV_GLOBAL_ITEM_PICKUP:
		DEBUGNAME("EV_GLOBAL_ITEM_PICKUP");
		{
			int		index;

			index = es->eventParm;		// player predicted

			if ( index < 1 || index >= BG_NumItems() ) {
				break;
			}
			// powerup pickups are global
			trap_S_StartLocalSound( cgs.media.itemPickupSounds[ index ], CHAN_AUTO );

			// show icon and name on status bar
			for (i = 0; i < CG_MaxSplitView(); i++) {
				if ( es->number == cg.snap->pss[i].playerNum ) {
					CG_ItemPickup( i, index );
				}
			}
		}
		break;

	//
	// weapon events
	//
	case EV_NOAMMO:
		DEBUGNAME("EV_NOAMMO");
//		trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound );
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( es->number == cg.snap->pss[i].playerNum ) {
				CG_OutOfAmmoChange(i);
			}
		}
		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:
	case EV_USE_ITEM1:
	case EV_USE_ITEM2:
	case EV_USE_ITEM3:
	case EV_USE_ITEM4:
	case EV_USE_ITEM5:
	case EV_USE_ITEM6:
	case EV_USE_ITEM7:
	case EV_USE_ITEM8:
	case EV_USE_ITEM9:
	case EV_USE_ITEM10:
	case EV_USE_ITEM11:
	case EV_USE_ITEM12:
	case EV_USE_ITEM13:
	case EV_USE_ITEM14:
	case EV_USE_ITEM15:
		DEBUGNAME2("EV_USE_ITEM%d", event - EV_USE_ITEM0);
		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->playerNum >= 0 && es->playerNum < MAX_CLIENTS ) {
			for (i = 0; i < CG_MaxSplitView(); i++) {
				if ( es->playerNum == cg.snap->pss[i].playerNum
					&& !cg.localPlayers[i].renderingThirdPerson)
				{
					if(cg_drawGun[i].integer == 2)
						VectorMA(es->origin2, 8, cg.refdef.viewaxis[1], es->origin2);
					else if(cg_drawGun[i].integer == 3)
						VectorMA(es->origin2, 4, cg.refdef.viewaxis[1], es->origin2);
					break;
				}
			}
		}

		CG_RailTrail(pi, 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->playerNum, 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 as a local sound so it never diminishes
		DEBUGNAME("EV_GLOBAL_SOUND");
		if ( cgs.gameSounds[ es->eventParm ] ) {
			trap_S_StartLocalSound( cgs.gameSounds[ es->eventParm ], CHAN_AUTO );
		} else {
			s = CG_ConfigString( CS_SOUNDS + es->eventParm );
			trap_S_StartLocalSound( CG_CustomSound( es->number, s ), CHAN_AUTO );
		}
		break;

	case EV_GLOBAL_TEAM_SOUND:	// play as a local sound so it never diminishes
		DEBUGNAME("EV_GLOBAL_TEAM_SOUND");
		{
			qboolean blueTeam			= qfalse;
			qboolean redTeam			= qfalse;
			qboolean localHasBlue		= qfalse;
			qboolean localHasRed		= qfalse;
			qboolean localHasNeutral	= qfalse;

			// Check if any local player is on blue/red team or has flags.
			for (i = 0; i < CG_MaxSplitView(); i++) {
				if (cg.snap->playerNums[i] == -1) {
					continue;
				}
				if (cg.snap->pss[i].persistant[PERS_TEAM] == TEAM_BLUE) {
					blueTeam = qtrue;
				}
				if (cg.snap->pss[i].persistant[PERS_TEAM] == TEAM_RED) {
					redTeam = qtrue;
				}

				if (cg.snap->pss[i].powerups[PW_BLUEFLAG]) {
					localHasBlue = qtrue;
				}
				if (cg.snap->pss[i].powerups[PW_REDFLAG]) {
					localHasRed = qtrue;
				}
				if (cg.snap->pss[i].powerups[PW_NEUTRALFLAG]) {
					localHasNeutral = qtrue;
				}
			}

			// ZTM: NOTE: Some of these sounds don't really work with local player on different teams.
			//     New games might want to replace you/enemy sounds with red/blue.
			//     See http://github.com/zturtleman/spearmint/wiki/New-Sounds

			switch( es->eventParm ) {
				case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag
					if ( redTeam )
						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 ( blueTeam )
						CG_AddBufferedSound( cgs.media.captureYourTeamSound );
					else
						CG_AddBufferedSound( cgs.media.captureOpponentSound );
					break;
				case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used
					if ( redTeam )
						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 ( blueTeam )
						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 (localHasBlue || localHasNeutral) {
					}
					else if (!(redTeam && blueTeam)) {
						if (blueTeam) {
#ifdef MISSIONPACK
							if (cgs.gametype == GT_1FCTF) 
								CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
							else
#endif
							CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
						}
						else if (redTeam) {
#ifdef MISSIONPACK
							if (cgs.gametype == GT_1FCTF)
								CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
							else
#endif
 							CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound );
						}
					} else {
						// ZTM: NOTE: There are local players on both teams, so have no correct sound to play. New games should fix this.
					}
					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 (localHasRed || localHasNeutral) {
					}
					else if (!(redTeam && blueTeam)) {
						if (redTeam) {
#ifdef MISSIONPACK
							if (cgs.gametype == GT_1FCTF)
								CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
							else
#endif
							CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
						}
						else if (blueTeam) {
#ifdef MISSIONPACK
							if (cgs.gametype == GT_1FCTF)
								CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
							else
#endif
							CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound );
						}
					} else {
						// ZTM: NOTE: There are local players on both teams, so have no correct sound to play. New games should fix this.
					}
					break;
#ifdef MISSIONPACK
				// ZTM: NOTE: These are confusing when there are players on both teams (players don't know which base is attacked). New games should fix this.
				case GTS_REDOBELISK_ATTACKED: // Overload: red obelisk is being attacked
					if (redTeam) {
						CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
					}
					break;
				case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked
					if (blueTeam) {
						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:
					if ( cgs.gametype != GT_TEAM || cg_teamDmLeadAnnouncements.integer ) {
						CG_AddBufferedSound(cgs.media.redLeadsSound);
					}
					break;
				case GTS_BLUETEAM_TOOK_LEAD:
					if ( cgs.gametype != GT_TEAM || cg_teamDmLeadAnnouncements.integer ) {
						CG_AddBufferedSound(cgs.media.blueLeadsSound);
					}
					break;
				case GTS_TEAMS_ARE_TIED:
					if ( cgs.gametype != GT_TEAM || cg_teamDmLeadAnnouncements.integer ) {
						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 ( !CG_LocalPlayerState( es->number ) ) {
			CG_PainEvent( cent, es->eventParm );
		}
		break;

	case EV_DEATH1:
	case EV_DEATH2:
	case EV_DEATH3:
		DEBUGNAME2("EV_DEATH%d", event - EV_DEATH1 + 1);

		// check if gibbed
		// eventParm 1 = living player gibbed
		// eventParm 2 = corpse gibbed
		// eventParm 3 = living person gib headshot
		if ( es->eventParm >= 1 ) {
			CG_GibPlayer( cent->lerpOrigin, (es->eventParm == 3) ? qtrue : qfalse );

			if ( cg_blood.integer && cg_gibs.integer ) {
				// 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 );
				}

				// don't play death sound
				break;
			}

			// don't play death sound if already dead
			if ( es->eventParm == 2 ) {
				break;
			}
		}

		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_ParseObituary( es );
		break;

	//
	// powerup events
	//
	case EV_POWERUP_QUAD:
		DEBUGNAME("EV_POWERUP_QUAD");
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( es->number == cg.snap->pss[i].playerNum ) {
				cg.localPlayers[i].powerupActive = PW_QUAD;
				cg.localPlayers[i].powerupTime = cg.time;
			}
		}
		trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.quadSound );
		break;
	case EV_POWERUP_BATTLESUIT:
		DEBUGNAME("EV_POWERUP_BATTLESUIT");
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( es->number == cg.snap->pss[i].playerNum ) {
				cg.localPlayers[i].powerupActive = PW_BATTLESUIT;
				cg.localPlayers[i].powerupTime = cg.time;
			}
		}
		trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.protectSound );
		break;
	case EV_POWERUP_REGEN:
		DEBUGNAME("EV_POWERUP_REGEN");
		for (i = 0; i < CG_MaxSplitView(); i++) {
			if ( es->number == cg.snap->pss[i].playerNum ) {
				cg.localPlayers[i].powerupActive = PW_REGEN;
				cg.localPlayers[i].powerupTime = cg.time;
			}
		}
		trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.regenSound );
		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;
	}

}
							 /*
=================
CG_DrawPlayerScore
=================
*/
static void CG_DrawPlayerScore( int y, score_t *score, float *color, float fade, qboolean largeFormat ) {
	char	string[1024];
	vec3_t	headAngles;
	playerInfo_t	*pi;
	int iconx, headx;
	playerState_t *ps;

	if ( score->playerNum < 0 || score->playerNum >= cgs.maxplayers ) {
		Com_Printf( "Bad score->playerNum: %i\n", score->playerNum );
		return;
	}
	
	pi = &cgs.playerinfo[score->playerNum];

	iconx = SB_BOTICON_X + (SB_RATING_WIDTH / 2);
	headx = SB_HEAD_X + (SB_RATING_WIDTH / 2);

	// draw the handicap or bot skill marker (unless player has flag)
	if ( pi->powerups & ( 1 << PW_NEUTRALFLAG ) ) {
		if( largeFormat ) {
			CG_DrawFlagModel( iconx, y - ( 32 - BIGCHAR_HEIGHT ) / 2, 32, 32, TEAM_FREE, qfalse );
		}
		else {
			CG_DrawFlagModel( iconx, y, 16, 16, TEAM_FREE, qfalse );
		}
	} else if ( pi->powerups & ( 1 << PW_REDFLAG ) ) {
		if( largeFormat ) {
			CG_DrawFlagModel( iconx, y - ( 32 - BIGCHAR_HEIGHT ) / 2, 32, 32, TEAM_RED, qfalse );
		}
		else {
			CG_DrawFlagModel( iconx, y, 16, 16, TEAM_RED, qfalse );
		}
	} else if ( pi->powerups & ( 1 << PW_BLUEFLAG ) ) {
		if( largeFormat ) {
			CG_DrawFlagModel( iconx, y - ( 32 - BIGCHAR_HEIGHT ) / 2, 32, 32, TEAM_BLUE, qfalse );
		}
		else {
			CG_DrawFlagModel( iconx, y, 16, 16, TEAM_BLUE, qfalse );
		}
	} else {
		if ( pi->botSkill > 0 && pi->botSkill <= 5 ) {
			if ( cg_drawIcons.integer ) {
				if( largeFormat ) {
					CG_DrawPic( iconx, y - ( 32 - BIGCHAR_HEIGHT ) / 2, 32, 32, cgs.media.botSkillShaders[ pi->botSkill - 1 ] );
				}
				else {
					CG_DrawPic( iconx, y, 16, 16, cgs.media.botSkillShaders[ pi->botSkill - 1 ] );
				}
			}
		} else if ( pi->handicap < 100 ) {
			Com_sprintf( string, sizeof( string ), "%i", pi->handicap );
			if ( cgs.gametype == GT_TOURNAMENT ) {
				CG_DrawString( iconx, y - SMALLCHAR_HEIGHT/2, string, UI_SMALLFONT|UI_NOSCALE, color );
			}
			else {
				CG_DrawString( iconx, y, string, UI_SMALLFONT|UI_NOSCALE, color );
			}
		}

		// draw the wins / losses
		if ( cgs.gametype == GT_TOURNAMENT ) {
			Com_sprintf( string, sizeof( string ), "%i/%i", pi->wins, pi->losses );
			if( pi->handicap < 100 && !pi->botSkill ) {
				CG_DrawString( iconx, y + SMALLCHAR_HEIGHT/2, string, UI_SMALLFONT|UI_NOSCALE, color );
			}
			else {
				CG_DrawString( iconx, y, string, UI_SMALLFONT|UI_NOSCALE, color );
			}
		}
	}

	// draw the face
	VectorClear( headAngles );
	headAngles[YAW] = 180;
	if( largeFormat ) {
		CG_DrawHead( headx, y - ( ICON_SIZE - BIGCHAR_HEIGHT ) / 2, ICON_SIZE, ICON_SIZE, 
			score->playerNum, headAngles );
	}
	else {
		CG_DrawHead( headx, y, 16, 16, score->playerNum, headAngles );
	}

#ifdef MISSIONPACK
	// draw the team task
	switch ( pi->teamTask ) {
		case TEAMTASK_OFFENSE:
			CG_DrawPic( headx + 48, y, 16, 16, cgs.media.assaultShader );
			break;
		case TEAMTASK_DEFENSE:
			CG_DrawPic( headx + 48, y, 16, 16, cgs.media.defendShader );
			break;
		case TEAMTASK_PATROL:
			CG_DrawPic( headx + 48, y, 16, 16, cgs.media.patrolShader );
			break;
		case TEAMTASK_FOLLOW:
			CG_DrawPic( headx + 48, y, 16, 16, cgs.media.followShader );
			break;
		case TEAMTASK_CAMP:
			CG_DrawPic( headx + 48, y, 16, 16, cgs.media.campShader );
			break;
		case TEAMTASK_RETRIEVE:
			CG_DrawPic( headx + 48, y, 16, 16, cgs.media.retrieveShader );
			break;
		case TEAMTASK_ESCORT:
			CG_DrawPic( headx + 48, y, 16, 16, cgs.media.escortShader );
			break;
		default:
			break;
	}
#endif

	if (cg.cur_ps) {
		if (score->playerNum == cg.cur_ps->playerNum) {
			ps = cg.cur_ps;
		} else {
			ps = NULL;
		}
	} else {
		ps = CG_LocalPlayerState(score->playerNum);
	}

	// highlight your position
	if ( ps ) {
		float	hcolor[4];
		int		rank;

		localPlayer = qtrue;

		if ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR || cgs.gametype >= GT_TEAM ) {
			rank = -1;
		} else {
			rank = ps->persistant[PERS_RANK] & ~RANK_TIED_FLAG;
		}
		if ( rank == 0 ) {
			hcolor[0] = 0;
			hcolor[1] = 0;
			hcolor[2] = 0.7f;
		} else if ( rank == 1 ) {
			hcolor[0] = 0.7f;
			hcolor[1] = 0;
			hcolor[2] = 0;
		} else if ( rank == 2 ) {
			hcolor[0] = 0.7f;
			hcolor[1] = 0.7f;
			hcolor[2] = 0;
		} else {
			hcolor[0] = 0.7f;
			hcolor[1] = 0.7f;
			hcolor[2] = 0.7f;
		}

		hcolor[3] = fade * 0.7;
		CG_FillRect( SB_SCORELINE_X + BIGCHAR_WIDTH + (SB_RATING_WIDTH / 2), y, 
			640 - SB_SCORELINE_X - BIGCHAR_WIDTH - (SB_RATING_WIDTH / 2), BIGCHAR_HEIGHT+1, hcolor );
	}

	// draw the score line
	if ( score->ping == -1 ) {
		Com_sprintf(string, sizeof(string), "connecting");
	} else if ( pi->team == TEAM_SPECTATOR ) {
		Com_sprintf(string, sizeof(string), "SPECT");
	} else {
		Com_sprintf(string, sizeof(string), "%5i", score->score);
	}
	CG_DrawString( SB_SCORE_X + (SB_RATING_WIDTH / 2) + 4*BIGCHAR_WIDTH, y, string, UI_RIGHT|UI_DROPSHADOW|UI_BIGFONT|UI_NOSCALE, color );

	if ( score->ping != -1 ) {
		Com_sprintf(string, sizeof(string), "%4i", score->ping);
		CG_DrawString( SB_PING_X - (SB_RATING_WIDTH / 2) + 4*BIGCHAR_WIDTH, y, string, UI_RIGHT|UI_DROPSHADOW|UI_BIGFONT|UI_NOSCALE, color );

		Com_sprintf(string, sizeof(string), "%4i", score->time);
		CG_DrawString( SB_TIME_X - (SB_RATING_WIDTH / 2) + 4*BIGCHAR_WIDTH, y, string, UI_RIGHT|UI_DROPSHADOW|UI_BIGFONT|UI_NOSCALE, color );
	}

	CG_DrawString( SB_NAME_X - (SB_RATING_WIDTH / 2), y, pi->name, UI_LEFT|UI_DROPSHADOW|UI_BIGFONT|UI_NOSCALE, color );

	// add the "ready" marker for intermission exiting
	if ( Com_ClientListContains( &cg.readyPlayers, score->playerNum ) ) {
		CG_DrawString( iconx, y, "READY", UI_LEFT|UI_DROPSHADOW|UI_BIGFONT|UI_NOSCALE, color );
	}
}