From 5a85e81685300e2299dabfeb25d513b99df471be Mon Sep 17 00:00:00 2001 From: PaweÅ‚ Redman Date: Fri, 6 Sep 2013 22:40:51 +0200 Subject: Initial commit --- src/cgame/cg_event.c.orig | 1086 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1086 insertions(+) create mode 100644 src/cgame/cg_event.c.orig (limited to 'src/cgame/cg_event.c.orig') diff --git a/src/cgame/cg_event.c.orig b/src/cgame/cg_event.c.orig new file mode 100644 index 0000000..e394023 --- /dev/null +++ b/src/cgame/cg_event.c.orig @@ -0,0 +1,1086 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_event.c -- handle entity events at snapshot or playerstate transitions + + +#include "cg_local.h" + +/* +============= +CG_Obituary +============= +*/ +static void CG_Obituary( entityState_t *ent ) +{ + int mod; + int target, attacker; + char *message; + char *message2; + const char *targetInfo; + const char *attackerInfo; + char targetName[ MAX_NAME_LENGTH ]; + char attackerName[ MAX_NAME_LENGTH ]; + char className[ 64 ]; + gender_t gender; + clientInfo_t *ci; + qboolean teamKill = qfalse; + + target = ent->otherEntityNum; + attacker = ent->otherEntityNum2; + mod = ent->eventParm; + + if( target < 0 || target >= MAX_CLIENTS ) + CG_Error( "CG_Obituary: target out of range" ); + + ci = &cgs.clientinfo[ target ]; + gender = ci->gender; + + if( attacker < 0 || attacker >= MAX_CLIENTS ) + { + attacker = ENTITYNUM_WORLD; + attackerInfo = NULL; + } + else + { + attackerInfo = CG_ConfigString( CS_PLAYERS + attacker ); + if( ci && cgs.clientinfo[ attacker ].team == ci->team ) + teamKill = qtrue; + } + + targetInfo = CG_ConfigString( CS_PLAYERS + target ); + + if( !targetInfo ) + return; + + Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof( targetName )); + + message2 = ""; + + // check for single client messages + + switch( mod ) + { + case MOD_FALLING: + message = "fell fowl to gravity"; + break; + case MOD_CRUSH: + message = "was squished"; + break; + case MOD_WATER: + message = "forgot to pack a snorkel"; + break; + case MOD_SLIME: + message = "melted"; + break; + case MOD_LAVA: + message = "did a back flip into the lava"; + break; + case MOD_TARGET_LASER: + message = "saw the light"; + break; + case MOD_TRIGGER_HURT: + message = "was in the wrong place"; + break; + case MOD_HSPAWN: + message = "should have run further"; + break; + case MOD_ASPAWN: + message = "shouldn't have trod in the acid"; + break; + case MOD_MGTURRET: + message = "was gunned down by a turret"; + break; + case MOD_TESLAGEN: + message = "was zapped by a tesla generator"; + break; + case MOD_ATUBE: + message = "was melted by an acid tube"; + break; + case MOD_OVERMIND: + message = "got too close to the overmind"; + break; + case MOD_REACTOR: + message = "got too close to the reactor"; + break; + case MOD_SLOWBLOB: + message = "should have visited a medical station"; + break; + case MOD_SWARM: + message = "was hunted down by the swarm"; + break; + default: + message = NULL; + break; + } + + if( !message && attacker == target ) + { + switch( mod ) + { + case MOD_FLAMER_SPLASH: + if( gender == GENDER_FEMALE ) + message = "toasted herself"; + else if( gender == GENDER_NEUTER ) + message = "toasted itself"; + else + message = "toasted himself"; + break; + + case MOD_LCANNON_SPLASH: + if( gender == GENDER_FEMALE ) + message = "irradiated herself"; + else if( gender == GENDER_NEUTER ) + message = "irradiated itself"; + else + message = "irradiated himself"; + break; + + case MOD_GRENADE: + if( gender == GENDER_FEMALE ) + message = "blew herself up"; + else if( gender == GENDER_NEUTER ) + message = "blew itself up"; + else + message = "blew himself up"; + break; + + case MOD_LEVEL3_BOUNCEBALL: + if( gender == GENDER_FEMALE ) + message = "sniped herself"; + else if( gender == GENDER_NEUTER ) + message = "sniped itself"; + else + message = "sniped himself"; + break; + + case MOD_PRIFLE: + if( gender == GENDER_FEMALE ) + message = "pulse rifled herself"; + else if( gender == GENDER_NEUTER ) + message = "pulse rifled itself"; + else + message = "pulse rifled himself"; + break; + + default: + if( gender == GENDER_FEMALE ) + message = "killed herself"; + else if( gender == GENDER_NEUTER ) + message = "killed itself"; + else + message = "killed himself"; + break; + } + } + + if( message ) + { + CG_Printf( "%s" S_COLOR_WHITE " %s\n", targetName, message ); + return; + } + + // check for double client messages + if( !attackerInfo ) + { + attacker = ENTITYNUM_WORLD; + strcpy( attackerName, "noname" ); + } + else + { + Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof( attackerName )); + // check for kill messages about the current clientNum + if( target == cg.snap->ps.clientNum ) + Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) ); + } + + if( attacker != ENTITYNUM_WORLD ) + { + switch( mod ) + { + case MOD_PAINSAW: + message = "was sawn by"; + break; + case MOD_BLASTER: + message = "was blasted by"; + break; + case MOD_MACHINEGUN: + message = "was machinegunned by"; + break; + case MOD_CHAINGUN: + message = "was chaingunned by"; + break; + case MOD_SHOTGUN: + message = "was gunned down by"; + break; + case MOD_PRIFLE: + message = "was pulse rifled by"; + break; + case MOD_MDRIVER: + message = "was mass driven by"; + break; + case MOD_LASGUN: + message = "was lasgunned by"; + break; + case MOD_FLAMER: + message = "was grilled by"; + message2 = "'s flamer"; + break; + case MOD_FLAMER_SPLASH: + message = "was toasted by"; + message2 = "'s flamer"; + break; + case MOD_LCANNON: + message = "felt the full force of"; + message2 = "'s lucifer cannon"; + break; + case MOD_LCANNON_SPLASH: + message = "was caught in the fallout of"; + message2 = "'s lucifer cannon"; + break; + case MOD_GRENADE: + message = "couldn't escape"; + message2 = "'s grenade"; + break; + + case MOD_ABUILDER_CLAW: + message = "should leave"; + message2 = "'s buildings alone"; + break; + case MOD_LEVEL0_BITE: + message = "was bitten by"; + break; + case MOD_LEVEL1_CLAW: + message = "was swiped by"; + Com_sprintf( className, 64, "'s %s", + BG_ClassConfig( PCL_ALIEN_LEVEL1 )->humanName ); + message2 = className; + break; + case MOD_LEVEL2_CLAW: + message = "was clawed by"; + Com_sprintf( className, 64, "'s %s", + BG_ClassConfig( PCL_ALIEN_LEVEL2 )->humanName ); + message2 = className; + break; + case MOD_LEVEL2_ZAP: + message = "was zapped by"; + Com_sprintf( className, 64, "'s %s", + BG_ClassConfig( PCL_ALIEN_LEVEL2 )->humanName ); + message2 = className; + break; + case MOD_LEVEL3_CLAW: + message = "was chomped by"; + Com_sprintf( className, 64, "'s %s", + BG_ClassConfig( PCL_ALIEN_LEVEL3 )->humanName ); + message2 = className; + break; + case MOD_LEVEL3_POUNCE: + message = "was pounced upon by"; + Com_sprintf( className, 64, "'s %s", + BG_ClassConfig( PCL_ALIEN_LEVEL3 )->humanName ); + message2 = className; + break; + case MOD_LEVEL3_BOUNCEBALL: + message = "was sniped by"; + Com_sprintf( className, 64, "'s %s", + BG_ClassConfig( PCL_ALIEN_LEVEL3 )->humanName ); + message2 = className; + break; + case MOD_LEVEL4_CLAW: + message = "was mauled by"; + Com_sprintf( className, 64, "'s %s", + BG_ClassConfig( PCL_ALIEN_LEVEL4 )->humanName ); + message2 = className; + break; + case MOD_LEVEL4_TRAMPLE: + message = "should have gotten out of the way of"; + Com_sprintf( className, 64, "'s %s", + BG_ClassConfig( PCL_ALIEN_LEVEL4 )->humanName ); + message2 = className; + break; + case MOD_LEVEL4_CRUSH: + message = "was crushed under"; + message2 = "'s weight"; + break; + + case MOD_POISON: + message = "should have used a medkit against"; + message2 = "'s poison"; + break; + case MOD_LEVEL1_PCLOUD: + message = "was gassed by"; + Com_sprintf( className, 64, "'s %s", + BG_ClassConfig( PCL_ALIEN_LEVEL1 )->humanName ); + message2 = className; + break; + + + case MOD_TELEFRAG: + message = "tried to invade"; + message2 = "'s personal space"; + break; + default: + message = "was killed by"; + break; + } + + if( message ) + { + CG_Printf( "%s" S_COLOR_WHITE " %s %s%s" S_COLOR_WHITE "%s\n", + targetName, message, + ( teamKill ) ? S_COLOR_RED "TEAMMATE " S_COLOR_WHITE : "", + attackerName, message2 ); + if( teamKill && attacker == cg.clientNum ) + { + CG_CenterPrint( va ( "You killed " S_COLOR_RED "TEAMMATE " + S_COLOR_WHITE "%s", targetName ), + SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + } + return; + } + } + + // we don't know what it was + CG_Printf( "%s" S_COLOR_WHITE " died\n", targetName ); +} + + + +//========================================================================== + +/* +================ +CG_PainEvent + +Also called by playerstate transition +================ +*/ +void CG_PainEvent( centity_t *cent, int health ) +{ + char *snd; + + // don't do more than two pain sounds a second + if( cg.time - cent->pe.painTime < 500 ) + return; + + if( health < 25 ) + snd = "*pain25_1.wav"; + else if( health < 50 ) + snd = "*pain50_1.wav"; + else if( health < 75 ) + snd = "*pain75_1.wav"; + else + snd = "*pain100_1.wav"; + + trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE, + CG_CustomSound( cent->currentState.number, snd ) ); + + // save pain time for programitic twitch animation + cent->pe.painTime = cg.time; + cent->pe.painDirection ^= 1; +} + +/* +========================= +CG_Level2Zap +========================= +*/ +static void CG_Level2Zap( entityState_t *es ) +{ + int i; + centity_t *source = NULL, *target = NULL; + + if( es->misc < 0 || es->misc >= MAX_CLIENTS ) + return; + + source = &cg_entities[ es->misc ]; + for( i = 0; i <= 2; i++ ) + { + switch( i ) + { + case 0: + if( es->time <= 0 ) + continue; + + target = &cg_entities[ es->time ]; + break; + + case 1: + if( es->time2 <= 0 ) + continue; + + target = &cg_entities[ es->time2 ]; + break; + + case 2: + if( es->constantLight <= 0 ) + continue; + + target = &cg_entities[ es->constantLight ]; + break; + } + + if( !CG_IsTrailSystemValid( &source->level2ZapTS[ i ] ) ) + source->level2ZapTS[ i ] = CG_SpawnNewTrailSystem( cgs.media.level2ZapTS ); + + if( CG_IsTrailSystemValid( &source->level2ZapTS[ i ] ) ) + { + CG_SetAttachmentCent( &source->level2ZapTS[ i ]->frontAttachment, source ); + CG_SetAttachmentCent( &source->level2ZapTS[ i ]->backAttachment, target ); + CG_AttachToCent( &source->level2ZapTS[ i ]->frontAttachment ); + CG_AttachToCent( &source->level2ZapTS[ i ]->backAttachment ); + } + } + source->level2ZapTime = cg.time; +} + +/* +============== +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; + vec3_t cuboid; + buildable_t cuboidType; + + 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 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: + 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_JETJUMP: + cent->jetPackJumpTime = cg.time; //for visual effects + trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackJumpSound ); + break; + + + case EV_JETPACK_DEACTIVATE: + switch( cent->jetPackState ) + { + case JPS_DESCENDING: + trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackDescendDeactivateSound ); + break; + case JPS_HOVERING: + trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackIdleDeactivateSound ); + break; + case JPS_ASCENDING: + trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackAscendDeactivateSound ); + break; + } + break; + + case EV_JETPACK_REFUEL: + if( cent->jetPackRefuelTime + 1000 < cg.time ) + { + cent->jetPackRefuelTime = cg.time; + trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackRefuelSound); + } + 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_CUBOID_EXPLOSION: + cuboidType=es->modelindex; + CG_CuboidExplosion(cuboidType,position,es->angles); + 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 ); + + default: + CG_Error( "Unknown event: %i", event ); + break; + } +} + + +/* +============== +CG_CheckEvents + +============== +*/ +void CG_CheckEvents( centity_t *cent ) +{ + entity_event_t event; + entity_event_t oldEvent = EV_NONE; + + // check for event-only entities + if( cent->currentState.eType > ET_EVENTS ) + { + event = cent->currentState.eType - ET_EVENTS; + + if( cent->previousEvent ) + return; // already fired + + cent->previousEvent = 1; + + cent->currentState.event = cent->currentState.eType - ET_EVENTS; + + // Move the pointer to the entity that the + // event was originally attached to + if( cent->currentState.eFlags & EF_PLAYER_EVENT ) + { + cent = &cg_entities[ cent->currentState.otherEntityNum ]; + oldEvent = cent->currentState.event; + cent->currentState.event = event; + } + } + else + { + // check for events riding with another entity + if( cent->currentState.event == cent->previousEvent ) + return; + + cent->previousEvent = cent->currentState.event; + if( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) + return; + } + + // calculate the position at exactly the frame time + BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin ); + CG_SetEntitySoundPosition( cent ); + + CG_EntityEvent( cent, cent->lerpOrigin ); + + // If this was a reattached spilled event, restore the original event + if( oldEvent != EV_NONE ) + cent->currentState.event = oldEvent; +} + -- cgit