/* =========================================================================== 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 ], victimClassName[ 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 = ""; if( ent->modelindex >= PCL_ALIEN_BUILDER0 && ent->modelindex <= PCL_ALIEN_LEVEL4 ) Com_sprintf( victimClassName, 64, "'s %s", BG_ClassConfig( ent->modelindex )->humanName ); else victimClassName[ 0 ] = '\0'; // 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 %s\n", targetName, victimClassName, 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_LEVEL4_BOMB: message = "was bombed by"; Com_sprintf( className, 64, "'s %s", BG_ClassConfig( PCL_ALIEN_LEVEL4 )->humanName ); message2 = className; 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_ALIEN_HATCH: message = "gave birth to"; break; case MOD_ALIEN_HATCH_FAILED: message = "tried to jump out of"; message2 = "'s chest"; 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" S_COLOR_WHITE "%s, %iHP left\n", targetName, victimClassName, message, ( teamKill ) ? S_COLOR_RED "TEAMMATE " S_COLOR_WHITE : "", attackerName, message2, ent->groundEntityNum ); 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 "%s died\n", targetName, victimClassName ); } //========================================================================== /* ================ 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: if( random() >= 0.5f ) trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.turretSpinupSoundA ); else trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.turretSpinupSoundB ); break; case EV_MGTURRET_KILL: trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.turretKillSound ); 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 ); case EV_ALIEN_HATCH: { particleSystem_t *ps; VectorCopy( es->angles, dir ); ps = CG_SpawnNewParticleSystem( cgs.media.alienHatchPS ); if( CG_IsParticleSystemValid( &ps ) ) { CG_SetAttachmentPoint( &ps->attachment, position ); CG_SetParticleSystemNormal( ps, dir ); CG_AttachToPoint( &ps->attachment ); } trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienHatchSound ); } break; case EV_ALIEN_HATCH_FAILURE: trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienFailedHatchSound ); break; 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; }