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|
/*
===========================================================================
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;
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_POWER_SWITCH:
trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.powerSwitchSound );
break;
case EV_POWER_ZAP:
{
particleSystem_t *ps;
ps = CG_SpawnNewParticleSystem( cgs.media.humanPowerZapPS );
if( CG_IsParticleSystemValid( &ps ) )
{
CG_SetAttachmentPoint( &ps->attachment, position );
CG_SetAttachmentCent( &ps->attachment, cg_entities + es->number );
CG_AttachToPoint( &ps->attachment );
}
}
trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.powerZap[ rand() % 4 ] );
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;
}
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