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-rw-r--r--mod/src/cgame/cg_event.c1011
1 files changed, 0 insertions, 1011 deletions
diff --git a/mod/src/cgame/cg_event.c b/mod/src/cgame/cg_event.c
deleted file mode 100644
index b89c8e7c..00000000
--- a/mod/src/cgame/cg_event.c
+++ /dev/null
@@ -1,1011 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_event.c -- handle entity events at snapshot or playerstate transitions
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify it
- * under the terms of the OSML - Open Source Modification License v1.0 as
- * described in the file COPYING which is distributed with this source
- * code.
- *
- * This program 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.
- */
-
-#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[ 32 ];
- char attackerName[ 32 ];
- char className[ 64 ];
- gender_t gender;
- clientInfo_t *ci;
-
- 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 ];
-
- if( attacker < 0 || attacker >= MAX_CLIENTS )
- {
- attacker = ENTITYNUM_WORLD;
- attackerInfo = NULL;
- }
- else
- attackerInfo = CG_ConfigString( CS_PLAYERS + attacker );
-
- targetInfo = CG_ConfigString( CS_PLAYERS + target );
-
- if( !targetInfo )
- return;
-
- Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof( targetName ) - 2 );
- strcat( targetName, S_COLOR_WHITE );
-
- message2 = "";
-
- // check for single client messages
-
- switch( mod )
- {
- case MOD_SUICIDE:
- message = "suicides";
- break;
- 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 = "does 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 ran 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( attacker == target )
- {
- gender = ci->gender;
- 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;
-
- 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.\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 ) - 2);
- strcat( attackerName, S_COLOR_WHITE );
- // 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_FindHumanNameForClassNum( PCL_ALIEN_LEVEL1 ) );
- message2 = className;
- break;
- case MOD_LEVEL2_CLAW:
- message = "was clawed by";
- Com_sprintf( className, 64, "'s %s",
- BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL2 ) );
- message2 = className;
- break;
- case MOD_LEVEL2_ZAP:
- message = "was zapped by";
- Com_sprintf( className, 64, "'s %s",
- BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL2 ) );
- message2 = className;
- break;
- case MOD_LEVEL3_CLAW:
- message = "was chomped by";
- Com_sprintf( className, 64, "'s %s",
- BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL3 ) );
- message2 = className;
- break;
- case MOD_LEVEL3_POUNCE:
- message = "was pounced upon by";
- Com_sprintf( className, 64, "'s %s",
- BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL3 ) );
- message2 = className;
- break;
- case MOD_LEVEL3_BOUNCEBALL:
- message = "was sniped by";
- Com_sprintf( className, 64, "'s %s",
- BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL3 ) );
- message2 = className;
- break;
- case MOD_LEVEL4_CLAW:
- message = "was mauled by";
- Com_sprintf( className, 64, "'s %s",
- BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL4 ) );
- message2 = className;
- break;
- case MOD_LEVEL4_CHARGE:
- message = "should have gotten out of the way of";
- Com_sprintf( className, 64, "'s %s",
- BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL4 ) );
- 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_FindHumanNameForClassNum( PCL_ALIEN_LEVEL1 ) );
- 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 %s%s\n",
- targetName, message, attackerName, message2 );
- return;
- }
- }
-
- // we don't know what it was
- CG_Printf( "%s 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_EntityEvent
-
-An entity has an event value
-also called by CG_CheckPlayerstateEvents
-==============
-*/
-#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");}
-void CG_EntityEvent( centity_t *cent, vec3_t position )
-{
- entityState_t *es;
- int event;
- vec3_t dir;
- const char *s;
- int clientNum;
- clientInfo_t *ci;
- int steptime;
-
- if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR )
- steptime = 200;
- else
- steptime = BG_FindSteptimeForClass( cg.snap->ps.stats[ STAT_PCLASS ] );
-
- es = &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;
- }
-
- clientNum = es->clientNum;
- if( clientNum < 0 || clientNum >= MAX_CLIENTS )
- clientNum = 0;
-
- ci = &cgs.clientinfo[ clientNum ];
-
- switch( event )
- {
- //
- // movement generated events
- //
- case EV_FOOTSTEP:
- DEBUGNAME( "EV_FOOTSTEP" );
- if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
- {
- if( ci->footsteps == FOOTSTEP_CUSTOM )
- trap_S_StartSound( NULL, es->number, CHAN_BODY,
- ci->customFootsteps[ rand( ) & 3 ] );
- else
- trap_S_StartSound( NULL, es->number, CHAN_BODY,
- cgs.media.footsteps[ ci->footsteps ][ rand( ) & 3 ] );
- }
- break;
-
- case EV_FOOTSTEP_METAL:
- DEBUGNAME( "EV_FOOTSTEP_METAL" );
- if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
- {
- if( ci->footsteps == FOOTSTEP_CUSTOM )
- trap_S_StartSound( NULL, es->number, CHAN_BODY,
- ci->customMetalFootsteps[ rand( ) & 3 ] );
- else
- trap_S_StartSound( NULL, es->number, CHAN_BODY,
- cgs.media.footsteps[ FOOTSTEP_METAL ][ rand( ) & 3 ] );
- }
- break;
-
- case EV_FOOTSTEP_SQUELCH:
- DEBUGNAME( "EV_FOOTSTEP_SQUELCH" );
- if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
- {
- trap_S_StartSound( NULL, es->number, CHAN_BODY,
- cgs.media.footsteps[ FOOTSTEP_FLESH ][ rand( ) & 3 ] );
- }
- break;
-
- case EV_FOOTSPLASH:
- DEBUGNAME( "EV_FOOTSPLASH" );
- if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
- {
- trap_S_StartSound( NULL, es->number, CHAN_BODY,
- cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] );
- }
- break;
-
- case EV_FOOTWADE:
- DEBUGNAME( "EV_FOOTWADE" );
- if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
- {
- trap_S_StartSound( NULL, es->number, CHAN_BODY,
- cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] );
- }
- break;
-
- case EV_SWIM:
- DEBUGNAME( "EV_SWIM" );
- if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
- {
- trap_S_StartSound( NULL, es->number, CHAN_BODY,
- cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] );
- }
- break;
-
-
- case EV_FALL_SHORT:
- DEBUGNAME( "EV_FALL_SHORT" );
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound );
-
- if( clientNum == cg.predictedPlayerState.clientNum )
- {
- // smooth landing z changes
- cg.landChange = -8;
- cg.landTime = cg.time;
- }
- break;
-
- case EV_FALL_MEDIUM:
- DEBUGNAME( "EV_FALL_MEDIUM" );
- // use normal pain sound
- trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) );
-
- if( clientNum == cg.predictedPlayerState.clientNum )
- {
- // smooth landing z changes
- cg.landChange = -16;
- cg.landTime = cg.time;
- }
- break;
-
- case EV_FALL_FAR:
- DEBUGNAME( "EV_FALL_FAR" );
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
- cent->pe.painTime = cg.time; // don't play a pain sound right after this
-
- if( clientNum == cg.predictedPlayerState.clientNum )
- {
- // smooth landing z changes
- cg.landChange = -24;
- cg.landTime = cg.time;
- }
- break;
-
- case EV_FALLING:
- DEBUGNAME( "EV_FALLING" );
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*falling1.wav" ) );
- break;
-
- case EV_STEP_4:
- case EV_STEP_8:
- case EV_STEP_12:
- case EV_STEP_16: // smooth out step up transitions
- case EV_STEPDN_4:
- case EV_STEPDN_8:
- case EV_STEPDN_12:
- case EV_STEPDN_16: // smooth out step down transitions
- DEBUGNAME( "EV_STEP" );
- {
- float oldStep;
- int delta;
- int step;
-
- if( clientNum != cg.predictedPlayerState.clientNum )
- break;
-
- // if we are interpolating, we don't need to smooth steps
- if( cg.demoPlayback || ( cg.snap->ps.pm_flags & PMF_FOLLOW ) ||
- cg_nopredict.integer || cg_synchronousClients.integer )
- break;
-
- // check for stepping up before a previous step is completed
- delta = cg.time - cg.stepTime;
-
- if( delta < steptime )
- oldStep = cg.stepChange * ( steptime - delta ) / steptime;
- else
- oldStep = 0;
-
- // add this amount
- if( event >= EV_STEPDN_4 )
- {
- step = 4 * ( event - EV_STEPDN_4 + 1 );
- cg.stepChange = oldStep - step;
- }
- else
- {
- step = 4 * ( event - EV_STEP_4 + 1 );
- cg.stepChange = oldStep + step;
- }
-
- if( cg.stepChange > MAX_STEP_CHANGE )
- cg.stepChange = MAX_STEP_CHANGE;
- else if( cg.stepChange < -MAX_STEP_CHANGE )
- cg.stepChange = -MAX_STEP_CHANGE;
-
- cg.stepTime = cg.time;
- break;
- }
-
- case EV_JUMP:
- DEBUGNAME( "EV_JUMP" );
- trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
-
- if( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_WALLJUMPER ) )
- {
- vec3_t surfNormal, refNormal = { 0.0f, 0.0f, 1.0f };
- vec3_t rotAxis;
-
- if( clientNum != cg.predictedPlayerState.clientNum )
- break;
-
- //set surfNormal
- VectorCopy( cg.predictedPlayerState.grapplePoint, surfNormal );
-
- //if we are moving from one surface to another smooth the transition
- if( !VectorCompare( surfNormal, cg.lastNormal ) && surfNormal[ 2 ] != 1.0f )
- {
- CrossProduct( refNormal, surfNormal, rotAxis );
- VectorNormalize( rotAxis );
-
- //add the op
- CG_addSmoothOp( rotAxis, 15.0f, 1.0f );
- }
-
- //copy the current normal to the lastNormal
- VectorCopy( surfNormal, cg.lastNormal );
- }
-
- break;
-
- case EV_LEV1_GRAB:
- DEBUGNAME( "EV_LEV1_GRAB" );
- trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL1Grab );
- break;
-
- case EV_LEV4_CHARGE_PREPARE:
- DEBUGNAME( "EV_LEV4_CHARGE_PREPARE" );
- trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargePrepare );
- break;
-
- case EV_LEV4_CHARGE_START:
- DEBUGNAME( "EV_LEV4_CHARGE_START" );
- //FIXME: stop cgs.media.alienL4ChargePrepare playing here
- trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargeStart );
- break;
-
- case EV_TAUNT:
- DEBUGNAME( "EV_TAUNT" );
- trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) );
- break;
-
- case EV_WATER_TOUCH:
- DEBUGNAME( "EV_WATER_TOUCH" );
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrInSound );
- break;
-
- case EV_WATER_LEAVE:
- DEBUGNAME( "EV_WATER_LEAVE" );
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound );
- break;
-
- case EV_WATER_UNDER:
- DEBUGNAME( "EV_WATER_UNDER" );
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound );
- break;
-
- case EV_WATER_CLEAR:
- DEBUGNAME( "EV_WATER_CLEAR" );
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) );
- break;
-
- //
- // weapon events
- //
- case EV_NOAMMO:
- DEBUGNAME( "EV_NOAMMO" );
- {
- }
- break;
-
- case EV_CHANGE_WEAPON:
- DEBUGNAME( "EV_CHANGE_WEAPON" );
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
- break;
-
- case EV_FIRE_WEAPON:
- DEBUGNAME( "EV_FIRE_WEAPON" );
- CG_FireWeapon( cent, WPM_PRIMARY );
- break;
-
- case EV_FIRE_WEAPON2:
- DEBUGNAME( "EV_FIRE_WEAPON2" );
- CG_FireWeapon( cent, WPM_SECONDARY );
- break;
-
- case EV_FIRE_WEAPON3:
- DEBUGNAME( "EV_FIRE_WEAPON3" );
- CG_FireWeapon( cent, WPM_TERTIARY );
- break;
-
- //=================================================================
-
- //
- // other events
- //
- case EV_PLAYER_TELEPORT_IN:
- DEBUGNAME( "EV_PLAYER_TELEPORT_IN" );
- //deprecated
- break;
-
- case EV_PLAYER_TELEPORT_OUT:
- DEBUGNAME( "EV_PLAYER_TELEPORT_OUT" );
- CG_PlayerDisconnect( position );
- break;
-
- case EV_BUILD_CONSTRUCT:
- DEBUGNAME( "EV_BUILD_CONSTRUCT" );
- //do something useful here
- break;
-
- case EV_BUILD_DESTROY:
- DEBUGNAME( "EV_BUILD_DESTROY" );
- //do something useful here
- break;
-
- case EV_RPTUSE_SOUND:
- DEBUGNAME( "EV_RPTUSE_SOUND" );
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.repeaterUseSound );
- break;
-
- case EV_GRENADE_BOUNCE:
- DEBUGNAME( "EV_GRENADE_BOUNCE" );
- if( rand( ) & 1 )
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hgrenb1aSound );
- else
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hgrenb2aSound );
- break;
-
- //
- // missile impacts
- //
- case EV_MISSILE_HIT:
- DEBUGNAME( "EV_MISSILE_HIT" );
- ByteToDir( es->eventParm, dir );
- CG_MissileHitPlayer( es->weapon, es->generic1, position, dir, es->otherEntityNum );
- break;
-
- case EV_MISSILE_MISS:
- DEBUGNAME( "EV_MISSILE_MISS" );
- ByteToDir( es->eventParm, dir );
- CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_DEFAULT );
- break;
-
- case EV_MISSILE_MISS_METAL:
- DEBUGNAME( "EV_MISSILE_MISS_METAL" );
- ByteToDir( es->eventParm, dir );
- CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_METAL );
- break;
-
- case EV_HUMAN_BUILDABLE_EXPLOSION:
- DEBUGNAME( "EV_HUMAN_BUILDABLE_EXPLOSION" );
- ByteToDir( es->eventParm, dir );
- CG_HumanBuildableExplosion( position, dir );
- break;
-
- case EV_ALIEN_BUILDABLE_EXPLOSION:
- DEBUGNAME( "EV_ALIEN_BUILDABLE_EXPLOSION" );
- ByteToDir( es->eventParm, dir );
- CG_AlienBuildableExplosion( position, dir );
- break;
-
- case EV_TESLATRAIL:
- DEBUGNAME( "EV_TESLATRAIL" );
- cent->currentState.weapon = WP_TESLAGEN;
- {
- centity_t *source = &cg_entities[ es->generic1 ];
- centity_t *target = &cg_entities[ es->clientNum ];
- vec3_t sourceOffset = { 0.0f, 0.0f, 28.0f };
-
- if( !CG_IsTrailSystemValid( &source->muzzleTS ) )
- {
- source->muzzleTS = CG_SpawnNewTrailSystem( cgs.media.teslaZapTS );
-
- if( CG_IsTrailSystemValid( &source->muzzleTS ) )
- {
- CG_SetAttachmentCent( &source->muzzleTS->frontAttachment, source );
- CG_SetAttachmentCent( &source->muzzleTS->backAttachment, target );
- CG_AttachToCent( &source->muzzleTS->frontAttachment );
- CG_AttachToCent( &source->muzzleTS->backAttachment );
- CG_SetAttachmentOffset( &source->muzzleTS->frontAttachment, sourceOffset );
-
- source->muzzleTSDeathTime = cg.time + cg_teslaTrailTime.integer;
- }
- }
- }
- break;
-
- case EV_BULLET_HIT_WALL:
- DEBUGNAME( "EV_BULLET_HIT_WALL" );
- ByteToDir( es->eventParm, dir );
- CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD );
- break;
-
- case EV_BULLET_HIT_FLESH:
- DEBUGNAME( "EV_BULLET_HIT_FLESH" );
- CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm );
- break;
-
- case EV_SHOTGUN:
- DEBUGNAME( "EV_SHOTGUN" );
- CG_ShotgunFire( es );
- break;
-
- case EV_GENERAL_SOUND:
- DEBUGNAME( "EV_GENERAL_SOUND" );
- if( cgs.gameSounds[ es->eventParm ] )
- trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] );
- else
- {
- s = CG_ConfigString( CS_SOUNDS + es->eventParm );
- trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) );
- }
- break;
-
- case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes
- DEBUGNAME( "EV_GLOBAL_SOUND" );
- if( cgs.gameSounds[ es->eventParm ] )
- trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] );
- else
- {
- s = CG_ConfigString( CS_SOUNDS + es->eventParm );
- trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) );
- }
- break;
-
- case EV_PAIN:
- // local player sounds are triggered in CG_CheckLocalSounds,
- // so ignore events on the player
- DEBUGNAME( "EV_PAIN" );
- if( cent->currentState.number != cg.snap->ps.clientNum )
- CG_PainEvent( cent, es->eventParm );
- break;
-
- case EV_DEATH1:
- case EV_DEATH2:
- case EV_DEATH3:
- DEBUGNAME( "EV_DEATHx" );
- trap_S_StartSound( NULL, es->number, CHAN_VOICE,
- CG_CustomSound( es->number, va( "*death%i.wav", event - EV_DEATH1 + 1 ) ) );
- break;
-
- case EV_OBITUARY:
- DEBUGNAME( "EV_OBITUARY" );
- CG_Obituary( es );
- break;
-
- case EV_GIB_PLAYER:
- DEBUGNAME( "EV_GIB_PLAYER" );
- // no gibbing
- break;
-
- case EV_STOPLOOPINGSOUND:
- DEBUGNAME( "EV_STOPLOOPINGSOUND" );
- trap_S_StopLoopingSound( es->number );
- es->loopSound = 0;
- break;
-
- case EV_DEBUG_LINE:
- DEBUGNAME( "EV_DEBUG_LINE" );
- CG_Beam( cent );
- break;
-
- case EV_BUILD_DELAY:
- DEBUGNAME( "EV_BUILD_DELAY" );
- if( clientNum == cg.predictedPlayerState.clientNum )
- {
- trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND );
- cg.lastBuildAttempt = cg.time;
- }
- break;
-
- case EV_BUILD_REPAIR:
- DEBUGNAME( "EV_BUILD_REPAIR" );
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairSound );
- break;
-
- case EV_BUILD_REPAIRED:
- DEBUGNAME( "EV_BUILD_REPAIRED" );
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairedSound );
- break;
-
- case EV_OVERMIND_ATTACK:
- DEBUGNAME( "EV_OVERMIND_ATTACK" );
- if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS )
- {
- trap_S_StartLocalSound( cgs.media.alienOvermindAttack, CHAN_ANNOUNCER );
- CG_CenterPrint( "The Overmind is under attack!", 200, GIANTCHAR_WIDTH * 4 );
- }
- break;
-
- case EV_OVERMIND_DYING:
- DEBUGNAME( "EV_OVERMIND_DYING" );
- if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS )
- {
- trap_S_StartLocalSound( cgs.media.alienOvermindDying, CHAN_ANNOUNCER );
- CG_CenterPrint( "The Overmind is dying!", 200, GIANTCHAR_WIDTH * 4 );
- }
- break;
-
- case EV_DCC_ATTACK:
- DEBUGNAME( "EV_DCC_ATTACK" );
- if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS )
- {
- //trap_S_StartLocalSound( cgs.media.humanDCCAttack, CHAN_ANNOUNCER );
- CG_CenterPrint( "Our base is under attack!", 200, GIANTCHAR_WIDTH * 4 );
- }
- break;
-
- case EV_OVERMIND_SPAWNS:
- DEBUGNAME( "EV_OVERMIND_SPAWNS" );
- if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS )
- {
- trap_S_StartLocalSound( cgs.media.alienOvermindSpawns, CHAN_ANNOUNCER );
- CG_CenterPrint( "The Overmind needs spawns!", 200, GIANTCHAR_WIDTH * 4 );
- }
- break;
-
- case EV_ALIEN_EVOLVE:
- DEBUGNAME( "EV_ALIEN_EVOLVE" );
- trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienEvolveSound );
- {
- particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienEvolvePS );
-
- if( CG_IsParticleSystemValid( &ps ) )
- {
- CG_SetAttachmentCent( &ps->attachment, cent );
- CG_AttachToCent( &ps->attachment );
- }
- }
-
- if( es->number == cg.clientNum )
- {
- CG_ResetPainBlend( );
- cg.spawnTime = cg.time;
- }
- break;
-
- case EV_ALIEN_EVOLVE_FAILED:
- DEBUGNAME( "EV_ALIEN_EVOLVE_FAILED" );
- if( clientNum == cg.predictedPlayerState.clientNum )
- {
- //FIXME: change to "negative" sound
- trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND );
- cg.lastEvolveAttempt = cg.time;
- }
- break;
-
- case EV_ALIEN_ACIDTUBE:
- DEBUGNAME( "EV_ALIEN_ACIDTUBE" );
- {
- particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienAcidTubePS );
-
- if( CG_IsParticleSystemValid( &ps ) )
- {
- CG_SetAttachmentCent( &ps->attachment, cent );
- ByteToDir( es->eventParm, dir );
- CG_SetParticleSystemNormal( ps, dir );
- CG_AttachToCent( &ps->attachment );
- }
- }
- break;
-
- case EV_MEDKIT_USED:
- DEBUGNAME( "EV_MEDKIT_USED" );
- trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.medkitUseSound );
- break;
-
- case EV_PLAYER_RESPAWN:
- DEBUGNAME( "EV_PLAYER_RESPAWN" );
- if( es->number == cg.clientNum )
- cg.spawnTime = cg.time;
- break;
-
- default:
- DEBUGNAME( "UNKNOWN" );
- CG_Error( "Unknown event: %i", event );
- break;
- }
-}
-
-
-/*
-==============
-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( &cent->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;
-}
-