diff options
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_event.c | 70 |
1 files changed, 2 insertions, 68 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c index 8acbbeaf..7bc50929 100644 --- a/src/cgame/cg_event.c +++ b/src/cgame/cg_event.c @@ -508,7 +508,6 @@ 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; @@ -528,13 +527,11 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) event = es->event & ~EV_EVENT_BITS; if( cg_debugEvents.integer ) - CG_Printf( "ent:%3i event:%3i ", es->number, event ); + CG_Printf( "ent:%3i event:%3i %s\n", es->number, event, + BG_EventName( event ) ); if( !event ) - { - DEBUGNAME("ZEROEVENT"); return; - } clientNum = es->clientNum; if( clientNum < 0 || clientNum >= MAX_CLIENTS ) @@ -548,7 +545,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) // movement generated events // case EV_FOOTSTEP: - DEBUGNAME( "EV_FOOTSTEP" ); if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) { if( ci->footsteps == FOOTSTEP_CUSTOM ) @@ -561,7 +557,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) break; case EV_FOOTSTEP_METAL: - DEBUGNAME( "EV_FOOTSTEP_METAL" ); if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) { if( ci->footsteps == FOOTSTEP_CUSTOM ) @@ -574,7 +569,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) 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, @@ -583,7 +577,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) break; case EV_FOOTSPLASH: - DEBUGNAME( "EV_FOOTSPLASH" ); if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) { trap_S_StartSound( NULL, es->number, CHAN_BODY, @@ -592,7 +585,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) break; case EV_FOOTWADE: - DEBUGNAME( "EV_FOOTWADE" ); if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) { trap_S_StartSound( NULL, es->number, CHAN_BODY, @@ -601,7 +593,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) break; case EV_SWIM: - DEBUGNAME( "EV_SWIM" ); if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) { trap_S_StartSound( NULL, es->number, CHAN_BODY, @@ -611,7 +602,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) case EV_FALL_SHORT: - DEBUGNAME( "EV_FALL_SHORT" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound ); if( clientNum == cg.predictedPlayerState.clientNum ) @@ -623,7 +613,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) 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" ) ); @@ -636,7 +625,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) 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 @@ -649,7 +637,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) break; case EV_FALLING: - DEBUGNAME( "EV_FALLING" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*falling1.wav" ) ); break; @@ -661,7 +648,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) case EV_STEPDN_8: case EV_STEPDN_12: case EV_STEPDN_16: // smooth out step down transitions - DEBUGNAME( "EV_STEP" ); { float oldStep; int delta; @@ -705,7 +691,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) } 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_CLASS ], SCA_WALLJUMPER ) ) @@ -736,44 +721,36 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) break; case EV_LEV1_GRAB: - DEBUGNAME( "EV_LEV1_GRAB" ); trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL1Grab ); break; case EV_LEV4_TRAMPLE_PREPARE: - DEBUGNAME( "EV_LEV4_TRAMPLE_PREPARE" ); trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargePrepare ); break; case EV_LEV4_TRAMPLE_START: - DEBUGNAME( "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: - DEBUGNAME( "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: - 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; @@ -781,28 +758,23 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) // weapon events // case EV_NOAMMO: - DEBUGNAME( "EV_NOAMMO" ); trap_S_StartSound( NULL, es->number, CHAN_WEAPON, cgs.media.weaponEmptyClick ); 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; @@ -812,32 +784,26 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) // 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.hardBounceSound1 ); else @@ -848,37 +814,31 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) // missile impacts // case EV_MISSILE_HIT: - DEBUGNAME( "EV_MISSILE_HIT" ); ByteToDir( es->eventParm, dir ); CG_MissileHitEntity( es->weapon, es->generic1, position, dir, es->otherEntityNum, es->torsoAnim ); break; case EV_MISSILE_MISS: - DEBUGNAME( "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: - DEBUGNAME( "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: - 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 ]; @@ -904,23 +864,19 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) 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 @@ -931,7 +887,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) 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 @@ -944,7 +899,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) 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; @@ -952,34 +906,28 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) 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 ); @@ -988,17 +936,14 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) 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_TEAM ] == TEAM_ALIENS ) { trap_S_StartLocalSound( cgs.media.alienOvermindAttack, CHAN_ANNOUNCER ); @@ -1007,7 +952,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) break; case EV_OVERMIND_DYING: - DEBUGNAME( "EV_OVERMIND_DYING" ); if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS ) { trap_S_StartLocalSound( cgs.media.alienOvermindDying, CHAN_ANNOUNCER ); @@ -1016,7 +960,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) break; case EV_DCC_ATTACK: - DEBUGNAME( "EV_DCC_ATTACK" ); if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS ) { //trap_S_StartLocalSound( cgs.media.humanDCCAttack, CHAN_ANNOUNCER ); @@ -1025,12 +968,10 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) break; case EV_MGTURRET_SPINUP: - DEBUGNAME( "EV_MGTURRET_SPINUP" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.turretSpinupSound ); break; case EV_OVERMIND_SPAWNS: - DEBUGNAME( "EV_OVERMIND_SPAWNS" ); if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS ) { trap_S_StartLocalSound( cgs.media.alienOvermindSpawns, CHAN_ANNOUNCER ); @@ -1039,7 +980,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) 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 ); @@ -1059,7 +999,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) break; case EV_ALIEN_EVOLVE_FAILED: - DEBUGNAME( "EV_ALIEN_EVOLVE_FAILED" ); if( clientNum == cg.predictedPlayerState.clientNum ) { //FIXME: change to "negative" sound @@ -1069,7 +1008,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) break; case EV_ALIEN_ACIDTUBE: - DEBUGNAME( "EV_ALIEN_ACIDTUBE" ); { particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienAcidTubePS ); @@ -1084,23 +1022,19 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) 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; case EV_LEV2_ZAP: - DEBUGNAME( "EV_LEV2_ZAP" ); CG_Level2Zap( es ); break; default: - DEBUGNAME( "UNKNOWN" ); CG_Error( "Unknown event: %i", event ); break; } |