// 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 ]; 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 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_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; 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_ABUILDER_CLAW: message = "should leave"; message2 = "'s buildings alone"; break; case MOD_SOLDIER_BITE: message = "was biten by"; break; case MOD_HYDRA_CLAW: message = "was swiped by"; message2 = "'s hydra"; break; case MOD_DRAGOON_CLAW: message = "was clawed by"; message2 = "'s dragoon"; break; case MOD_DRAGOON_POUNCE: message = "was pounced upon by"; message2 = "'s dragoon"; break; case MOD_CHIMERA_CLAW: message = "was clawed by"; message2 = "'s chimera"; break; case MOD_CHIMERA_ZAP: message = "was zapped by"; message2 = "'s chimera"; break; case MOD_BMOFO_CLAW: message = "was mauled by"; message2 = "'s big mofo"; break; case MOD_BMOFO_CHARGE: message = "should have gotten out of the way of"; message2 = "'s big mofo"; break; case MOD_POISON: message = "should have used antitox against"; message2 = "'s poison"; break; case MOD_HYDRA_PCLOUD: message = "was gassed by"; message2 = "'s hydra"; 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, i; if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) steptime = 200; else steptime = BG_FindSteptimeForClass( cg.snap->ps.stats[ STAT_PCLASS ] ); es = ¢->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 ) { 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_PAD: DEBUGNAME( "EV_JUMP_PAD" ); // CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm ); { localEntity_t *smoke; vec3_t up = { 0, 0, 1 }; smoke = CG_SmokePuff( cent->lerpOrigin, up, 32, 1, 1, 1, 0.33f, 1000, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.smokePuffShader ); } // boing sound at origin, jump sound on player trap_S_StartSound( cent->lerpOrigin, -1, CHAN_VOICE, cgs.media.jumpPadSound ); trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); 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 ); } //copy the current normal to the lastNormal VectorCopy( surfNormal, cg.lastNormal ); } 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" ); // trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound ); { } break; case EV_CHANGE_WEAPON: DEBUGNAME( "EV_CHANGE_WEAPON" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.selectSound ); break; case EV_NEXT_WEAPON: DEBUGNAME( "EV_NEXT_WEAPON" ); if( clientNum == cg.predictedPlayerState.clientNum ) CG_NextWeapon_f( ); 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" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.teleInSound ); CG_SpawnEffect( position ); break; case EV_PLAYER_TELEPORT_OUT: DEBUGNAME( "EV_PLAYER_TELEPORT_OUT" ); trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound ); CG_SpawnEffect( position ); break; case EV_BUILD_CONSTRUCT: DEBUGNAME( "EV_BUILD_CONSTRUCT" ); cent->miscTime = cg.time; // scale up from this break; case EV_BUILD_DESTROY: DEBUGNAME( "EV_BUILD_DESTROY" ); cent->miscTime = -cg.time; // scale down from this 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_HUMAN_BUILDABLE_DAMAGE: DEBUGNAME( "EV_HUMAN_BUILDABLE_DAMAGE" ); trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.humanBuildableDamage ); break; case EV_ALIEN_BUILDABLE_DAMAGE: DEBUGNAME( "EV_ALIEN_BUILDABLE_DAMAGE" ); trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienBuildableDamage ); break; case EV_TESLATRAIL: DEBUGNAME( "EV_TESLATRAIL" ); cent->currentState.weapon = WP_TESLAGEN; CG_TeslaTrail( es->origin2, es->pos.trBase, es->generic1, es->clientNum ); break; case EV_ALIENZAP: DEBUGNAME( "EV_ALIENZAP" ); CG_AlienZap( es->origin2, es->pos.trBase, es->generic1, es->clientNum ); 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" ); trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound ); CG_GibPlayer( cent->lerpOrigin ); 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 ) { //FIXME: change to "negative" sound 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_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 ); CG_SetParticleSystemCent( ps, cent ); CG_AttachParticleSystemToCent( ps ); } break; case EV_ALIEN_ACIDTUBE: DEBUGNAME( "EV_ALIEN_ACIDTUBE" ); { particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienAcidTubePS ); CG_SetParticleSystemCent( ps, cent ); ByteToDir( es->eventParm, dir ); CG_SetParticleSystemNormal( ps, dir ); CG_AttachParticleSystemToCent( ps ); } 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 ) { // check for event-only entities if( cent->currentState.eType > ET_EVENTS ) { if( cent->previousEvent ) return; // already fired cent->previousEvent = 1; cent->currentState.event = cent->currentState.eType - ET_EVENTS; } 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 ); }