summaryrefslogtreecommitdiff
path: root/src/cgame/cg_event.c
blob: 017750c795bfa2aec16c3d93eff16d180eea9ef4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
// 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 = "cratered";
      break;
    case MOD_CRUSH:
      message = "was squished";
      break;
    case MOD_WATER:
      message = "sank like a rock";
      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 = "was melted by the acid blood";
      break;
    default:
      message = NULL;
      break;
  }

  if( attacker == target )
  {
    gender = ci->gender;
    switch( mod )
    {
      case MOD_GRENADE_SPLASH:
        if( gender == GENDER_FEMALE )
          message = "tripped on her own grenade";
        else if( gender == GENDER_NEUTER )
          message = "tripped on its own grenade";
        else
          message = "tripped on his own grenade";
        break;
        
      case MOD_ROCKET_SPLASH:
        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_FLAMER_SPLASH:
        if( gender == GENDER_FEMALE )
          message = "toasted herself";
        else if( gender == GENDER_NEUTER )
          message = "toasted itself";
        else
          message = "toasted himself";
        break;
        
      case MOD_BFG_SPLASH:
        message = "should have used a smaller gun";
        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 kill messages from the current clientNum
  if( attacker == cg.snap->ps.clientNum )
  {
    char  *s;

/*    s = va( "You fragged %s", targetName );
    CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );*/

    // print the text message as well
  }

  // 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_GRAPPLE:
        message = "was caught by";
        break;
      case MOD_GAUNTLET:
        message = "was pummeled 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_GRENADE:
        message = "ate";
        message2 = "'s grenade";
        break;
      case MOD_GRENADE_SPLASH:
        message = "was shredded by";
        message2 = "'s shrapnel";
        break;
      case MOD_ROCKET:
        message = "ate";
        message2 = "'s rocket";
        break;
      case MOD_ROCKET_SPLASH:
        message = "almost dodged";
        message2 = "'s rocket";
        break;
      case MOD_FLAMER:
        message = "was toasted by";
        message2 = "'s flamer";
        break;
      case MOD_FLAMER_SPLASH:
        message = "was toasted by";
        message2 = "'s flamer";
        break;
      case MOD_RAILGUN:
        message = "was railed by";
        break;
      case MOD_LIGHTNING:
        message = "was electrocuted by";
        break;
      case MOD_VENOM:
            message = "was biten by";
        break;
      case MOD_BFG:
      case MOD_BFG_SPLASH:
        message = "was blasted by";
        message2 = "'s BFG";
        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 = &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 )
      {
        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 )
      {
        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 )
      {
        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 )
      {
        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 )
      {
        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 )
      {
        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_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" ) );
      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" );
      CG_NextWeapon_f( );
      break;
      
    case EV_FIRE_WEAPON:
      DEBUGNAME( "EV_FIRE_WEAPON" );
      CG_FireWeapon( cent, 0 );
      break;
      
    case EV_FIRE_WEAPON2:
      DEBUGNAME( "EV_FIRE_WEAPON2" );
      CG_FireWeapon( cent, 1 ); //FIXME:??
      break;
      
    case EV_FIRE_WEAPON3:
      DEBUGNAME( "EV_FIRE_WEAPON3" );
      CG_FireWeapon( cent, 2 ); //FIXME:??
      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
      //probably a better place for this, but for the time being it lives here
      memset( &cent->lerpFrame, 0, sizeof( lerpFrame_t ) );
      cent->buildableAnim = es->eventParm;
      break;
      
    case EV_BUILD_DESTROY:
      DEBUGNAME( "EV_BUILD_DESTROY" );
      cent->miscTime = -cg.time; // scale down from this
      break;

    //TA: trigger an anim on a buildable item
    case EV_BUILD_ANIM:
      DEBUGNAME( "EV_BUILD_ANIM" );
      if( cent->buildableAnim == es->torsoAnim || es->eventParm & ANIM_TOGGLEBIT )
        cent->buildableAnim = es->eventParm;
      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, position, dir, es->otherEntityNum, es->generic1 );
      break;

    case EV_MISSILE_MISS:
      DEBUGNAME( "EV_MISSILE_MISS" );
      ByteToDir( es->eventParm, dir );
      CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT, es->generic1 );
      break;

    case EV_MISSILE_MISS_METAL:
      DEBUGNAME( "EV_MISSILE_MISS_METAL" );
      ByteToDir( es->eventParm, dir );
      CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL, es->generic1 );
      break;

    case EV_BUILDABLE_EXPLOSION:
      DEBUGNAME( "EV_BUILDABLE_EXPLOSION" );
      ByteToDir( es->eventParm, dir );
      CG_Explosion( 0, position, dir );
      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_LAS_HIT_WALL:
      DEBUGNAME( "EV_LAS_HIT_WALL" );
      ByteToDir( es->eventParm, dir );
      CG_LasGunHit( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD );
      break;

    case EV_LAS_HIT_FLESH:
      DEBUGNAME( "EV_LAS_HIT_FLESH" );
      CG_LasGunHit( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm );
      break;
      
#define MASS_EJECTION_VEL 300
    case EV_MASS_DRIVER_HIT:
      DEBUGNAME( "EV_MASS_DRIVER_HIT" );
      for( i = 0; i <= 10; i++ )
      {
        qhandle_t spark;
        vec3_t    velocity;
        vec3_t    accel = { 0.0f, 0.0f, -DEFAULT_GRAVITY };
        vec3_t    origin, normal;

        ByteToDir( es->eventParm, normal );

        VectorMA( es->pos.trBase, 10.0f, normal, origin );

        if( crandom( ) > 0.5f )
          spark = cgs.media.gibSpark1;
        else
          spark = cgs.media.gibSpark2;

        velocity[ 0 ] = ( 2 * random( ) - 1.0f ) * MASS_EJECTION_VEL;
        velocity[ 1 ] = ( 2 * random( ) - 1.0f ) * MASS_EJECTION_VEL;
        velocity[ 2 ] = ( 2 * random( ) - 1.0f ) * MASS_EJECTION_VEL;
        
        CG_LaunchSprite( origin, velocity, accel, 0.0f, 0.5f, 4.0f, 2.0f, 255, 0, rand( ) % 360,
                         cg.time, cg.time, 5000 + ( crandom( ) * 3000 ),
                         spark, qfalse, qfalse );
      }

      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_GIB_ALIEN:
      DEBUGNAME( "EV_GIB_ALIEN" );
      trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound );
      CG_GenericGib( 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" );
      //FIXME: change to "negative" sound
      trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
      cg.lastBuildAttempt = cg.time;
      break;

    case EV_POISONCLOUD:
      DEBUGNAME( "EV_POISONCLOUD" );
      cg.firstPoisonedTime = cg.time;
      break;

    case EV_KNOCKOVER:
      DEBUGNAME( "EV_KNOCKOVER" );
      cg.firstKnockedTime = cg.time;
      break;

    case EV_GETUP:
      DEBUGNAME( "EV_GETUP" );
      cg.firstGetUpTime = cg.time;
      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( &cent->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
  CG_SetEntitySoundPosition( cent );

  CG_EntityEvent( cent, cent->lerpOrigin );
}