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📄 cg_event.c

📁 quakeIII源码这个不用我多说吧
💻 C
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A new item was picked up this frame
================
*/
static void CG_ItemPickup( int itemNum ) {
	cg.itemPickup = itemNum;
	cg.itemPickupTime = cg.time;
	cg.itemPickupBlendTime = cg.time;
	// see if it should be the grabbed weapon
	if ( bg_itemlist[itemNum].giType == IT_WEAPON ) {
		// select it immediately
		if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_MACHINEGUN ) {
			cg.weaponSelectTime = cg.time;
			cg.weaponSelect = bg_itemlist[itemNum].giTag;
		}
	}

}


/*
================
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;

	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_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
		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 < STEP_TIME) {
			oldStep = cg.stepChange * (STEP_TIME - delta) / STEP_TIME;
		} else {
			oldStep = 0;
		}

		// add this amount
		step = 4 * (event - EV_STEP_4 + 1 );
		cg.stepChange = oldStep + step;
		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;
#ifdef MISSIONPACK
	case EV_TAUNT_YES:
		DEBUGNAME("EV_TAUNT_YES");
		CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_YES);
		break;
	case EV_TAUNT_NO:
		DEBUGNAME("EV_TAUNT_NO");
		CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_NO);
		break;
	case EV_TAUNT_FOLLOWME:
		DEBUGNAME("EV_TAUNT_FOLLOWME");
		CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_FOLLOWME);
		break;
	case EV_TAUNT_GETFLAG:
		DEBUGNAME("EV_TAUNT_GETFLAG");
		CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONGETFLAG);
		break;
	case EV_TAUNT_GUARDBASE:
		DEBUGNAME("EV_TAUNT_GUARDBASE");
		CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONDEFENSE);
		break;
	case EV_TAUNT_PATROL:
		DEBUGNAME("EV_TAUNT_PATROL");
		CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONPATROL);
		break;
#endif
	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;

	case EV_ITEM_PICKUP:
		DEBUGNAME("EV_ITEM_PICKUP");
		{
			gitem_t	*item;
			int		index;

			index = es->eventParm;		// player predicted

			if ( index < 1 || index >= bg_numItems ) {
				break;
			}
			item = &bg_itemlist[ index ];

			// powerups and team items will have a separate global sound, this one
			// will be played at prediction time
			if ( item->giType == IT_POWERUP || item->giType == IT_TEAM) {
				trap_S_StartSound (NULL, es->number, CHAN_AUTO,	cgs.media.n_healthSound );
			} else if (item->giType == IT_PERSISTANT_POWERUP) {
#ifdef MISSIONPACK
				switch (item->giTag ) {
					case PW_SCOUT:
						trap_S_StartSound (NULL, es->number, CHAN_AUTO,	cgs.media.scoutSound );
					break;
					case PW_GUARD:
						trap_S_StartSound (NULL, es->number, CHAN_AUTO,	cgs.media.guardSound );
					break;
					case PW_DOUBLER:
						trap_S_StartSound (NULL, es->number, CHAN_AUTO,	cgs.media.doublerSound );
					break;
					case PW_AMMOREGEN:
						trap_S_StartSound (NULL, es->number, CHAN_AUTO,	cgs.media.ammoregenSound );
					break;
				}
#endif
			} else {
				trap_S_StartSound (NULL, es->number, CHAN_AUTO,	trap_S_RegisterSound( item->pickup_sound, qfalse ) );
			}

			// show icon and name on status bar
			if ( es->number == cg.snap->ps.clientNum ) {
				CG_ItemPickup( index );
			}
		}
		break;

	case EV_GLOBAL_ITEM_PICKUP:
		DEBUGNAME("EV_GLOBAL_ITEM_PICKUP");
		{
			gitem_t	*item;
			int		index;

			index = es->eventParm;		// player predicted

			if ( index < 1 || index >= bg_numItems ) {
				break;
			}
			item = &bg_itemlist[ index ];
			// powerup pickups are global
			if( item->pickup_sound ) {
				trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) );
			}

			// show icon and name on status bar
			if ( es->number == cg.snap->ps.clientNum ) {
				CG_ItemPickup( index );
			}
		}
		break;

	//
	// weapon events
	//
	case EV_NOAMMO:
		DEBUGNAME("EV_NOAMMO");
//		trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound );
		if ( es->number == cg.snap->ps.clientNum ) {
			CG_OutOfAmmoChange();
		}
		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 );
		break;

	case EV_USE_ITEM0:
		DEBUGNAME("EV_USE_ITEM0");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM1:
		DEBUGNAME("EV_USE_ITEM1");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM2:
		DEBUGNAME("EV_USE_ITEM2");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM3:
		DEBUGNAME("EV_USE_ITEM3");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM4:
		DEBUGNAME("EV_USE_ITEM4");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM5:
		DEBUGNAME("EV_USE_ITEM5");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM6:
		DEBUGNAME("EV_USE_ITEM6");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM7:
		DEBUGNAME("EV_USE_ITEM7");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM8:
		DEBUGNAME("EV_USE_ITEM8");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM9:
		DEBUGNAME("EV_USE_ITEM9");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM10:
		DEBUGNAME("EV_USE_ITEM10");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM11:
		DEBUGNAME("EV_USE_ITEM11");

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