📄 cg_event.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 = ¢->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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