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📄 cg_event.c

📁 quakeIII源码这个不用我多说吧
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		CG_UseItem( cent );
		break;
	case EV_USE_ITEM12:
		DEBUGNAME("EV_USE_ITEM12");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM13:
		DEBUGNAME("EV_USE_ITEM13");
		CG_UseItem( cent );
		break;
	case EV_USE_ITEM14:
		DEBUGNAME("EV_USE_ITEM14");
		CG_UseItem( cent );
		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_ITEM_POP:
		DEBUGNAME("EV_ITEM_POP");
		trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound );
		break;
	case EV_ITEM_RESPAWN:
		DEBUGNAME("EV_ITEM_RESPAWN");
		cent->miscTime = cg.time;	// scale up from this
		trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound );
		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;

#ifdef MISSIONPACK
	case EV_PROXIMITY_MINE_STICK:
		DEBUGNAME("EV_PROXIMITY_MINE_STICK");
		if( es->eventParm & SURF_FLESH ) {
			trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimplSound );
		} else 	if( es->eventParm & SURF_METALSTEPS ) {
			trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpmSound );
		} else {
			trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpdSound );
		}
		break;

	case EV_PROXIMITY_MINE_TRIGGER:
		DEBUGNAME("EV_PROXIMITY_MINE_TRIGGER");
		trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbactvSound );
		break;
	case EV_KAMIKAZE:
		DEBUGNAME("EV_KAMIKAZE");
		CG_KamikazeEffect( cent->lerpOrigin );
		break;
	case EV_OBELISKEXPLODE:
		DEBUGNAME("EV_OBELISKEXPLODE");
		CG_ObeliskExplode( cent->lerpOrigin, es->eventParm );
		break;
	case EV_OBELISKPAIN:
		DEBUGNAME("EV_OBELISKPAIN");
		CG_ObeliskPain( cent->lerpOrigin );
		break;
	case EV_INVUL_IMPACT:
		DEBUGNAME("EV_INVUL_IMPACT");
		CG_InvulnerabilityImpact( cent->lerpOrigin, cent->currentState.angles );
		break;
	case EV_JUICED:
		DEBUGNAME("EV_JUICED");
		CG_InvulnerabilityJuiced( cent->lerpOrigin );
		break;
	case EV_LIGHTNINGBOLT:
		DEBUGNAME("EV_LIGHTNINGBOLT");
		CG_LightningBoltBeam(es->origin2, es->pos.trBase);
		break;
#endif
	case EV_SCOREPLUM:
		DEBUGNAME("EV_SCOREPLUM");
		CG_ScorePlum( cent->currentState.otherEntityNum, cent->lerpOrigin, cent->currentState.time );
		break;

	//
	// missile impacts
	//
	case EV_MISSILE_HIT:
		DEBUGNAME("EV_MISSILE_HIT");
		ByteToDir( es->eventParm, dir );
		CG_MissileHitPlayer( es->weapon, position, dir, es->otherEntityNum );
		break;

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

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

	case EV_RAILTRAIL:
		DEBUGNAME("EV_RAILTRAIL");
		cent->currentState.weapon = WP_RAILGUN;
		// if the end was on a nomark surface, don't make an explosion
		CG_RailTrail( ci, es->origin2, es->pos.trBase );
		if ( es->eventParm != 255 ) {
			ByteToDir( es->eventParm, dir );
			CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT );
		}
		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_GLOBAL_TEAM_SOUND:	// play from the player's head so it never diminishes
		{
			DEBUGNAME("EV_GLOBAL_TEAM_SOUND");
			switch( es->eventParm ) {
				case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag
					if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED )
						CG_AddBufferedSound( cgs.media.captureYourTeamSound );
					else
						CG_AddBufferedSound( cgs.media.captureOpponentSound );
					break;
				case GTS_BLUE_CAPTURE: // CTF: blue team captured the red flag, 1FCTF: blue team captured the neutral flag
					if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE )
						CG_AddBufferedSound( cgs.media.captureYourTeamSound );
					else
						CG_AddBufferedSound( cgs.media.captureOpponentSound );
					break;
				case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used
					if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED )
						CG_AddBufferedSound( cgs.media.returnYourTeamSound );
					else
						CG_AddBufferedSound( cgs.media.returnOpponentSound );
					//
					CG_AddBufferedSound( cgs.media.blueFlagReturnedSound );
					break;
				case GTS_BLUE_RETURN: // CTF red flag returned, 1FCTF: neutral flag returned
					if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE )
						CG_AddBufferedSound( cgs.media.returnYourTeamSound );
					else
						CG_AddBufferedSound( cgs.media.returnOpponentSound );
					//
					CG_AddBufferedSound( cgs.media.redFlagReturnedSound );
					break;

				case GTS_RED_TAKEN: // CTF: red team took blue flag, 1FCTF: blue team took the neutral flag
					// if this player picked up the flag then a sound is played in CG_CheckLocalSounds
					if (cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
					}
					else {
					if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
#ifdef MISSIONPACK
							if (cgs.gametype == GT_1FCTF) 
								CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
							else
#endif
						 	CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
						}
						else if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) {
#ifdef MISSIONPACK
							if (cgs.gametype == GT_1FCTF)
								CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
							else
#endif
 							CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound );
						}
					}
					break;
				case GTS_BLUE_TAKEN: // CTF: blue team took the red flag, 1FCTF red team took the neutral flag
					// if this player picked up the flag then a sound is played in CG_CheckLocalSounds
					if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
					}
					else {
						if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) {
#ifdef MISSIONPACK
							if (cgs.gametype == GT_1FCTF)
								CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound );
							else
#endif
							CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound );
						}
						else if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
#ifdef MISSIONPACK
							if (cgs.gametype == GT_1FCTF)
								CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound );
							else
#endif
							CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound );
						}
					}
					break;
				case GTS_REDOBELISK_ATTACKED: // Overload: red obelisk is being attacked
					if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) {
						CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
					}
					break;
				case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked
					if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) {
						CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound );
					}
					break;

				case GTS_REDTEAM_SCORED:
					CG_AddBufferedSound(cgs.media.redScoredSound);
					break;
				case GTS_BLUETEAM_SCORED:
					CG_AddBufferedSound(cgs.media.blueScoredSound);
					break;
				case GTS_REDTEAM_TOOK_LEAD:
					CG_AddBufferedSound(cgs.media.redLeadsSound);
					break;
				case GTS_BLUETEAM_TOOK_LEAD:
					CG_AddBufferedSound(cgs.media.blueLeadsSound);
					break;
				case GTS_TEAMS_ARE_TIED:
					CG_AddBufferedSound( cgs.media.teamsTiedSound );
					break;
#ifdef MISSIONPACK
				case GTS_KAMIKAZE:
					trap_S_StartLocalSound(cgs.media.kamikazeFarSound, CHAN_ANNOUNCER);
					break;
#endif
				default:
					break;
			}
			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;

	//
	// powerup events
	//
	case EV_POWERUP_QUAD:
		DEBUGNAME("EV_POWERUP_QUAD");
		if ( es->number == cg.snap->ps.clientNum ) {
			cg.powerupActive = PW_QUAD;
			cg.powerupTime = cg.time;
		}
		trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.quadSound );
		break;
	case EV_POWERUP_BATTLESUIT:
		DEBUGNAME("EV_POWERUP_BATTLESUIT");
		if ( es->number == cg.snap->ps.clientNum ) {
			cg.powerupActive = PW_BATTLESUIT;
			cg.powerupTime = cg.time;
		}
		trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.protectSound );
		break;
	case EV_POWERUP_REGEN:
		DEBUGNAME("EV_POWERUP_REGEN");
		if ( es->number == cg.snap->ps.clientNum ) {
			cg.powerupActive = PW_REGEN;
			cg.powerupTime = cg.time;
		}
		trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.regenSound );
		break;

	case EV_GIB_PLAYER:
		DEBUGNAME("EV_GIB_PLAYER");
		// don't play gib sound when using the kamikaze because it interferes
		// with the kamikaze sound, downside is that the gib sound will also
		// not be played when someone is gibbed while just carrying the kamikaze
		if ( !(es->eFlags & EF_KAMIKAZE) ) {
			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;

	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
		}
		// if this is a player event set the entity number of the client entity number
		if ( cent->currentState.eFlags & EF_PLAYER_EVENT ) {
			cent->currentState.number = cent->currentState.otherEntityNum;
		}

		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 );
}

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