📄 cg_event.c
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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( ¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
CG_SetEntitySoundPosition( cent );
CG_EntityEvent( cent, cent->lerpOrigin );
}
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