-
-
Notifications
You must be signed in to change notification settings - Fork 12
/
game_event.qc
75 lines (66 loc) · 2 KB
/
game_event.qc
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
/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
int
ClientGame_EventParse(float fHeader)
{
switch (fHeader) {
case EV_OBITUARY:
Obituary_Parse();
break;
case EV_HITNOTIFY:
pSeatLocal->m_flDamageIndicator = 1.0f;
break;
case EV_BLOOD:
vector vBloodPos = g_vec_null;
vector vBloodColor = g_vec_null;
vBloodPos[0] = readcoord();
vBloodPos[1] = readcoord();
vBloodPos[2] = readcoord();
vBloodColor[0] = readbyte() / 255;
vBloodColor[1] = readbyte() / 255;
vBloodColor[2] = readbyte() / 255;
FX_Blood(vBloodPos, vBloodColor);
break;
case EV_GAUSSBEAM:
FX_GaussBeam_Parse();
break;
case EV_CHAT:
float fSender = readbyte();
float fTeam = readbyte();
string sMessage = readstring();
CSQC_Parse_Print(Util_ChatFormat(fSender, 0, sMessage), PRINT_CHAT);
break;
case EV_CHAT_TEAM:
float fSender2 = readbyte();
float fTeam2 = readbyte();
string sMessage2 = readstring();
CSQC_Parse_Print(Util_ChatFormat(fSender2, fTeam2, sMessage2), PRINT_CHAT);
break;
case EV_VIEWMODEL:
View_PlayAnimation(readbyte());
break;
case EV_WEAPON_PICKUP:
int w = readbyte();
if (autocvar_cl_autoweaponswitch == 1) {
sendevent("PlayerSwitchWeapon", "i", w);
}
HUD_WeaponPickupNotify(w);
break;
default:
return (0);
}
return (1);
}