73 lines
2.0 KiB
Plaintext
73 lines
2.0 KiB
Plaintext
/*
|
|
* Copyright (c) 2016-2022 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_TFC_VOXMSG:
|
|
Vox_Parse();
|
|
break;
|
|
case EV_OBITUARY:
|
|
Obituary_Parse();
|
|
break;
|
|
case EV_BLOOD:
|
|
vector vBloodPos;
|
|
vector vBloodColor;
|
|
|
|
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_CHAT:
|
|
float fSender = readbyte();
|
|
float fTeam = readbyte();
|
|
string sMessage = readstring();
|
|
|
|
CSQC_Parse_Print(sprintf("%s: %s", getplayerkeyvalue(fSender, "name"), sMessage), PRINT_CHAT);
|
|
break;
|
|
case EV_CHAT_TEAM:
|
|
float fSender2 = readbyte();
|
|
float fTeam2 = readbyte();
|
|
string sMessage2 = readstring();
|
|
|
|
CSQC_Parse_Print(sprintf("[TEAM] %s: %s", getplayerkeyvalue(fSender2, "name"), 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);
|
|
}
|