#ifndef GLOBALSOUND_H
#define GLOBALSOUND_H
+#ifdef SVQC
+ /** Use new sound handling. TODO: use when sounds play correctly on clients */
+ bool autocvar_g_debug_globalsounds = false;
+#endif
+
// player sounds, voice messages
.string m_playersoundstr;
#define PlayerSounds_from(i) _PlayerSounds_from(i, NULL)
#define REGISTER_PLAYERSOUND(id) \
.string _playersound_##id; \
- REGISTER(PlayerSounds, playersound, id, m_id, new(PlayerSound)) \
+ REGISTER(PlayerSounds, playersound, id, m_id, new_pure(PlayerSound)) \
{ \
- make_pure(this); \
this.m_playersoundstr = #id; \
this.m_playersoundfld = _playersound_##id; \
}
REGISTRY_SORT(PlayerSounds)
STATIC_INIT(PlayerSounds_renumber)
{
- FOREACH(PlayerSounds, true, LAMBDA(it.m_id = i));
+ FOREACH(PlayerSounds, true, it.m_id = i);
}
REGISTRY_CHECK(PlayerSounds)
-// TODO implement fall and falling
-
REGISTER_PLAYERSOUND(death)
REGISTER_PLAYERSOUND(drown)
REGISTER_PLAYERSOUND(fall)
.int m_playersoundvt;
#define REGISTER_VOICEMSG(id, vt) \
.string _playersound_##id; \
- REGISTER(PlayerSounds, playersound, id, m_id, new(VoiceMessage)) \
+ REGISTER(PlayerSounds, playersound, id, m_id, new_pure(VoiceMessage)) \
{ \
- make_pure(this); \
this.instanceOfVoiceMessage = true; \
this.m_playersoundstr = #id; \
this.m_playersoundfld = _playersound_##id; \
REGISTRY(GlobalSounds, BITS(8) - 1)
#define GlobalSounds_from(i) _GlobalSounds_from(i, NULL)
#define REGISTER_GLOBALSOUND(id, str) \
- REGISTER(GlobalSounds, GS, id, m_id, new(GlobalSound)) \
+ REGISTER(GlobalSounds, GS, id, m_id, new_pure(GlobalSound)) \
{ \
- make_pure(this); \
this.m_globalsoundstr = str; \
}
REGISTER_REGISTRY(GlobalSounds)
REGISTRY_SORT(GlobalSounds)
STATIC_INIT(GlobalSounds_renumber)
{
- FOREACH(GlobalSounds, true, LAMBDA(it.m_id = i));
+ FOREACH(GlobalSounds, true, it.m_id = i);
}
REGISTRY_CHECK(GlobalSounds)
void PrecacheGlobalSound(string samplestring);
PRECACHE(GlobalSounds)
{
- FOREACH(GlobalSounds, true, LAMBDA(PrecacheGlobalSound(it.m_globalsoundstr)));
+ FOREACH(GlobalSounds, true, PrecacheGlobalSound(it.m_globalsoundstr));
}
REGISTER_GLOBALSOUND(STEP, "misc/footstep0 6")
bool GetPlayerSoundSampleField_notFound;
void PrecachePlayerSounds(string f);
-#ifdef CSQC
+//#ifdef CSQC
.string GetVoiceMessageSampleField(string type);
.string GetPlayerSoundSampleField(string type);
void ClearPlayerSounds(entity this);
float LoadPlayerSounds(entity this, string f, bool strict);
void UpdatePlayerSounds(entity this);
-#endif
+//#endif
+entity GetVoiceMessage(string type);
#ifdef SVQC
#define GlobalSound_string(this, def, chan, voicetype) _GlobalSound(this, NULL, NULL, def, chan, voicetype, false)
#define PlayerSound(this, def, chan, voicetype) _GlobalSound(this, NULL, def, string_null, chan, voicetype, false)
#define VoiceMessage(this, def, msg) \
- do \
+ MACRO_BEGIN \
{ \
entity VM = def; \
int voicetype = VM.m_playersoundvt; \
bool ownteam = (voicetype == VOICETYPE_TEAMRADIO); \
- int flood = Say(this, ownteam, world, msg, true); \
+ int flood = Say(this, ownteam, NULL, msg, true); \
bool fake; \
if (IS_SPEC(this) || IS_OBSERVER(this) || flood < 0) fake = true; \
else if (flood > 0) fake = false; \
else break; \
_GlobalSound(this, NULL, VM, string_null, CH_VOICE, voicetype, fake); \
- } \
- while (0)
+ } MACRO_END
#endif
+string allvoicesamples;
+STATIC_INIT(allvoicesamples)
+{
+ FOREACH(PlayerSounds, it.instanceOfVoiceMessage, allvoicesamples = strcat(allvoicesamples, " ", it.m_playersoundstr));
+ allvoicesamples = strzone(substring(allvoicesamples, 1, -1));
+}
+
#endif