-#ifndef GLOBALSOUND_H
-#define GLOBALSOUND_H
+#pragma once
#ifdef SVQC
/** Use new sound handling. TODO: use when sounds play correctly on clients */
..string m_playersoundfld;
REGISTRY(PlayerSounds, BITS(8) - 1)
-#define PlayerSounds_from(i) _PlayerSounds_from(i, NULL)
#define REGISTER_PLAYERSOUND(id) \
.string _playersound_##id; \
REGISTER(PlayerSounds, playersound, id, m_id, new_pure(PlayerSound)) \
}
REGISTER_REGISTRY(PlayerSounds)
REGISTRY_SORT(PlayerSounds)
+
+REGISTRY_DEFINE_GET(PlayerSounds, NULL)
STATIC_INIT(PlayerSounds_renumber)
{
FOREACH(PlayerSounds, true, it.m_id = i);
.bool instanceOfVoiceMessage;
.int m_playersoundvt;
-#define REGISTER_VOICEMSG(id, vt) \
+#define REGISTER_VOICEMSG(id, vt, listed) \
.string _playersound_##id; \
REGISTER(PlayerSounds, playersound, id, m_id, new_pure(VoiceMessage)) \
{ \
- this.instanceOfVoiceMessage = true; \
+ this.instanceOfVoiceMessage = listed; \
this.m_playersoundstr = #id; \
this.m_playersoundfld = _playersound_##id; \
this.m_playersoundvt = vt; \
const int VOICETYPE_AUTOTAUNT = 14;
const int VOICETYPE_TAUNT = 15;
-REGISTER_VOICEMSG(attack, VOICETYPE_TEAMRADIO)
-REGISTER_VOICEMSG(attackinfive, VOICETYPE_TEAMRADIO)
-REGISTER_VOICEMSG(coverme, VOICETYPE_TEAMRADIO)
-REGISTER_VOICEMSG(defend, VOICETYPE_TEAMRADIO)
-REGISTER_VOICEMSG(freelance, VOICETYPE_TEAMRADIO)
-REGISTER_VOICEMSG(incoming, VOICETYPE_TEAMRADIO)
-REGISTER_VOICEMSG(meet, VOICETYPE_TEAMRADIO)
-REGISTER_VOICEMSG(needhelp, VOICETYPE_TEAMRADIO)
-REGISTER_VOICEMSG(seenflag, VOICETYPE_TEAMRADIO)
-REGISTER_VOICEMSG(taunt, VOICETYPE_TAUNT)
-REGISTER_VOICEMSG(teamshoot, VOICETYPE_LASTATTACKER)
-
-// reserved sound names for the future (some models lack sounds for them):
-// _VOICEMSG(flagcarriertakingdamage)
-// _VOICEMSG(getflag)
-// reserved sound names for the future (ALL models lack sounds for them):
-// _VOICEMSG(affirmative)
-// _VOICEMSG(attacking)
-// _VOICEMSG(defending)
-// _VOICEMSG(roaming)
-// _VOICEMSG(onmyway)
-// _VOICEMSG(droppedflag)
-// _VOICEMSG(negative)
-// _VOICEMSG(seenenemy)
+REGISTER_VOICEMSG(attack, VOICETYPE_TEAMRADIO, true)
+REGISTER_VOICEMSG(attackinfive, VOICETYPE_TEAMRADIO, true)
+REGISTER_VOICEMSG(coverme, VOICETYPE_TEAMRADIO, true)
+REGISTER_VOICEMSG(defend, VOICETYPE_TEAMRADIO, true)
+REGISTER_VOICEMSG(freelance, VOICETYPE_TEAMRADIO, true)
+REGISTER_VOICEMSG(incoming, VOICETYPE_TEAMRADIO, true)
+REGISTER_VOICEMSG(meet, VOICETYPE_TEAMRADIO, true)
+REGISTER_VOICEMSG(needhelp, VOICETYPE_TEAMRADIO, true)
+REGISTER_VOICEMSG(seenflag, VOICETYPE_TEAMRADIO, true)
+REGISTER_VOICEMSG(taunt, VOICETYPE_TAUNT, true)
+REGISTER_VOICEMSG(teamshoot, VOICETYPE_LASTATTACKER, true)
+
+//NOTE: some models lack sounds for these:
+REGISTER_VOICEMSG(flagcarriertakingdamage, VOICETYPE_TEAMRADIO, false)
+REGISTER_VOICEMSG(getflag, VOICETYPE_TEAMRADIO, false)
+//NOTE: ALL models lack sounds for these (only available in default sounds currently):
+REGISTER_VOICEMSG(affirmative, VOICETYPE_TEAMRADIO, false)
+REGISTER_VOICEMSG(attacking, VOICETYPE_TEAMRADIO, false)
+REGISTER_VOICEMSG(defending, VOICETYPE_TEAMRADIO, false)
+REGISTER_VOICEMSG(roaming, VOICETYPE_TEAMRADIO, false)
+REGISTER_VOICEMSG(onmyway, VOICETYPE_TEAMRADIO, false)
+REGISTER_VOICEMSG(droppedflag, VOICETYPE_TEAMRADIO, false)
+REGISTER_VOICEMSG(negative, VOICETYPE_TEAMRADIO, false)
+REGISTER_VOICEMSG(seenenemy, VOICETYPE_TEAMRADIO, false)
.string m_globalsoundstr;
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_pure(GlobalSound)) \
{ \
}
REGISTER_REGISTRY(GlobalSounds)
REGISTRY_SORT(GlobalSounds)
+
+REGISTRY_DEFINE_GET(GlobalSounds, NULL)
STATIC_INIT(GlobalSounds_renumber)
{
FOREACH(GlobalSounds, true, it.m_id = i);
//#endif
entity GetVoiceMessage(string type);
+string GlobalSound_sample(string pair, float r);
+
#ifdef SVQC
- void _GlobalSound(entity this, entity gs, entity ps, string sample, float chan, float voicetype, bool fake);
- #define GlobalSound(this, def, chan, voicetype) _GlobalSound(this, def, NULL, string_null, chan, voicetype, false)
- #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)
+ void _GlobalSound(entity this, entity gs, entity ps, string sample, float chan, float vol, float voicetype, bool fake);
+ #define GlobalSound(this, def, chan, vol, voicetype) _GlobalSound(this, def, NULL, string_null, chan, vol, voicetype, false)
+ #define GlobalSound_string(this, def, chan, vol, voicetype) _GlobalSound(this, NULL, NULL, def, chan, vol, voicetype, false)
+ #define PlayerSound(this, def, chan, vol, voicetype) _GlobalSound(this, NULL, def, string_null, chan, vol, voicetype, false)
#define VoiceMessage(this, def, msg) \
MACRO_BEGIN \
- { \
entity VM = def; \
int voicetype = VM.m_playersoundvt; \
bool ownteam = (voicetype == VOICETYPE_TEAMRADIO); \
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); \
- } MACRO_END
+ _GlobalSound(this, NULL, VM, string_null, CH_VOICE, VOL_BASEVOICE, voicetype, fake); \
+ MACRO_END
#endif
FOREACH(PlayerSounds, it.instanceOfVoiceMessage, allvoicesamples = strcat(allvoicesamples, " ", it.m_playersoundstr));
allvoicesamples = strzone(substring(allvoicesamples, 1, -1));
}
-
-#endif