#include <common/ent_cs.qh>
-#ifdef IMPLEMENTATION
#include <common/animdecide.qh>
#ifdef SVQC
REGISTER_NET_TEMP(globalsound)
REGISTER_NET_TEMP(playersound)
- string GlobalSound_sample(string pair, float r);
-
#ifdef SVQC
/**
* @param from the source entity, its position is sent
WriteByte(channel, floor(_atten * 64));
entcs_force_origin(from);
vector o = from.origin + 0.5 * (from.mins + from.maxs);
- WriteCoord(channel, o.x);
- WriteCoord(channel, o.y);
- WriteCoord(channel, o.z);
+ WriteVector(channel, o);
}
/**
WriteByte(channel, floor(_atten * 64));
entcs_force_origin(from);
vector o = from.origin + 0.5 * (from.mins + from.maxs);
- WriteCoord(channel, o.x);
- WriteCoord(channel, o.y);
- WriteCoord(channel, o.z);
+ WriteVector(channel, o);
}
#endif
NET_HANDLE(globalsound, bool isnew)
{
- entity gs = GlobalSounds_from(ReadByte());
+ entity gs = REGISTRY_GET(GlobalSounds, ReadByte());
float r = ReadByte() / 255;
string sample = GlobalSound_sample(gs.m_globalsoundstr, r);
int who = ReadByte();
int chan = ReadSByte();
float vol = ReadByte() / 255;
float atten = ReadByte() / 64;
- vector o;
- o.x = ReadCoord();
- o.y = ReadCoord();
- o.z = ReadCoord();
+ vector o = ReadVector();
// TODO: is this really what we want to be doing? Footsteps that follow the player at head height?
if (who == player_currententnum) e = findfloat(NULL, entnum, who); // play at camera position for full volume
else if (e) e.origin = o;
NET_HANDLE(playersound, bool isnew)
{
- entity ps = PlayerSounds_from(ReadByte());
+ entity ps = REGISTRY_GET(PlayerSounds, ReadByte());
float r = ReadByte() / 255;
int who = ReadByte();
entity e = entcs_receiver(who - 1);
int chan = ReadSByte();
float vol = ReadByte() / 255;
float atten = ReadByte() / 64;
- vector o;
- o.x = ReadCoord();
- o.y = ReadCoord();
- o.z = ReadCoord();
+ vector o = ReadVector();
if (who == player_currententnum) e = findfloat(NULL, entnum, who); // play at camera position for full volume
else if (e) e.origin = o;
if (e)
.string fld = it.m_playersoundfld;
if (this.(fld))
{
- strunzone(this.(fld));
- this.(fld) = string_null;
+ strfree(this.(fld));
}
});
}
if (GetPlayerSoundSampleField_notFound) field = GetVoiceMessageSampleField(key);
if (GetPlayerSoundSampleField_notFound)
{
- LOG_TRACEF("Invalid sound info field: %s", key);
+ LOG_TRACEF("Invalid sound info field in player sound file '%s': %s", f, key);
continue;
}
string file = argv(1);
string variants = argv(2);
- if (this.(field)) strunzone(this.(field));
- this.(field) = strzone(strcat(file, " ", variants));
+ strcpy(this.(field), strcat(file, " ", variants));
}
fclose(fh);
return true;
void UpdatePlayerSounds(entity this)
{
if (this.model == this.model_for_playersound && this.skin == this.skin_for_playersound) return;
- if (this.model_for_playersound) strunzone(this.model_for_playersound);
- this.model_for_playersound = strzone(this.model);
+ strcpy(this.model_for_playersound, this.model);
this.skin_for_playersound = this.skin;
ClearPlayerSounds(this);
LoadPlayerSounds(this, "sound/player/default.sounds", true);
if (this.model == "null"
#ifdef SVQC
- && autocvar_g_debug_globalsounds
+ && autocvar_g_debug_globalsounds
#endif
- ) return;
+ ) return;
if (autocvar_g_debug_defaultsounds) return;
if (LoadPlayerSounds(this, get_model_datafilename(this.model, this.skin, "sounds"), false)) return;
LoadPlayerSounds(this, get_model_datafilename(this.model, 0, "sounds"), true);
{
#define X() \
MACRO_BEGIN \
- { \
float atten = (CS(msg_entity).cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE; \
if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten); \
else if (ps) playersound(MSG_ONE, this, ps, r, chan, vol, atten); \
else soundto(MSG_ONE, this, chan, sample, vol, atten); \
- } MACRO_END
+ MACRO_END
if (fake) { msg_entity = this; X(); }
else
X();
});
}
- #undef X
+ #undef X
break;
}
case VOICETYPE_AUTOTAUNT:
case VOICETYPE_TAUNT:
{
- if (voicetype == VOICETYPE_AUTOTAUNT) if (!sv_autotaunt) { break; }else {}
- else if (IS_PLAYER(this) && !IS_DEAD(this)) animdecide_setaction(this, ANIMACTION_TAUNT,
- true);
+ if (voicetype == VOICETYPE_AUTOTAUNT)
+ {
+ if (!sv_autotaunt) break;
+ }
+ else if (IS_PLAYER(this) && !IS_DEAD(this))
+ animdecide_setaction(this, ANIMACTION_TAUNT, true);
+
if (!sv_taunt) break;
if (autocvar_sv_gentle) break;
float tauntrand = 0;
if (voicetype == VOICETYPE_AUTOTAUNT) tauntrand = random();
+
#define X() \
MACRO_BEGIN \
- { \
if (voicetype != VOICETYPE_AUTOTAUNT || tauntrand < CS(msg_entity).cvar_cl_autotaunt) \
{ \
float atten = (CS(msg_entity).cvar_cl_voice_directional >= 1) \
- ? bound(ATTEN_MIN, CS(msg_entity).cvar_cl_voice_directional_taunt_attenuation, \
+ ? bound(ATTEN_MIN, CS(msg_entity).cvar_cl_voice_directional_taunt_attenuation, \
ATTEN_MAX) \
: ATTEN_NONE; \
if (gs) globalsound(MSG_ONE, this, gs, r, chan, vol, atten); \
else if (ps) playersound(MSG_ONE, this, ps, r, chan, vol, atten); \
else soundto(MSG_ONE, this, chan, sample, vol, atten); \
} \
- } MACRO_END
+ MACRO_END
if (fake)
{
msg_entity = this;
X();
});
}
- #undef X
+ #undef X
break;
}
case VOICETYPE_PLAYERSOUND:
}
#endif
-#endif