#include "globalsound.qh"
-#include "../common/ent_cs.qh"
+#include <common/ent_cs.qh>
#ifdef IMPLEMENTATION
- #include "../../animdecide.qh"
+ #include <common/animdecide.qh>
#ifdef SVQC
- #include "../../../server/cl_player.qh"
+ #include <server/cl_player.qh>
#endif
REGISTER_NET_TEMP(globalsound)
*/
void globalsound(int channel, entity from, entity gs, float r, int chan, float vol, float atten)
{
+ assert(IS_PLAYER(from), eprint(from));
if (channel == MSG_ONE && !IS_REAL_CLIENT(msg_entity)) return;
WriteHeader(channel, globalsound);
WriteByte(channel, gs.m_id);
WriteByte(channel, r * 255);
WriteByte(channel, etof(from));
- WriteByte(channel, fabs(chan));
+ WriteByte(channel, chan);
WriteByte(channel, floor(vol * 255));
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);
*/
void playersound(int channel, entity from, entity ps, float r, int chan, float vol, float atten)
{
+ assert(IS_PLAYER(from), eprint(from));
if (channel == MSG_ONE && !IS_REAL_CLIENT(msg_entity)) return;
WriteHeader(channel, playersound);
WriteByte(channel, ps.m_id);
WriteByte(channel, r * 255);
WriteByte(channel, etof(from));
- WriteByte(channel, fabs(chan));
+ WriteByte(channel, chan);
WriteByte(channel, floor(vol * 255));
WriteByte(channel, floor(atten * 64));
entcs_force_origin(from);
float r = ReadByte() / 255;
string sample = GlobalSound_sample(gs.m_globalsoundstr, r);
int who = ReadByte();
- int chan = 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();
- if (who == player_currententnum)
+ // TODO: is this really what we want to be doing? Footsteps that follow the player at head height?
+ if (who == player_currententnum) e = findfloat(world, entnum, who); // play at camera position for full volume
+ else if (e) e.origin = o;
+ if (e)
{
- // client knows better, play at current position to unlag
- entity e = findfloat(world, entnum, who);
sound7(e, chan, sample, vol, atten, 0, 0);
}
else
{
- entity e = new(globalsound);
- e.origin = o;
+ // Can this happen?
+ LOG_WARNINGF("Missing entcs data for player %d\n", who);
sound8(e, o, chan, sample, vol, atten, 0, 0);
- remove(e); // debug with: e.think = SUB_Remove; e.nextthink = time + 1;
}
return true;
}
entity ps = PlayerSounds_from(ReadByte());
float r = ReadByte() / 255;
int who = ReadByte();
- entity e = entcs_receiver[who - 1];
+ entity e = entcs_receiver(who - 1);
UpdatePlayerSounds(e);
string s = e.(ps.m_playersoundfld);
string sample = GlobalSound_sample(s, r);
- int chan = ReadByte();
+ int chan = ReadSByte();
float vol = ReadByte() / 255;
float atten = ReadByte() / 64;
vector o;
o.x = ReadCoord();
o.y = ReadCoord();
o.z = ReadCoord();
+ if (who == player_currententnum) e = findfloat(world, entnum, who); // play at camera position for full volume
+ else if (e) e.origin = o;
if (e)
{
// TODO: for non-visible players, origin should probably continue to be updated as long as the sound is playing
- e.origin = o;
sound7(e, chan, sample, vol, atten, 0, 0);
}
else
{
- LOG_WARNINGF("Missing entcs data for player %i\n", e);
- // Can this happen?
- entity e = new(playersound);
- e.origin = o;
+ // Can this happen?
+ LOG_WARNINGF("Missing entcs data for player %d\n", who);
sound8(e, o, chan, sample, vol, atten, 0, 0);
- remove(e); // debug with: e.think = SUB_Remove; e.nextthink = time + 1;
}
return true;
}
#ifdef SVQC
- void _GlobalSound(entity gs, entity ps, string sample, int chan, int voicetype, bool fake)
+ bool autocvar_g_debug_globalsounds;
+
+ void _GlobalSound(entity this, entity gs, entity ps, string sample, int chan, int voicetype, bool fake)
{
- SELFPARAM();
if (gs == NULL && ps == NULL && sample == "") return;
float r = random();
if (sample != "") sample = GlobalSound_sample(sample, r);
case VOICETYPE_TEAMRADIO:
{
#define X() \
- do \
+ MACRO_BEGIN \
{ \
float atten = (msg_entity.cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE; \
if (gs) globalsound(MSG_ONE, this, gs, r, chan, VOL_BASEVOICE, atten); \
else if (ps) playersound(MSG_ONE, this, ps, r, chan, VOL_BASEVOICE, atten); \
else soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten); \
- } \
- while (0)
+ } MACRO_END
if (fake) { msg_entity = this; X(); }
else
{
- FOR_EACH_REALCLIENT(msg_entity)
- {
- if (!teamplay || msg_entity.team == this.team) X();
- }
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && (!teamplay || msg_entity.team == this.team), LAMBDA(
+ msg_entity = it;
+ X();
+ ));
}
#undef X
break;
case VOICETYPE_TAUNT:
{
if (voicetype == VOICETYPE_AUTOTAUNT) if (!sv_autotaunt) { break; }else {}
- else if (IS_PLAYER(this) && this.deadflag == DEAD_NO) animdecide_setaction(this, ANIMACTION_TAUNT,
+ 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() \
- do \
+ MACRO_BEGIN \
{ \
if (voicetype != VOICETYPE_AUTOTAUNT || tauntrand < msg_entity.cvar_cl_autotaunt) \
{ \
else if (ps) playersound(MSG_ONE, this, ps, r, chan, VOL_BASEVOICE, atten); \
else soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten); \
} \
- } \
- while (0)
+ } MACRO_END
if (fake)
{
msg_entity = this;
}
else
{
- FOR_EACH_REALCLIENT(msg_entity)
- {
+ FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
+ msg_entity = it;
X();
- }
+ ));
}
#undef X
break;
}
else
{
- if (gs) globalsound(MSG_ALL, this, gs, r, chan, VOL_BASE, ATTEN_NORM);
+ if (gs)
+ {
+ if(autocvar_g_debug_globalsounds)
+ globalsound(MSG_ALL, this, gs, r, chan, VOL_BASE, ATTEN_NORM);
+ else
+ _sound(this, chan, GlobalSound_sample(gs.m_globalsoundstr, r), VOL_BASE, ATTEN_NORM);
+ }
else if (ps) playersound(MSG_ALL, this, ps, r, chan, VOL_BASE, ATTEN_NORM);
else _sound(this, chan, sample, VOL_BASE, ATTEN_NORM);
}