4 // player sounds, voice messages
6 .string m_playersoundstr;
7 ..string m_playersoundfld;
9 REGISTRY(PlayerSounds, BITS(8) - 1)
10 #define PlayerSounds_from(i) _PlayerSounds_from(i, NULL)
11 #define REGISTER_PLAYERSOUND(id) \
12 .string _playersound_##id; \
13 REGISTER(PlayerSounds, playersound, id, m_id, new(PlayerSound)) \
16 this.m_playersoundstr = #id; \
17 this.m_playersoundfld = _playersound_##id; \
19 REGISTER_REGISTRY(PlayerSounds)
20 REGISTRY_SORT(PlayerSounds)
21 STATIC_INIT(PlayerSounds_renumber)
23 FOREACH(PlayerSounds, true, LAMBDA(it.m_id = i));
25 REGISTRY_CHECK(PlayerSounds)
27 // TODO implement fall and falling
29 REGISTER_PLAYERSOUND(death)
30 REGISTER_PLAYERSOUND(drown)
31 REGISTER_PLAYERSOUND(fall)
32 REGISTER_PLAYERSOUND(falling)
33 REGISTER_PLAYERSOUND(gasp)
34 REGISTER_PLAYERSOUND(jump)
35 REGISTER_PLAYERSOUND(pain100)
36 REGISTER_PLAYERSOUND(pain25)
37 REGISTER_PLAYERSOUND(pain50)
38 REGISTER_PLAYERSOUND(pain75)
40 .bool instanceOfVoiceMessage;
42 #define REGISTER_VOICEMSG(id, vt) \
43 .string _playersound_##id; \
44 REGISTER(PlayerSounds, playersound, id, m_id, new(VoiceMessage)) \
47 this.instanceOfVoiceMessage = true; \
48 this.m_playersoundstr = #id; \
49 this.m_playersoundfld = _playersound_##id; \
50 this.m_playersoundvt = vt; \
53 const int VOICETYPE_PLAYERSOUND = 10;
54 const int VOICETYPE_TEAMRADIO = 11;
55 const int VOICETYPE_LASTATTACKER = 12;
56 const int VOICETYPE_LASTATTACKER_ONLY = 13;
57 const int VOICETYPE_AUTOTAUNT = 14;
58 const int VOICETYPE_TAUNT = 15;
60 REGISTER_VOICEMSG(attack, VOICETYPE_TEAMRADIO)
61 REGISTER_VOICEMSG(attackinfive, VOICETYPE_TEAMRADIO)
62 REGISTER_VOICEMSG(coverme, VOICETYPE_TEAMRADIO)
63 REGISTER_VOICEMSG(defend, VOICETYPE_TEAMRADIO)
64 REGISTER_VOICEMSG(freelance, VOICETYPE_TEAMRADIO)
65 REGISTER_VOICEMSG(incoming, VOICETYPE_TEAMRADIO)
66 REGISTER_VOICEMSG(meet, VOICETYPE_TEAMRADIO)
67 REGISTER_VOICEMSG(needhelp, VOICETYPE_TEAMRADIO)
68 REGISTER_VOICEMSG(seenflag, VOICETYPE_TEAMRADIO)
69 REGISTER_VOICEMSG(taunt, VOICETYPE_TAUNT)
70 REGISTER_VOICEMSG(teamshoot, VOICETYPE_LASTATTACKER)
72 // reserved sound names for the future (some models lack sounds for them):
73 // _VOICEMSG(flagcarriertakingdamage)
75 // reserved sound names for the future (ALL models lack sounds for them):
76 // _VOICEMSG(affirmative)
77 // _VOICEMSG(attacking)
78 // _VOICEMSG(defending)
81 // _VOICEMSG(droppedflag)
82 // _VOICEMSG(negative)
83 // _VOICEMSG(seenenemy)
85 .string m_globalsoundstr;
86 REGISTRY(GlobalSounds, BITS(8) - 1)
87 #define GlobalSounds_from(i) _GlobalSounds_from(i, NULL)
88 #define REGISTER_GLOBALSOUND(id, str) \
89 REGISTER(GlobalSounds, GS, id, m_id, new(GlobalSound)) \
92 this.m_globalsoundstr = str; \
94 REGISTER_REGISTRY(GlobalSounds)
95 REGISTRY_SORT(GlobalSounds)
96 STATIC_INIT(GlobalSounds_renumber)
98 FOREACH(GlobalSounds, true, LAMBDA(it.m_id = i));
100 REGISTRY_CHECK(GlobalSounds)
101 void PrecacheGlobalSound(string samplestring);
102 PRECACHE(GlobalSounds)
104 FOREACH(GlobalSounds, true, LAMBDA(PrecacheGlobalSound(it.m_globalsoundstr)));
107 REGISTER_GLOBALSOUND(STEP, "misc/footstep0 6")
108 REGISTER_GLOBALSOUND(STEP_METAL, "misc/metalfootstep0 6")
109 REGISTER_GLOBALSOUND(FALL, "misc/hitground 4")
110 REGISTER_GLOBALSOUND(FALL_METAL, "misc/metalhitground 4")
112 bool GetPlayerSoundSampleField_notFound;
113 void PrecachePlayerSounds(string f);
115 .string GetVoiceMessageSampleField(string type);
116 .string GetPlayerSoundSampleField(string type);
117 void ClearPlayerSounds(entity this);
118 float LoadPlayerSounds(entity this, string f, bool strict);
119 void UpdatePlayerSounds(entity this);
124 void _GlobalSound(entity gs, entity ps, string sample, float chan, float voicetype, bool fake);
125 #define GlobalSound(def, chan, voicetype) _GlobalSound(def, NULL, string_null, chan, voicetype, false)
126 #define GlobalSound_string(def, chan, voicetype) _GlobalSound(NULL, NULL, def, chan, voicetype, false)
127 #define PlayerSound(def, chan, voicetype) _GlobalSound(NULL, def, string_null, chan, voicetype, false)
128 #define VoiceMessage(def, msg) \
132 int voicetype = VM.m_playersoundvt; \
133 bool ownteam = (voicetype == VOICETYPE_TEAMRADIO); \
134 int flood = Say(this, ownteam, world, msg, true); \
136 if (IS_SPEC(this) || IS_OBSERVER(this) || flood < 0) fake = true; \
137 else if (flood > 0) fake = false; \
139 _GlobalSound(NULL, VM, string_null, CH_VOICE, voicetype, fake); \