#ifndef GLOBALSOUND_H #define GLOBALSOUND_H // player sounds, voice messages .string m_playersoundstr; ..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)) \ { \ this.m_playersoundstr = #id; \ this.m_playersoundfld = _playersound_##id; \ } REGISTER_REGISTRY(PlayerSounds) REGISTRY_SORT(PlayerSounds) STATIC_INIT(PlayerSounds_renumber) { FOREACH(PlayerSounds, true, LAMBDA(it.m_id = i)); } REGISTRY_CHECK(PlayerSounds) // TODO implement fall and falling REGISTER_PLAYERSOUND(death) REGISTER_PLAYERSOUND(drown) REGISTER_PLAYERSOUND(fall) REGISTER_PLAYERSOUND(falling) REGISTER_PLAYERSOUND(gasp) REGISTER_PLAYERSOUND(jump) REGISTER_PLAYERSOUND(pain100) REGISTER_PLAYERSOUND(pain25) REGISTER_PLAYERSOUND(pain50) REGISTER_PLAYERSOUND(pain75) .bool instanceOfVoiceMessage; .int m_playersoundvt; #define REGISTER_VOICEMSG(id, vt) \ .string _playersound_##id; \ REGISTER(PlayerSounds, playersound, id, m_id, new_pure(VoiceMessage)) \ { \ this.instanceOfVoiceMessage = true; \ this.m_playersoundstr = #id; \ this.m_playersoundfld = _playersound_##id; \ this.m_playersoundvt = vt; \ } const int VOICETYPE_PLAYERSOUND = 10; const int VOICETYPE_TEAMRADIO = 11; const int VOICETYPE_LASTATTACKER = 12; const int VOICETYPE_LASTATTACKER_ONLY = 13; 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) .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)) \ { \ this.m_globalsoundstr = str; \ } REGISTER_REGISTRY(GlobalSounds) REGISTRY_SORT(GlobalSounds) STATIC_INIT(GlobalSounds_renumber) { FOREACH(GlobalSounds, true, LAMBDA(it.m_id = i)); } REGISTRY_CHECK(GlobalSounds) void PrecacheGlobalSound(string samplestring); PRECACHE(GlobalSounds) { FOREACH(GlobalSounds, true, LAMBDA(PrecacheGlobalSound(it.m_globalsoundstr))); } REGISTER_GLOBALSOUND(STEP, "misc/footstep0 6") REGISTER_GLOBALSOUND(STEP_METAL, "misc/metalfootstep0 6") REGISTER_GLOBALSOUND(FALL, "misc/hitground 4") REGISTER_GLOBALSOUND(FALL_METAL, "misc/metalhitground 4") bool GetPlayerSoundSampleField_notFound; void PrecachePlayerSounds(string f); //#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 #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) #define VoiceMessage(this, def, msg) \ MACRO_BEGIN \ { \ entity VM = def; \ int voicetype = VM.m_playersoundvt; \ bool ownteam = (voicetype == VOICETYPE_TEAMRADIO); \ int flood = Say(this, ownteam, world, 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); \ } MACRO_END #endif #endif