#pragma once #ifdef SVQC /** Use new sound handling. TODO: use when sounds play correctly on clients */ bool autocvar_g_debug_globalsounds = false; #endif // player sounds, voice messages .string m_playersoundstr; ..string m_playersoundfld; REGISTRY(PlayerSounds, BITS(8) - 1) #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) REGISTRY_DEFINE_GET(PlayerSounds, NULL) STATIC_INIT(PlayerSounds_renumber) { FOREACH(PlayerSounds, true, it.m_id = i); } REGISTRY_CHECK(PlayerSounds) 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, listed) \ .string _playersound_##id; \ REGISTER(PlayerSounds, playersound, id, m_id, new_pure(VoiceMessage)) \ { \ this.instanceOfVoiceMessage = listed; \ 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, 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 REGISTER_GLOBALSOUND(id, str) \ REGISTER(GlobalSounds, GS, id, m_id, new_pure(GlobalSound)) \ { \ this.m_globalsoundstr = str; \ } REGISTER_REGISTRY(GlobalSounds) REGISTRY_SORT(GlobalSounds) REGISTRY_DEFINE_GET(GlobalSounds, NULL) STATIC_INIT(GlobalSounds_renumber) { FOREACH(GlobalSounds, true, it.m_id = i); } REGISTRY_CHECK(GlobalSounds) void PrecacheGlobalSound(string samplestring); PRECACHE(GlobalSounds) { FOREACH(GlobalSounds, true, 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 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 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); \ int flood = Say(this, ownteam, NULL, 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, VOL_BASEVOICE, voicetype, fake); \ MACRO_END #endif string allvoicesamples; STATIC_INIT(allvoicesamples) { FOREACH(PlayerSounds, it.instanceOfVoiceMessage, allvoicesamples = strcat(allvoicesamples, " ", it.m_playersoundstr)); allvoicesamples = strzone(substring(allvoicesamples, 1, -1)); }