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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef RADIO_STATUS_H
#define RADIO_STATUS_H
#pragma once
class IMaterial;
class CRadioStatus : public CAutoGameSystem
{
public:
CRadioStatus();
virtual bool Init();
virtual void Shutdown();
virtual void LevelInitPostEntity();
virtual void LevelShutdownPreEntity();
public:
// Called when a player uses the radio
void UpdateRadioStatus(int entindex, float duration);
// Called when a player (bot) speaks a wav file
void UpdateVoiceStatus(int entindex, float duration);
// Call from the HUD_CreateEntities function so it can add sprites above player heads.
void DrawHeadLabels();
private:
float m_radioUntil[MAX_PLAYERS]; // Who is currently talking. Indexed by client index.
IMaterial *m_pHeadLabelMaterial; // For labels above players' heads.
void ExpireBotVoice( bool force = false );
float m_voiceUntil[MAX_PLAYERS]; // Who is currently talking. Indexed by client index.
};
// Get the (global) voice manager.
CRadioStatus* RadioManager();
#endif // RADIO_STATUS_H
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