diff options
Diffstat (limited to 'mp/src/game/shared/voice_gamemgr.h')
| -rw-r--r-- | mp/src/game/shared/voice_gamemgr.h | 162 |
1 files changed, 81 insertions, 81 deletions
diff --git a/mp/src/game/shared/voice_gamemgr.h b/mp/src/game/shared/voice_gamemgr.h index 96a7505e..a572469f 100644 --- a/mp/src/game/shared/voice_gamemgr.h +++ b/mp/src/game/shared/voice_gamemgr.h @@ -1,81 +1,81 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef VOICE_GAMEMGR_H
-#define VOICE_GAMEMGR_H
-#pragma once
-
-
-#include "voice_common.h"
-
-
-class CGameRules;
-class CBasePlayer;
-
-abstract_class IVoiceGameMgrHelper
-{
-public:
- virtual ~IVoiceGameMgrHelper() {}
-
- // Called each frame to determine which players are allowed to hear each other. This overrides
- // whatever squelch settings players have.
- virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pTalker, bool &bProximity ) = 0;
-};
-
-
-// CVoiceGameMgr manages which clients can hear which other clients.
-class CVoiceGameMgr
-{
-public:
- CVoiceGameMgr();
- virtual ~CVoiceGameMgr();
-
- bool Init(
- IVoiceGameMgrHelper *m_pHelper,
- int maxClients
- );
-
- void SetHelper(IVoiceGameMgrHelper *pHelper);
-
- // Updates which players can hear which other players.
- // If gameplay mode is DM, then only players within the PVS can hear each other.
- // If gameplay mode is teamplay, then only players on the same team can hear each other.
- // Player masks are always applied.
- void Update(double frametime);
-
- // Called when a new client connects (unsquelches its entity for everyone).
- void ClientConnected(struct edict_t *pEdict);
-
- // Called on ClientCommand. Checks for the squelch and unsquelch commands.
- // Returns true if it handled the command.
- bool ClientCommand(CBasePlayer *pPlayer, const CCommand &args );
-
- bool CheckProximity( int iDistance );
- void SetProximityDistance( int iDistance );
-
- bool IsPlayerIgnoringPlayer( int iTalker, int iListener );
-
-private:
-
- // Force it to update the client masks.
- void UpdateMasks();
-
-
-private:
- IVoiceGameMgrHelper *m_pHelper;
- int m_nMaxPlayers;
- double m_UpdateInterval; // How long since the last update.
- int m_iProximityDistance;
-};
-
-
-// Use this to access CVoiceGameMgr.
-CVoiceGameMgr* GetVoiceGameMgr();
-
-
-
-#endif // VOICE_GAMEMGR_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef VOICE_GAMEMGR_H +#define VOICE_GAMEMGR_H +#pragma once + + +#include "voice_common.h" + + +class CGameRules; +class CBasePlayer; + +abstract_class IVoiceGameMgrHelper +{ +public: + virtual ~IVoiceGameMgrHelper() {} + + // Called each frame to determine which players are allowed to hear each other. This overrides + // whatever squelch settings players have. + virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pTalker, bool &bProximity ) = 0; +}; + + +// CVoiceGameMgr manages which clients can hear which other clients. +class CVoiceGameMgr +{ +public: + CVoiceGameMgr(); + virtual ~CVoiceGameMgr(); + + bool Init( + IVoiceGameMgrHelper *m_pHelper, + int maxClients + ); + + void SetHelper(IVoiceGameMgrHelper *pHelper); + + // Updates which players can hear which other players. + // If gameplay mode is DM, then only players within the PVS can hear each other. + // If gameplay mode is teamplay, then only players on the same team can hear each other. + // Player masks are always applied. + void Update(double frametime); + + // Called when a new client connects (unsquelches its entity for everyone). + void ClientConnected(struct edict_t *pEdict); + + // Called on ClientCommand. Checks for the squelch and unsquelch commands. + // Returns true if it handled the command. + bool ClientCommand(CBasePlayer *pPlayer, const CCommand &args ); + + bool CheckProximity( int iDistance ); + void SetProximityDistance( int iDistance ); + + bool IsPlayerIgnoringPlayer( int iTalker, int iListener ); + +private: + + // Force it to update the client masks. + void UpdateMasks(); + + +private: + IVoiceGameMgrHelper *m_pHelper; + int m_nMaxPlayers; + double m_UpdateInterval; // How long since the last update. + int m_iProximityDistance; +}; + + +// Use this to access CVoiceGameMgr. +CVoiceGameMgr* GetVoiceGameMgr(); + + + +#endif // VOICE_GAMEMGR_H |