Blixibon af85131deb Mapbase v3.1
- Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode
- Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots
- Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist
- Added OnSoundFinished output to ambient_generic
- Added the ability to use custom models/nuggets with item_grubnugget
- Fixed a crash with citizen medics healing nonexistent targets
- Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance
- Added keyvalue and input to env_microphone for utilizing a different audio channel
- Added "SetPitchScale" input to env_microphone
- Fixed info_player_view_proxy not using angles
- Fixed dirt variant elite model not being recognized as elite
- Made headcrab hints properly register the start of use (for hint outputs)
- Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers
- Added spawnflag for func_breakable_surf to correctly play the break sound
- Added keyvalue for using cheaper warn sound code for combine_mines
- Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider
- Added signal gesture activities
- Fixed stunstick not using metrocop knockout/stun code correctly
- Fixed a possible crash involving a NPC's weapon being removed during alt-fire
- Fixed(?) flashlight shadow filters
- Added support for multiple look entities in trigger_look
- Added npc_metropolice alt-firing
- Fixed npc_metropolice using pistol burst firing on weapon_357
- Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs
- Fixed npc_metropolice not recognizing some crouch activities correctly
- Changed weapon_357 so it runs a tracer each shot from NPCs
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass
- Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code
- Made game_convar_mod much more reliable
- Fixed non-mirrored npc_turret_lab refusing to die
- Made npc_turret_lab use SMG1 ammo instead of AR2 ammo
- Fixed block LOS brushes sometimes not working with players (and possibly similar issues)
- Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form
- Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps
- Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research
- Other misc. fixes
2020-05-02 02:06:02 +00:00

102 lines
3.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ENVMICROPHONE_H
#define ENVMICROPHONE_H
#ifdef _WIN32
#pragma once
#endif
class CBaseFilter;
const int SF_MICROPHONE_SOUND_COMBAT = 0x01;
const int SF_MICROPHONE_SOUND_WORLD = 0x02;
const int SF_MICROPHONE_SOUND_PLAYER = 0x04;
const int SF_MICROPHONE_SOUND_BULLET_IMPACT = 0x08;
const int SF_MICROPHONE_SWALLOW_ROUTED_SOUNDS = 0x10;
const int SF_MICROPHONE_SOUND_EXPLOSION = 0x20;
const int SF_MICROPHONE_IGNORE_NONATTENUATED = 0x40;
// Return codes from SoundPlayed
enum MicrophoneResult_t
{
MicrophoneResult_Ok = 0,
MicrophoneResult_Swallow, // The microphone swallowed the sound. Don't play it.
MicrophoneResult_Remove, // The microphone should be removed from the list of microphones.
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEnvMicrophone : public CPointEntity
{
DECLARE_CLASS( CEnvMicrophone, CPointEntity );
public:
~CEnvMicrophone();
void Spawn(void);
void Activate(void);
void OnRestore( void );
void ActivateSpeaker( void );
void Think(void);
bool CanHearSound(CSound *pSound, float &flVolume);
bool CanHearSound( int entindex, soundlevel_t soundlevel, float &flVolume, const Vector *pOrigin );
void SetSensitivity( float flSensitivity );
void SetSpeakerName( string_t iszSpeakerName );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputSetSpeakerName( inputdata_t &inputdata );
#ifdef MAPBASE
void InputSetDSPPreset( inputdata_t &inputdata );
void InputSetPitchScale( inputdata_t &inputdata );
void InputSetChannel( inputdata_t &inputdata );
#endif
DECLARE_DATADESC();
// Hook for the sound system to tell us when a sound's been played. Returns true if it's to swallow the passed in sound.
static bool OnSoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel,
float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins );
private:
// Per-microphone notification that a sound has played.
MicrophoneResult_t SoundPlayed( int entindex, const char *soundname, soundlevel_t soundlevel,
float flVolume, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, CUtlVector< Vector >& soundorigins );
bool m_bDisabled; // If true, the microphone will not measure sound.
EHANDLE m_hMeasureTarget; // Point at which to measure sound level.
int m_nSoundMask; // Which sound types we are interested in.
float m_flSensitivity; // 0 = deaf, 1 = default, 10 = maximum sensitivity
float m_flSmoothFactor; // 0 = no smoothing of samples, 0.9 = maximum smoothing
float m_flMaxRange; // Maximum sound hearing range, irrelevant of attenuation
string_t m_iszSpeakerName; // Name of a speaker to output any heard sounds through
EHANDLE m_hSpeaker; // Speaker to output any heard sounds through
bool m_bAvoidFeedback;
int m_iSpeakerDSPPreset; // Speaker DSP preset to use when this microphone is enabled
string_t m_iszListenFilter;
CHandle<CBaseFilter> m_hListenFilter;
#ifdef MAPBASE
string_t m_iszLandmarkName;
EHANDLE m_hLandmark;
float m_flPitchScale = 1.0f;
int m_nChannel = CHAN_STATIC;
#endif
COutputFloat m_SoundLevel; // Fired when the sampled volume level changes.
COutputEvent m_OnRoutedSound; // Fired when a sound has been played through our speaker
COutputEvent m_OnHeardSound; // Heard sound.
char m_szLastSound[256];
};
#endif // ENVMICROPHONE_H