mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-31 00:55:51 +03:00
3d252fe527
Fixed some critical bugs and typos (carrer_task, tutor, zbot and other) Added command line option `-bots` to run bots in CS 1.6 Removed the tests demo record/player from myself the project and also dependency of the steam library. Fixed the progress bar when generating a nav file.
96 lines
3.2 KiB
C++
96 lines
3.2 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef VOICE_GAMEMGR_H
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#define VOICE_GAMEMGR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define UPDATE_INTERVAL 0.3
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#include "voice_common.h"
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class CGameRules;
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class CBasePlayer;
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class IVoiceGameMgrHelper
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{
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public:
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virtual ~IVoiceGameMgrHelper() {}
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// Called each frame to determine which players are allowed to hear each other. This overrides
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// whatever squelch settings players have.
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virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pTalker) = 0;
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};
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// CVoiceGameMgr manages which clients can hear which other clients.
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class CVoiceGameMgr
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{
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public:
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CVoiceGameMgr();
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virtual ~CVoiceGameMgr();
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bool Init(IVoiceGameMgrHelper *pHelper, int maxClients);
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void SetHelper(IVoiceGameMgrHelper *pHelper);
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// Updates which players can hear which other players.
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// If gameplay mode is DM, then only players within the PVS can hear each other.
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// If gameplay mode is teamplay, then only players on the same team can hear each other.
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// Player masks are always applied.
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void Update(double frametime);
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// Called when a new client connects (unsquelches its entity for everyone).
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void ClientConnected(edict_t *pEdict);
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// Called on ClientCommand. Checks for the squelch and unsquelch commands.
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// Returns true if it handled the command.
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bool ClientCommand(CBasePlayer *pPlayer, const char *cmd);
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// Called to determine if the Receiver has muted (blocked) the Sender
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// Returns true if the receiver has blocked the sender
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bool PlayerHasBlockedPlayer(CBasePlayer *pReceiver, CBasePlayer *pSender);
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#ifndef HOOK_GAMEDLL
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private:
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#endif
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// Force it to update the client masks.
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void UpdateMasks();
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private:
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int m_msgPlayerVoiceMask;
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int m_msgRequestState;
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IVoiceGameMgrHelper *m_pHelper;
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int m_nMaxPlayers;
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double m_UpdateInterval; // How long since the last update.
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};
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void VoiceServerDebug(const char *pFmt, ...);
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#endif // VOICE_GAMEMGR_H
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