mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-30 16:45:51 +03:00
9b955f2672
Removed some useless code in CBasePlayerWeapon::GetNextAttackDelay Removed the allocation of the entity CSoundEnt, because it is useless for CS 1.6 also removed UpdatePlayerSound
342 lines
7.7 KiB
C++
342 lines
7.7 KiB
C++
#include "precompiled.h"
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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CSoundEnt *pSoundEnt = NULL;
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#endif
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LINK_ENTITY_TO_CLASS(soundent, CSoundEnt, CCSSoundEnt);
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// CSound - Clear - zeros all fields for a sound
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void CSound::Clear()
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{
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m_vecOrigin = g_vecZero;
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m_iType = 0;
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m_iVolume = 0;
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m_flExpireTime = 0;
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m_iNext = SOUNDLIST_EMPTY;
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m_iNextAudible = 0;
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}
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// Reset - clears the volume, origin, and type for a sound,
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// but doesn't expire or unlink it.
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void CSound::Reset()
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{
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m_vecOrigin = g_vecZero;
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m_iNext = SOUNDLIST_EMPTY;
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m_iType = 0;
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m_iVolume = 0;
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}
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// FIsSound - returns TRUE if the sound is an Audible sound
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NOXREF BOOL CSound::FIsSound()
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{
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if (m_iType & (bits_SOUND_COMBAT | bits_SOUND_WORLD | bits_SOUND_PLAYER | bits_SOUND_DANGER))
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{
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return TRUE;
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}
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return FALSE;
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}
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// FIsScent - returns TRUE if the sound is actually a scent
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NOXREF BOOL CSound::FIsScent()
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{
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if (m_iType & (bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE))
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{
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return TRUE;
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}
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return FALSE;
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}
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void CSoundEnt::__MAKE_VHOOK(Spawn)()
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{
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pev->solid = SOLID_NOT;
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Initialize();
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pev->nextthink = gpGlobals->time + 1;
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}
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// Think - at interval, the entire active sound list is checked
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// for sounds that have ExpireTimes less than or equal
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// to the current world time, and these sounds are deallocated.
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void CSoundEnt::__MAKE_VHOOK(Think)()
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{
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int iSound;
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int iPreviousSound;
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// how often to check the sound list.
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pev->nextthink = gpGlobals->time + 0.3;
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iPreviousSound = SOUNDLIST_EMPTY;
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iSound = m_iActiveSound;
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while (iSound != SOUNDLIST_EMPTY)
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{
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if (m_SoundPool[ iSound ].m_flExpireTime <= gpGlobals->time && m_SoundPool[ iSound ].m_flExpireTime != SOUND_NEVER_EXPIRE)
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{
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int iNext = m_SoundPool[ iSound ].m_iNext;
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// move this sound back into the free list
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FreeSound(iSound, iPreviousSound);
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iSound = iNext;
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}
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else
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{
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iPreviousSound = iSound;
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iSound = m_SoundPool[ iSound ].m_iNext;
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}
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}
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if (m_fShowReport)
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{
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ALERT(at_aiconsole, "Soundlist: %d / %d (%d)\n", ISoundsInList(SOUNDLISTTYPE_ACTIVE), ISoundsInList(SOUNDLISTTYPE_FREE), ISoundsInList(SOUNDLISTTYPE_ACTIVE) - m_cLastActiveSounds);
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m_cLastActiveSounds = ISoundsInList(SOUNDLISTTYPE_ACTIVE);
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}
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}
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// Precache - dummy function
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void CSoundEnt::__MAKE_VHOOK(Precache)()
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{
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;
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}
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// FreeSound - clears the passed active sound and moves it
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// to the top of the free list. TAKE CARE to only call this
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// function for sounds in the Active list
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void CSoundEnt::FreeSound(int iSound, int iPrevious)
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{
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if (!pSoundEnt)
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{
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// no sound ent!
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return;
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}
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if (iPrevious != SOUNDLIST_EMPTY)
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{
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// iSound is not the head of the active list, so
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// must fix the index for the Previous sound
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// pSoundEnt->m_SoundPool[ iPrevious ].m_iNext = m_SoundPool[ iSound ].m_iNext;
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pSoundEnt->m_SoundPool[ iPrevious ].m_iNext = pSoundEnt->m_SoundPool[ iSound ].m_iNext;
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}
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else
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{
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// the sound we're freeing IS the head of the active list.
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pSoundEnt->m_iActiveSound = pSoundEnt->m_SoundPool[ iSound ].m_iNext;
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}
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// make iSound the head of the Free list.
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pSoundEnt->m_SoundPool[ iSound ].m_iNext = pSoundEnt->m_iFreeSound;
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pSoundEnt->m_iFreeSound = iSound;
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}
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// IAllocSound - moves a sound from the Free list to the
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// Active list returns the index of the alloc'd sound
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int CSoundEnt::IAllocSound()
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{
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int iNewSound;
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if (m_iFreeSound == SOUNDLIST_EMPTY)
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{
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// no free sound!
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ALERT(at_console, "Free Sound List is full!\n");
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return SOUNDLIST_EMPTY;
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}
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// there is at least one sound available, so move it to the
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// Active sound list, and return its SoundPool index.
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// copy the index of the next free sound
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iNewSound = m_iFreeSound;
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// move the index down into the free list.
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m_iFreeSound = m_SoundPool[ iNewSound ].m_iNext;
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// point the new sound at the top of the active list.
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m_SoundPool[ iNewSound ].m_iNext = m_iActiveSound;
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// now make the new sound the top of the active list. You're done.
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m_iActiveSound = iNewSound;
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return iNewSound;
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}
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// InsertSound - Allocates a free sound and fills it with
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// sound info.
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void CSoundEnt::InsertSound(int iType, const Vector &vecOrigin, int iVolume, float flDuration)
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{
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int iThisSound;
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if (!pSoundEnt)
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{
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// no sound ent!
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return;
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}
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iThisSound = pSoundEnt->IAllocSound();
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if (iThisSound == SOUNDLIST_EMPTY)
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{
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ALERT(at_console, "Could not AllocSound() for InsertSound() (DLL)\n");
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return;
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}
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pSoundEnt->m_SoundPool[ iThisSound ].m_vecOrigin = vecOrigin;
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pSoundEnt->m_SoundPool[ iThisSound ].m_iType = iType;
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pSoundEnt->m_SoundPool[ iThisSound ].m_iVolume = iVolume;
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pSoundEnt->m_SoundPool[ iThisSound ].m_flExpireTime = gpGlobals->time + flDuration;
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}
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// Initialize - clears all sounds and moves them into the
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// free sound list.
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void CSoundEnt::Initialize()
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{
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int i;
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int iSound;
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m_cLastActiveSounds = 0;
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m_iFreeSound = 0;
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m_iActiveSound = SOUNDLIST_EMPTY;
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// clear all sounds, and link them into the free sound list.
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for (i = 0; i < MAX_WORLD_SOUNDS; ++i)
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{
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m_SoundPool[ i ].Clear();
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m_SoundPool[ i ].m_iNext = i + 1;
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}
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// terminate the list here.
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m_SoundPool[ i - 1 ].m_iNext = SOUNDLIST_EMPTY;
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// now reserve enough sounds for each client
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for (i = 0; i < gpGlobals->maxClients; ++i)
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{
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iSound = pSoundEnt->IAllocSound();
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if (iSound == SOUNDLIST_EMPTY)
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{
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ALERT(at_console, "Could not AllocSound() for Client Reserve! (DLL)\n");
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return;
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}
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pSoundEnt->m_SoundPool[ iSound ].m_flExpireTime = SOUND_NEVER_EXPIRE;
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}
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if (CVAR_GET_FLOAT("displaysoundlist") == 1)
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{
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m_fShowReport = TRUE;
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}
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else
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{
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m_fShowReport = FALSE;
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}
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}
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// ISoundsInList - returns the number of sounds in the desired
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// sound list.
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int CSoundEnt::ISoundsInList(int iListType)
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{
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int i;
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int iThisSound;
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if (iListType == SOUNDLISTTYPE_FREE)
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{
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iThisSound = m_iFreeSound;
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}
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else if (iListType == SOUNDLISTTYPE_ACTIVE)
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{
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iThisSound = m_iActiveSound;
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}
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else
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{
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ALERT(at_console, "Unknown Sound List Type!\n");
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}
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if (iThisSound == SOUNDLIST_EMPTY)
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{
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return 0;
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}
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i = 0;
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while (iThisSound != SOUNDLIST_EMPTY)
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{
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++i;
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iThisSound = m_SoundPool[ iThisSound ].m_iNext;
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}
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return i;
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}
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// ActiveList - returns the head of the active sound list
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NOXREF int CSoundEnt::ActiveList()
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{
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if (!pSoundEnt)
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{
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return SOUNDLIST_EMPTY;
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}
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return pSoundEnt->m_iActiveSound;
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}
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// FreeList - returns the head of the free sound list
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NOXREF int CSoundEnt::FreeList()
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{
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if (!pSoundEnt)
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{
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return SOUNDLIST_EMPTY;
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}
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return pSoundEnt->m_iFreeSound;
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}
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// SoundPointerForIndex - returns a pointer to the instance
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// of CSound at index's position in the sound pool.
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CSound *CSoundEnt::SoundPointerForIndex(int iIndex)
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{
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if (!pSoundEnt)
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{
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return NULL;
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}
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if (iIndex > (MAX_WORLD_SOUNDS - 1))
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{
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ALERT(at_console, "SoundPointerForIndex() - Index too large!\n");
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return NULL;
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}
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if (iIndex < 0)
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{
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ALERT(at_console, "SoundPointerForIndex() - Index < 0!\n");
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return NULL;
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}
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return &pSoundEnt->m_SoundPool[ iIndex ];
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}
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// Clients are numbered from 1 to MAXCLIENTS, but the client
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// reserved sounds in the soundlist are from 0 to MAXCLIENTS - 1,
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// so this function ensures that a client gets the proper index
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// to his reserved sound in the soundlist.
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int CSoundEnt::ClientSoundIndex(edict_t *pClient)
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{
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int iReturn = ENTINDEX(pClient) - 1;
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#if defined(_DEBUG) && !defined(HOOK_GAMEDLL)
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if (iReturn < 0 || iReturn > gpGlobals->maxClients)
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{
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ALERT(at_console, "** ClientSoundIndex returning a bogus value! **\n");
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}
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#endif
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return iReturn;
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}
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