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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "soundent.h"
#include "game.h"
#include "world.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Some enumerations needed by CSoundEnt
//-----------------------------------------------------------------------------
// identifiers passed to functions that can operate on either list, to indicate which list to operate on.
#define SOUNDLISTTYPE_FREE 1
#define SOUNDLISTTYPE_ACTIVE 2
LINK_ENTITY_TO_CLASS( soundent, CSoundEnt );
static CSoundEnt *g_pSoundEnt = NULL;
BEGIN_SIMPLE_DATADESC( CSound )
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ), DEFINE_FIELD( m_iVolume, FIELD_INTEGER ), DEFINE_FIELD( m_flOcclusionScale, FIELD_FLOAT ), DEFINE_FIELD( m_iType, FIELD_INTEGER ), // DEFINE_FIELD( m_iNextAudible, FIELD_INTEGER ),
DEFINE_FIELD( m_bNoExpirationTime, FIELD_BOOLEAN ), DEFINE_FIELD( m_flExpireTime, FIELD_TIME ), DEFINE_FIELD( m_iNext, FIELD_SHORT ), DEFINE_FIELD( m_ownerChannelIndex, FIELD_INTEGER ), DEFINE_FIELD( m_vecOrigin, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_bHasOwner, FIELD_BOOLEAN ), // DEFINE_FIELD( m_iMyIndex, FIELD_INTEGER ),
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
END_DATADESC()
//=========================================================
// CSound - Clear - zeros all fields for a sound
//=========================================================
void CSound::Clear ( void ) { m_vecOrigin = vec3_origin; m_iType = 0; m_iVolume = 0; m_flOcclusionScale = 0; m_flExpireTime = 0; m_bNoExpirationTime = false; m_iNext = SOUNDLIST_EMPTY; m_iNextAudible = SOUNDLIST_EMPTY; }
//=========================================================
// Reset - clears the volume, origin, and type for a sound,
// but doesn't expire or unlink it.
//=========================================================
void CSound::Reset ( void ) { m_vecOrigin = vec3_origin; m_iType = 0; m_iVolume = 0; m_iNext = SOUNDLIST_EMPTY; }
//=========================================================
// FIsSound - returns true if the sound is an Audible sound
//=========================================================
bool CSound::FIsSound ( void ) { switch( SoundTypeNoContext() ) { case SOUND_COMBAT: case SOUND_WORLD: case SOUND_PLAYER: case SOUND_DANGER: case SOUND_DANGER_SNIPERONLY: case SOUND_THUMPER: case SOUND_BULLET_IMPACT: case SOUND_BUGBAIT: case SOUND_PHYSICS_DANGER: case SOUND_MOVE_AWAY: case SOUND_PLAYER_VEHICLE: return true;
default: return false; } }
//=========================================================
// FIsScent - returns true if the sound is actually a scent
// do we really need this function? If a sound isn't a sound,
// it must be a scent. (sjb)
//=========================================================
bool CSound::FIsScent ( void ) { switch( m_iType ) { case SOUND_CARCASS: case SOUND_MEAT: case SOUND_GARBAGE: return true;
default: return false; } }
//---------------------------------------------------------
// Returns the sound origin
//---------------------------------------------------------
const Vector& CSound::GetSoundOrigin( void ) { if ( ( m_iType & SOUND_CONTEXT_FOLLOW_OWNER ) != 0 ) { if( m_hOwner.Get() != NULL ) return m_hOwner->GetAbsOrigin(); } return m_vecOrigin; }
//---------------------------------------------------------
// This function returns the spot the listener should be
// interested in if he hears the sound. MOST of the time,
// this spot is the same as the sound's origin. But sometimes
// (like with bullet impacts) the entity that owns the
// sound is more interesting than the actual location of the
// sound effect.
//---------------------------------------------------------
const Vector &CSound::GetSoundReactOrigin( void ) { // Check pure types.
switch( m_iType ) { case SOUND_BULLET_IMPACT: case SOUND_PHYSICS_DANGER: if( m_hOwner.Get() != NULL ) { // We really want the origin of this sound's
// owner.
return m_hOwner->GetAbsOrigin(); } else { // If the owner is somehow invalid, we'll settle
// for the sound's origin rather than a crash.
return GetSoundOrigin(); } break; }
if( m_iType & SOUND_CONTEXT_REACT_TO_SOURCE ) { if( m_hOwner.Get() != NULL ) { return m_hOwner->GetAbsOrigin(); } }
// Check for types with additional context.
if( m_iType & SOUND_DANGER ) { if( (m_iType & SOUND_CONTEXT_FROM_SNIPER) ) { if( m_hOwner.Get() != NULL ) { // Be afraid of the sniper's location, not where the bullet will hit.
return m_hOwner->GetAbsOrigin(); } else { return GetSoundOrigin(); } } }
return GetSoundOrigin(); }
//-----------------------------------------------------------------------------
// Save/load
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CSoundEnt )
DEFINE_FIELD( m_iFreeSound, FIELD_INTEGER ), DEFINE_FIELD( m_iActiveSound, FIELD_INTEGER ), DEFINE_FIELD( m_cLastActiveSounds, FIELD_INTEGER ), DEFINE_EMBEDDED_ARRAY( m_SoundPool, MAX_WORLD_SOUNDS_SP ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Class factory methods
//-----------------------------------------------------------------------------
bool CSoundEnt::InitSoundEnt() { ///!!!LATER - do we want a sound ent in deathmatch? (sjb)
g_pSoundEnt = (CSoundEnt*)CBaseEntity::Create( "soundent", vec3_origin, vec3_angle, GetWorldEntity() ); if ( !g_pSoundEnt ) { Warning( "**COULD NOT CREATE SOUNDENT**\n" ); return false; } g_pSoundEnt->AddEFlags( EFL_KEEP_ON_RECREATE_ENTITIES ); return true; }
void CSoundEnt::ShutdownSoundEnt() { if ( g_pSoundEnt ) { g_pSoundEnt->FreeList(); g_pSoundEnt = NULL; } }
//-----------------------------------------------------------------------------
// Construction, destruction
//-----------------------------------------------------------------------------
CSoundEnt::CSoundEnt() { }
CSoundEnt::~CSoundEnt() { }
//=========================================================
// Spawn
//=========================================================
void CSoundEnt::Spawn( void ) { SetSolid( SOLID_NONE ); Initialize();
SetNextThink( gpGlobals->curtime + 1 ); }
void CSoundEnt::OnRestore() { BaseClass::OnRestore();
// Make sure the singleton points to the restored version of this.
if ( g_pSoundEnt ) { Assert( g_pSoundEnt != this ); UTIL_Remove( g_pSoundEnt ); } g_pSoundEnt = this; }
//=========================================================
// Think - at interval, the entire active sound list is checked
// for sounds that have ExpireTimes less than or equal
// to the current world time, and these sounds are deallocated.
//=========================================================
void CSoundEnt::Think ( void ) { int iSound; int iPreviousSound;
SetNextThink( gpGlobals->curtime + 0.1 );// how often to check the sound list.
iPreviousSound = SOUNDLIST_EMPTY; iSound = m_iActiveSound;
while ( iSound != SOUNDLIST_EMPTY ) { if ( (m_SoundPool[ iSound ].m_flExpireTime <= gpGlobals->curtime && (!m_SoundPool[ iSound ].m_bNoExpirationTime)) || !m_SoundPool[iSound].ValidateOwner() ) { int iNext = m_SoundPool[ iSound ].m_iNext;
if( displaysoundlist.GetInt() == 1 ) { Msg(" Removed Sound: %d (Time:%f)\n", m_SoundPool[ iSound ].SoundType(), gpGlobals->curtime ); } if( displaysoundlist.GetInt() == 2 && m_SoundPool[ iSound ].IsSoundType( SOUND_DANGER ) ) { Msg(" Removed Danger Sound: %d (time:%f)\n", m_SoundPool[ iSound ].SoundType(), gpGlobals->curtime ); }
// move this sound back into the free list
FreeSound( iSound, iPreviousSound );
iSound = iNext; } else { if( displaysoundlist.GetBool() ) { Vector forward, right, up; GetVectors( &forward, &right, &up ); byte r, g, b;
// Default to yellow.
r = 255; g = 255; b = 0;
CSound *pSound = &m_SoundPool[ iSound ];
if( pSound->IsSoundType( SOUND_DANGER ) ) { r = 255; g = 0; b = 0; }
if( displaysoundlist.GetInt() == 1 || (displaysoundlist.GetInt() == 2 && pSound->IsSoundType( SOUND_DANGER ) ) ) { NDebugOverlay::Line( pSound->GetSoundOrigin(), pSound->GetSoundOrigin() + forward * pSound->Volume(), r,g,b, false, 0.1 ); NDebugOverlay::Line( pSound->GetSoundOrigin(), pSound->GetSoundOrigin() - forward * pSound->Volume(), r,g,b, false, 0.1 );
NDebugOverlay::Line( pSound->GetSoundOrigin(), pSound->GetSoundOrigin() + right * pSound->Volume(), r,g,b, false, 0.1 ); NDebugOverlay::Line( pSound->GetSoundOrigin(), pSound->GetSoundOrigin() - right * pSound->Volume(), r,g,b, false, 0.1 );
NDebugOverlay::Line( pSound->GetSoundOrigin(), pSound->GetSoundOrigin() + up * pSound->Volume(), r,g,b, false, 0.1 ); NDebugOverlay::Line( pSound->GetSoundOrigin(), pSound->GetSoundOrigin() - up * pSound->Volume(), r,g,b, false, 0.1 );
if( pSound->m_flOcclusionScale != 1.0 ) { // Draw the occluded radius, too.
r = 0; g = 150; b = 255; NDebugOverlay::Line( pSound->GetSoundOrigin(), pSound->GetSoundOrigin() + forward * pSound->OccludedVolume(), r,g,b, false, 0.1 ); NDebugOverlay::Line( pSound->GetSoundOrigin(), pSound->GetSoundOrigin() - forward * pSound->OccludedVolume(), r,g,b, false, 0.1 );
NDebugOverlay::Line( pSound->GetSoundOrigin(), pSound->GetSoundOrigin() + right * pSound->OccludedVolume(), r,g,b, false, 0.1 ); NDebugOverlay::Line( pSound->GetSoundOrigin(), pSound->GetSoundOrigin() - right * pSound->OccludedVolume(), r,g,b, false, 0.1 );
NDebugOverlay::Line( pSound->GetSoundOrigin(), pSound->GetSoundOrigin() + up * pSound->OccludedVolume(), r,g,b, false, 0.1 ); NDebugOverlay::Line( pSound->GetSoundOrigin(), pSound->GetSoundOrigin() - up * pSound->OccludedVolume(), r,g,b, false, 0.1 ); } }
DevMsg( 2, "Soundlist: %d / %d (%d)\n", ISoundsInList( SOUNDLISTTYPE_ACTIVE ),ISoundsInList( SOUNDLISTTYPE_FREE ), ISoundsInList( SOUNDLISTTYPE_ACTIVE ) - m_cLastActiveSounds ); m_cLastActiveSounds = ISoundsInList ( SOUNDLISTTYPE_ACTIVE ); }
iPreviousSound = iSound; iSound = m_SoundPool[ iSound ].m_iNext; } }
}
//=========================================================
// Precache - dummy function
//=========================================================
void CSoundEnt::Precache ( void ) { }
//=========================================================
// FreeSound - clears the passed active sound and moves it
// to the top of the free list. TAKE CARE to only call this
// function for sounds in the Active list!!
//=========================================================
void CSoundEnt::FreeSound ( int iSound, int iPrevious ) { if ( !g_pSoundEnt ) { // no sound ent!
return; }
if ( iPrevious != SOUNDLIST_EMPTY ) { // iSound is not the head of the active list, so
// must fix the index for the Previous sound
g_pSoundEnt->m_SoundPool[ iPrevious ].m_iNext = g_pSoundEnt->m_SoundPool[ iSound ].m_iNext; } else { // the sound we're freeing IS the head of the active list.
g_pSoundEnt->m_iActiveSound = g_pSoundEnt->m_SoundPool [ iSound ].m_iNext; }
// make iSound the head of the Free list.
g_pSoundEnt->m_SoundPool[ iSound ].m_iNext = g_pSoundEnt->m_iFreeSound; g_pSoundEnt->m_iFreeSound = iSound; }
void CSoundEnt::FreeSound( int iSound ) { // no sound ent!
if ( !g_pSoundEnt || ( iSound == SOUNDLIST_EMPTY ) ) return;
int iPrevious = SOUNDLIST_EMPTY; for ( int i = g_pSoundEnt->m_iActiveSound; i != SOUNDLIST_EMPTY; iPrevious = i, i = g_pSoundEnt->m_SoundPool[ i ].m_iNext ) { if ( i == iSound ) { FreeSound( iSound, iPrevious ); return; } }
Warning( "Attempted to free unknown sound %d!\n", iSound ); }
//=========================================================
// IAllocSound - moves a sound from the Free list to the
// Active list returns the index of the alloc'd sound
//=========================================================
int CSoundEnt::IAllocSound( void ) { int iNewSound;
if ( m_iFreeSound == SOUNDLIST_EMPTY ) { // no free sound!
if ( developer.GetInt() >= 2 ) Msg( "Free Sound List is full!\n" );
return SOUNDLIST_EMPTY; }
// there is at least one sound available, so move it to the
// Active sound list, and return its SoundPool index.
iNewSound = m_iFreeSound;// copy the index of the next free sound
m_iFreeSound = m_SoundPool[ m_iFreeSound ].m_iNext;// move the index down into the free list.
m_SoundPool[ iNewSound ].m_iNext = m_iActiveSound;// point the new sound at the top of the active list.
m_iActiveSound = iNewSound;// now make the new sound the top of the active list. You're done.
#ifdef DEBUG
m_SoundPool[ iNewSound ].m_iMyIndex = iNewSound; #endif // DEBUG
return iNewSound; }
//=========================================================
// InsertSound - Allocates a free sound and fills it with
// sound info.
//=========================================================
int CSoundEnt::InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration, CBaseEntity *pOwner, int soundChannelIndex, CBaseEntity *pSoundTarget ) { int iThisSound;
if ( !g_pSoundEnt ) return SOUNDLIST_EMPTY;
if( soundChannelIndex == SOUNDENT_CHANNEL_UNSPECIFIED ) { // No sound channel specified. So just make a new sound.
iThisSound = g_pSoundEnt->IAllocSound(); } else { // If this entity has already got a sound in the soundlist that's on this
// channel, update that sound. Otherwise add a new one.
iThisSound = g_pSoundEnt->FindOrAllocateSound( pOwner, soundChannelIndex ); }
if ( iThisSound == SOUNDLIST_EMPTY ) { DevMsg( "Could not AllocSound() for InsertSound() (Game DLL)\n" ); return SOUNDLIST_EMPTY; }
CSound *pSound;
pSound = &g_pSoundEnt->m_SoundPool[ iThisSound ];
pSound->SetSoundOrigin( vecOrigin ); pSound->m_iType = iType; pSound->m_iVolume = iVolume; pSound->m_flOcclusionScale = 0.5; if ( flDuration != FLT_MAX ) { pSound->m_flExpireTime = gpGlobals->curtime + flDuration; pSound->m_bNoExpirationTime = false; } else { pSound->m_flExpireTime = FLT_MAX; pSound->m_bNoExpirationTime = true; } pSound->m_hOwner.Set( pOwner ); pSound->m_hTarget.Set( pSoundTarget ); pSound->m_ownerChannelIndex = soundChannelIndex;
// Keep track of whether this sound had an owner when it was made. If the sound has a long duration,
// the owner could disappear by the time someone hears this sound, so we have to look at this boolean
// and throw out sounds who have a NULL owner but this field set to true. (sjb) 12/2/2005
if( pOwner ) { pSound->m_bHasOwner = true; } else { pSound->m_bHasOwner = false; }
if( displaysoundlist.GetInt() == 1 ) { Msg(" Added Sound! Type:%d Duration:%f (Time:%f)\n", pSound->SoundType(), flDuration, gpGlobals->curtime ); } if( displaysoundlist.GetInt() == 2 && (iType & SOUND_DANGER) ) { Msg(" Added Danger Sound! Duration:%f (Time:%f)\n", flDuration, gpGlobals->curtime ); }
return iThisSound; }
//---------------------------------------------------------
//---------------------------------------------------------
int CSoundEnt::FindOrAllocateSound( CBaseEntity *pOwner, int soundChannelIndex ) { int iSound = m_iActiveSound;
while ( iSound != SOUNDLIST_EMPTY ) { CSound &sound = m_SoundPool[iSound]; if ( sound.m_ownerChannelIndex == soundChannelIndex && sound.m_hOwner == pOwner ) { return iSound; }
iSound = sound.m_iNext; }
return IAllocSound(); }
//=========================================================
// Initialize - clears all sounds and moves them into the
// free sound list.
//=========================================================
void CSoundEnt::Initialize ( void ) { int i; int iSound;
m_cLastActiveSounds; m_iFreeSound = 0; m_iActiveSound = SOUNDLIST_EMPTY;
// In SP, we should only use the first 64 slots so save/load works right.
// In MP, have one for each player and 32 extras.
int nTotalSoundsInPool = MAX_WORLD_SOUNDS_SP; if ( gpGlobals->maxClients > 1 ) nTotalSoundsInPool = MIN( ( int ) MAX_WORLD_SOUNDS_MP, gpGlobals->maxClients + 32 );
if ( gpGlobals->maxClients+16 > nTotalSoundsInPool ) { Warning( "CSoundEnt pool is low on sounds due to high number of clients.\n" ); }
for ( i = 0 ; i < nTotalSoundsInPool ; i++ ) { // clear all sounds, and link them into the free sound list.
m_SoundPool[ i ].Clear(); m_SoundPool[ i ].m_iNext = i + 1; }
m_SoundPool[ i - 1 ].m_iNext = SOUNDLIST_EMPTY;// terminate the list here.
// now reserve enough sounds for each client
for ( i = 0 ; i < gpGlobals->maxClients ; i++ ) { iSound = IAllocSound();
if ( iSound == SOUNDLIST_EMPTY ) { DevMsg( "Could not AllocSound() for Client Reserve! (DLL)\n" ); return; }
m_SoundPool[ iSound ].m_bNoExpirationTime = true; } }
//=========================================================
// ISoundsInList - returns the number of sounds in the desired
// sound list.
//=========================================================
int CSoundEnt::ISoundsInList ( int iListType ) { int i; int iThisSound = SOUNDLIST_EMPTY;
if ( iListType == SOUNDLISTTYPE_FREE ) { iThisSound = m_iFreeSound; } else if ( iListType == SOUNDLISTTYPE_ACTIVE ) { iThisSound = m_iActiveSound; } else { Msg( "Unknown Sound List Type!\n" ); }
if ( iThisSound == SOUNDLIST_EMPTY ) { return 0; }
i = 0;
while ( iThisSound != SOUNDLIST_EMPTY ) { i++;
iThisSound = m_SoundPool[ iThisSound ].m_iNext; }
return i; }
//=========================================================
// ActiveList - returns the head of the active sound list
//=========================================================
int CSoundEnt::ActiveList ( void ) { if ( !g_pSoundEnt ) { return SOUNDLIST_EMPTY; }
return g_pSoundEnt->m_iActiveSound; }
//=========================================================
// FreeList - returns the head of the free sound list
//=========================================================
int CSoundEnt::FreeList ( void ) { if ( !g_pSoundEnt ) { return SOUNDLIST_EMPTY; }
return g_pSoundEnt->m_iFreeSound; }
//=========================================================
// SoundPointerForIndex - returns a pointer to the instance
// of CSound at index's position in the sound pool.
//=========================================================
CSound* CSoundEnt::SoundPointerForIndex( int iIndex ) { if ( !g_pSoundEnt ) { return NULL; }
if ( iIndex > ( MAX_WORLD_SOUNDS_MP - 1 ) ) { Msg( "SoundPointerForIndex() - Index too large!\n" ); return NULL; }
if ( iIndex < 0 ) { Msg( "SoundPointerForIndex() - Index < 0!\n" ); return NULL; }
return &g_pSoundEnt->m_SoundPool[ iIndex ]; }
//=========================================================
// Clients are numbered from 1 to MAXCLIENTS, but the client
// reserved sounds in the soundlist are from 0 to MAXCLIENTS - 1,
// so this function ensures that a client gets the proper index
// to his reserved sound in the soundlist.
//=========================================================
int CSoundEnt::ClientSoundIndex ( edict_t *pClient ) { int iReturn = ENTINDEX( pClient ) - 1;
#ifdef _DEBUG
if ( iReturn < 0 || iReturn >= gpGlobals->maxClients ) { Msg( "** ClientSoundIndex returning a bogus value! **\n" ); } #endif // _DEBUG
return iReturn; }
//-----------------------------------------------------------------------------
// Purpose: Return the loudest sound of the specified type at "earposition"
//-----------------------------------------------------------------------------
CSound* CSoundEnt::GetLoudestSoundOfType( int iType, const Vector &vecEarPosition ) { CSound *pLoudestSound = NULL;
int iThisSound; int iBestSound = SOUNDLIST_EMPTY; float flBestDist = MAX_COORD_RANGE*MAX_COORD_RANGE;// so first nearby sound will become best so far.
float flDist; CSound *pSound;
iThisSound = ActiveList();
while ( iThisSound != SOUNDLIST_EMPTY ) { pSound = SoundPointerForIndex( iThisSound );
if ( pSound && pSound->m_iType == iType && pSound->ValidateOwner() ) { flDist = ( pSound->GetSoundOrigin() - vecEarPosition ).Length();
//FIXME: This doesn't match what's in Listen()
//flDist = UTIL_DistApprox( pSound->GetSoundOrigin(), vecEarPosition );
if ( flDist <= pSound->m_iVolume && flDist < flBestDist ) { pLoudestSound = pSound;
iBestSound = iThisSound; flBestDist = flDist; } }
iThisSound = pSound->m_iNext; }
return pLoudestSound; }
//-----------------------------------------------------------------------------
// Purpose: Inserts an AI sound into the world sound list.
//-----------------------------------------------------------------------------
class CAISound : public CPointEntity { public: CAISound() { // Initialize these new keyvalues appropriately
// in order to support legacy instances of ai_sound.
m_iSoundContext = 0x00000000; m_iVolume = 0; m_flDuration = 0.3; }
DECLARE_CLASS( CAISound, CPointEntity );
DECLARE_DATADESC();
// data
int m_iSoundType; int m_iSoundContext; int m_iVolume; float m_flDuration; string_t m_iszProxyEntityName;
// Input handlers
void InputInsertSound( inputdata_t &inputdata ); void InputEmitAISound( inputdata_t &inputdata ); };
LINK_ENTITY_TO_CLASS( ai_sound, CAISound );
BEGIN_DATADESC( CAISound )
DEFINE_KEYFIELD( m_iSoundType, FIELD_INTEGER, "soundtype" ), DEFINE_KEYFIELD( m_iSoundContext, FIELD_INTEGER, "soundcontext" ), DEFINE_KEYFIELD( m_iVolume, FIELD_INTEGER, "volume" ), DEFINE_KEYFIELD( m_flDuration, FIELD_FLOAT, "duration" ), DEFINE_KEYFIELD( m_iszProxyEntityName, FIELD_STRING, "locationproxy" ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "InsertSound", InputInsertSound ), DEFINE_INPUTFUNC( FIELD_VOID, "EmitAISound", InputEmitAISound ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: *** OBSOLETE **** Here for legacy support only!
//-----------------------------------------------------------------------------
void CAISound::InputInsertSound( inputdata_t &inputdata ) { int iVolume;
iVolume = inputdata.value.Int();
Vector vecLocation = GetAbsOrigin();
if( m_iszProxyEntityName != NULL_STRING ) { CBaseEntity *pProxy = gEntList.FindEntityByName( NULL, m_iszProxyEntityName );
if( pProxy ) { vecLocation = pProxy->GetAbsOrigin(); } else { DevWarning("Warning- ai_sound cannot find proxy entity named '%s'. Using self.\n", STRING(m_iszProxyEntityName) ); } }
g_pSoundEnt->InsertSound( m_iSoundType, vecLocation, iVolume, m_flDuration, this ); }
void CAISound::InputEmitAISound( inputdata_t &inputdata ) { Vector vecLocation = GetAbsOrigin();
if( m_iszProxyEntityName != NULL_STRING ) { CBaseEntity *pProxy = gEntList.FindEntityByName( NULL, m_iszProxyEntityName );
if( pProxy ) { vecLocation = pProxy->GetAbsOrigin(); } else { DevWarning("Warning- ai_sound cannot find proxy entity named '%s'. Using self.\n", STRING(m_iszProxyEntityName) ); } }
g_pSoundEnt->InsertSound( m_iSoundType | m_iSoundContext, vecLocation, m_iVolume, m_flDuration, this ); }
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