Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose: This module implements the IVoiceServer interface.
  4. //
  5. // $NoKeywords: $
  6. //=============================================================================//
  7. #include "quakedef.h"
  8. #include "server.h"
  9. #include "ivoiceserver.h"
  10. // memdbgon must be the last include file in a .cpp file!!!
  11. #include "tier0/memdbgon.h"
  12. class CVoiceServer : public IVoiceServer
  13. {
  14. public:
  15. virtual bool GetClientListening(int iReceiver, int iSender)
  16. {
  17. // Make into client indices..
  18. --iReceiver;
  19. --iSender;
  20. if(iReceiver < 0 || iReceiver >= sv.GetClientCount() || iSender < 0 || iSender >= sv.GetClientCount() )
  21. return false;
  22. return sv.GetClient(iSender)->IsHearingClient( iReceiver );
  23. }
  24. virtual bool SetClientListening(int iReceiver, int iSender, bool bListen)
  25. {
  26. // Make into client indices..
  27. --iReceiver;
  28. --iSender;
  29. if(iReceiver < 0 || iReceiver >= sv.GetClientCount() || iSender < 0 || iSender >= sv.GetClientCount() )
  30. return false;
  31. CGameClient *cl = sv.Client(iSender);
  32. cl->m_VoiceStreams.Set( iReceiver, bListen?1:0 );
  33. return true;
  34. }
  35. virtual bool SetClientProximity(int iReceiver, int iSender, bool bUseProximity)
  36. {
  37. // Make into client indices..
  38. --iReceiver;
  39. --iSender;
  40. if(iReceiver < 0 || iReceiver >= sv.GetClientCount() || iSender < 0 || iSender >= sv.GetClientCount() )
  41. return false;
  42. CGameClient *cl = sv.Client(iSender);
  43. cl->m_VoiceProximity.Set( iReceiver, bUseProximity );
  44. return true;
  45. }
  46. };
  47. EXPOSE_SINGLE_INTERFACE(CVoiceServer, IVoiceServer, INTERFACEVERSION_VOICESERVER);