Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This module implements the IVoiceServer interface.
//
// $NoKeywords: $
//=============================================================================//
#include "quakedef.h"
#include "server.h"
#include "ivoiceserver.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CVoiceServer : public IVoiceServer { public: virtual bool GetClientListening(int iReceiver, int iSender) { // Make into client indices..
--iReceiver; --iSender;
if(iReceiver < 0 || iReceiver >= sv.GetClientCount() || iSender < 0 || iSender >= sv.GetClientCount() ) return false;
return sv.GetClient(iSender)->IsHearingClient( iReceiver ); } virtual bool SetClientListening(int iReceiver, int iSender, bool bListen) { // Make into client indices..
--iReceiver; --iSender; if(iReceiver < 0 || iReceiver >= sv.GetClientCount() || iSender < 0 || iSender >= sv.GetClientCount() ) return false;
CGameClient *cl = sv.Client(iSender); cl->m_VoiceStreams.Set( iReceiver, bListen?1:0 );
return true; } virtual bool SetClientProximity(int iReceiver, int iSender, bool bUseProximity) { // Make into client indices..
--iReceiver; --iSender;
if(iReceiver < 0 || iReceiver >= sv.GetClientCount() || iSender < 0 || iSender >= sv.GetClientCount() ) return false;
CGameClient *cl = sv.Client(iSender);
cl->m_VoiceProximity.Set( iReceiver, bUseProximity );
return true; } };
EXPOSE_SINGLE_INTERFACE(CVoiceServer, IVoiceServer, INTERFACEVERSION_VOICESERVER);
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