Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VOICE_GAMEMGR_H
#define VOICE_GAMEMGR_H
#pragma once
#include "voice_common.h"
class CGameRules;
class CBasePlayer;
abstract_class IVoiceGameMgrHelper
{
public:
virtual ~IVoiceGameMgrHelper() {}
// Called each frame to determine which players are allowed to hear each other. This overrides
// whatever squelch settings players have.
virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pTalker, bool &bProximity ) = 0;
};
// CVoiceGameMgr manages which clients can hear which other clients.
class CVoiceGameMgr
{
public:
CVoiceGameMgr();
virtual ~CVoiceGameMgr();
bool Init(
IVoiceGameMgrHelper *m_pHelper,
int maxClients
);
void SetHelper(IVoiceGameMgrHelper *pHelper);
// Updates which players can hear which other players.
// If gameplay mode is DM, then only players within the PVS can hear each other.
// If gameplay mode is teamplay, then only players on the same team can hear each other.
// Player masks are always applied.
void Update(double frametime);
// Called when a new client connects (unsquelches its entity for everyone).
void ClientConnected(struct edict_t *pEdict);
// Called on ClientCommand. Checks for the squelch and unsquelch commands.
// Returns true if it handled the command.
bool ClientCommand(CBasePlayer *pPlayer, const CCommand &args );
bool CheckProximity( int iDistance );
void SetProximityDistance( int iDistance );
bool IsPlayerIgnoringPlayer( int iTalker, int iListener );
private:
// Force it to update the client masks.
void UpdateMasks();
private:
IVoiceGameMgrHelper *m_pHelper;
int m_nMaxPlayers;
double m_UpdateInterval; // How long since the last update.
int m_iProximityDistance;
};
// Use this to access CVoiceGameMgr.
CVoiceGameMgr* GetVoiceGameMgr();
#endif // VOICE_GAMEMGR_H