Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: Ramp pitch and volume up to maximum values, based on the difference
//			between how fast we're going vs how fast we can go.
//-----------------------------------------------------------------------------
void CFuncRotating::RampPitchVol( void )
{
	//
	// Calc volume and pitch as % of maximum vol and pitch.
	//
	float fpct = fabs(m_flSpeed) / m_flMaxSpeed;
	float fvol = clamp(m_flVolume * fpct, 0, 1);			  // slowdown volume ramps down to 0

	float fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct;	
	
	int pitch = clamp(fpitch, 0, 255);
	if (pitch == PITCH_NORM)
	{
		pitch = PITCH_NORM - 1;
	}

	//
	// Update the fan's volume and pitch.
	//
	CPASAttenuationFilter filter( GetAbsOrigin(), m_flAttenuation );
	filter.MakeReliable();

	EmitSound_t ep;
	ep.m_nChannel = CHAN_STATIC;
	ep.m_pSoundName = STRING(m_NoiseRunning);
	ep.m_flVolume = fvol;
	ep.m_SoundLevel = ATTN_TO_SNDLVL( m_flAttenuation );
	ep.m_nFlags = SND_CHANGE_PITCH | SND_CHANGE_VOL;
	ep.m_nPitch = pitch;

	EmitSound( filter, entindex(), ep );
}
Ejemplo n.º 2
0
CSoundPatch *CSoundControllerImp::SoundCreate( IRecipientFilter& filter, int nEntIndex, int channel, 
			const char *pSoundName, float attenuation )
{
	CSoundPatch *pSound = new CSoundPatch;
	EHANDLE hEnt = (nEntIndex != -1) ? g_pEntityList->GetNetworkableHandle( nEntIndex ) : NULL;
	pSound->Init( &filter, hEnt.Get(), channel, pSoundName, ATTN_TO_SNDLVL( attenuation ) );

	return pSound;
}
Ejemplo n.º 3
0
void SoundHooks::OnEmitSound2(IRecipientFilter &filter, int iEntIndex, int iChannel, const char *pSample, 
							 float flVolume, float flAttenuation, int iFlags, int iPitch, const Vector *pOrigin, 
							 const Vector *pDirection, CUtlVector<Vector> *pUtlVecOrigins, bool bUpdatePositions, 
							 float soundtime, int speakerentity)
{
	SoundHookIter iter;
	IPluginFunction *pFunc;
	cell_t res = static_cast<ResultType>(Pl_Continue);
	cell_t sndlevel = static_cast<cell_t>(ATTN_TO_SNDLVL(flAttenuation));
	char buffer[PLATFORM_MAX_PATH];
	strcpy(buffer, pSample);

	for (iter=m_NormalFuncs.begin(); iter!=m_NormalFuncs.end(); iter++)
	{
		int players[64], size;
		size = _FillInPlayers(players, &filter);
		pFunc = (*iter);

		pFunc->PushArray(players, 64, SM_PARAM_COPYBACK);
		pFunc->PushCellByRef(&size);
		pFunc->PushStringEx(buffer, sizeof(buffer), SM_PARAM_STRING_COPY, SM_PARAM_COPYBACK);
		pFunc->PushCellByRef(&iEntIndex);
		pFunc->PushCellByRef(&iChannel);
		pFunc->PushFloatByRef(&flVolume);
		pFunc->PushCellByRef(&sndlevel);
		pFunc->PushCellByRef(&iPitch);
		pFunc->PushCellByRef(&iFlags);
		g_InSoundHook = true;
		pFunc->Execute(&res);
		g_InSoundHook = false;

		switch (res)
		{
		case Pl_Handled:
		case Pl_Stop:
			{
				RETURN_META(MRES_SUPERCEDE);
			}
		case Pl_Changed:
			{
				CellRecipientFilter crf;
				crf.Initialize(players, size);
				RETURN_META_NEWPARAMS(
					MRES_IGNORED,
					static_cast<void (IEngineSound::*)(IRecipientFilter &, int, int, const char*, float, float, 
					int, int, const Vector *, const Vector *, CUtlVector<Vector> *, bool, float, int)>(&IEngineSound::EmitSound), 
					(crf, iEntIndex, iChannel, buffer, flVolume, SNDLVL_TO_ATTN(static_cast<soundlevel_t>(sndlevel)), 
					iFlags, iPitch, pOrigin, pDirection, pUtlVecOrigins, bUpdatePositions, soundtime, speakerentity)
					);
			}
		}
	}
}
Ejemplo n.º 4
0
//-----------------------------------------------------------------------------
// Purpose: Input handler for showing the message and/or playing the sound.
//-----------------------------------------------------------------------------
void CMessage::InputShowMessage( inputdata_t &inputdata )
{
	CBaseEntity *pPlayer = NULL;

	if ( m_spawnflags & SF_MESSAGE_ALL )
	{
		UTIL_ShowMessageAll( STRING( m_iszMessage ) );
	}
	else
	{
		if ( inputdata.pActivator && inputdata.pActivator->IsPlayer() )
		{
			pPlayer = inputdata.pActivator;
		}
		else
		{
			pPlayer = (gpGlobals->maxClients > 1) ? NULL : UTIL_GetLocalPlayer();
		}

		if ( pPlayer && pPlayer->IsPlayer() )
		{
			UTIL_ShowMessage( STRING( m_iszMessage ), ToBasePlayer( pPlayer ) );
		}
	}

	if ( m_sNoise != NULL_STRING )
	{
		CPASAttenuationFilter filter( this );
		
		EmitSound_t ep;
		ep.m_nChannel = CHAN_BODY;
		ep.m_pSoundName = (char*)STRING(m_sNoise);
		ep.m_flVolume = m_MessageVolume;
		ep.m_SoundLevel = ATTN_TO_SNDLVL( m_Radius );

		EmitSound( filter, entindex(), ep );
	}

	if ( m_spawnflags & SF_MESSAGE_ONCE )
	{
		UTIL_Remove( this );
	}

	m_OnShowMessage.FireOutput( inputdata.pActivator, this );
}
//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
void CFuncTankPulseLaser::Fire( int bulletCount, const Vector &barrelEnd, const Vector &vecForward, CBaseEntity *pAttacker )
{
	// --------------------------------------------------
	//  Get direction vectors for spread
	// --------------------------------------------------
	Vector vecUp = Vector(0,0,1);
	Vector vecRight;
	CrossProduct ( vecForward,  vecUp,		vecRight );	
	CrossProduct ( vecForward, -vecRight,   vecUp  );	

	for ( int i = 0; i < bulletCount; i++ )
	{
		// get circular gaussian spread
		float x, y, z;
		do {
			x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
			y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
			z = x*x+y*y;
		} while (z > 1);

		Vector vecDir = vecForward + x * gTankSpread[m_spread].x * vecRight + y * gTankSpread[m_spread].y * vecUp;

		CGrenadeBeam *pPulse =  CGrenadeBeam::Create( pAttacker, barrelEnd);
		pPulse->Format(m_flPulseColor, m_flPulseWidth);
		pPulse->Shoot(vecDir,m_flPulseSpeed,m_flPulseLife,m_flPulseLag,m_iBulletDamage);

		if ( m_sPulseFireSound != NULL_STRING )
		{
			CPASAttenuationFilter filter( this, 0.6f );

			EmitSound_t ep;
			ep.m_nChannel = CHAN_WEAPON;
			ep.m_pSoundName = (char*)STRING(m_sPulseFireSound);
			ep.m_flVolume = 1.0f;
			ep.m_SoundLevel = ATTN_TO_SNDLVL( 0.6 );

			EmitSound( filter, entindex(), ep );
		}

	}
	CFuncTank::Fire( bulletCount, barrelEnd, vecForward, pAttacker );
}
Ejemplo n.º 6
0
void SoundHooks::OnEmitSound2(IRecipientFilter &filter, int iEntIndex, int iChannel, const char *pSample, 
							 float flVolume, float flAttenuation, int iFlags, int iPitch, const Vector *pOrigin, 
							 const Vector *pDirection, CUtlVector<Vector> *pUtlVecOrigins, bool bUpdatePositions, 
							 float soundtime, int speakerentity)
#endif
{
	SoundHookIter iter;
	IPluginFunction *pFunc;
	cell_t res = static_cast<ResultType>(Pl_Continue);
	cell_t sndlevel = static_cast<cell_t>(ATTN_TO_SNDLVL(flAttenuation));
	char buffer[PLATFORM_MAX_PATH];
	strcpy(buffer, pSample);

	char soundEntry[PLATFORM_MAX_PATH] = "";
#if SOURCE_ENGINE >= SE_PORTAL2
	Q_strncpy(soundEntry, pSoundEntry, sizeof(soundEntry));
#endif

#if SOURCE_ENGINE < SE_PORTAL2
	int nSeed = 0;
#endif

	for (iter=m_NormalFuncs.begin(); iter!=m_NormalFuncs.end(); iter++)
	{
		int players[SM_MAXPLAYERS], size;
		size = _FillInPlayers(players, &filter);
		pFunc = (*iter);

		pFunc->PushArray(players, SM_ARRAYSIZE(players), SM_PARAM_COPYBACK);
		pFunc->PushCellByRef(&size);
		pFunc->PushStringEx(buffer, sizeof(buffer), SM_PARAM_STRING_COPY, SM_PARAM_COPYBACK);
		pFunc->PushCellByRef(&iEntIndex);
		pFunc->PushCellByRef(&iChannel);
		pFunc->PushFloatByRef(&flVolume);
		pFunc->PushCellByRef(&sndlevel);
		pFunc->PushCellByRef(&iPitch);
		pFunc->PushCellByRef(&iFlags);
		pFunc->PushStringEx(soundEntry, sizeof(soundEntry), SM_PARAM_STRING_COPY, SM_PARAM_COPYBACK);
		pFunc->PushCellByRef(&nSeed);
		g_InSoundHook = true;
		pFunc->Execute(&res);
		g_InSoundHook = false;

		switch (res)
		{
		case Pl_Handled:
		case Pl_Stop:
			{
#if SOURCE_ENGINE >= SE_PORTAL2
				RETURN_META_VALUE(MRES_SUPERCEDE, -1);
#else
				RETURN_META(MRES_SUPERCEDE);
#endif
			}
		case Pl_Changed:
			{
				/* Client validation */
				for (int i = 0; i < size; i++)
				{
					int client = players[i];
					IGamePlayer *pPlayer = playerhelpers->GetGamePlayer(client);

					if (!pPlayer)
					{
						pFunc->GetParentContext()->BlamePluginError(pFunc, "Client index %d is invalid", client);
					} else if (!pPlayer->IsInGame()) {
						pFunc->GetParentContext()->BlamePluginError(pFunc, "Client %d is not connected", client);
					} else {
						continue;
					}

#if SOURCE_ENGINE >= SE_PORTAL2
					RETURN_META_VALUE(MRES_IGNORED, -1 );
#else
					return;
#endif
				}

#if SOURCE_ENGINE >= SE_PORTAL2
				if (strcmp(pSoundEntry, soundEntry) != 0 || strcmp(pSample, buffer) != 0)
				{
					if (strcmp(soundEntry, buffer) == 0)
						nSoundEntryHash = -1;
					else if (strcmp(soundEntry, "") != 0)
						nSoundEntryHash = GenerateSoundEntryHash(soundEntry);
				}
#endif

				CellRecipientFilter crf;
				crf.Initialize(players, size);
#if SOURCE_ENGINE >= SE_PORTAL2
				RETURN_META_VALUE_NEWPARAMS(
					MRES_IGNORED,
					-1,
					static_cast<int (IEngineSound::*)(IRecipientFilter &, int, int, const char *, unsigned int, const char *, float, float, 
					int, int, int, const Vector *, const Vector *, CUtlVector<Vector> *, bool, float, int)>(&IEngineSound::EmitSound), 
					(crf, iEntIndex, iChannel, soundEntry, nSoundEntryHash, buffer, flVolume, SNDLVL_TO_ATTN(static_cast<soundlevel_t>(sndlevel)),
					nSeed, iFlags, iPitch, pOrigin, pDirection, pUtlVecOrigins, bUpdatePositions, soundtime, speakerentity)
					);
#elif SOURCE_ENGINE == SE_CSS || SOURCE_ENGINE == SE_HL2DM || SOURCE_ENGINE == SE_DODS || SOURCE_ENGINE == SE_SDK2013 \
	|| SOURCE_ENGINE == SE_BMS || SOURCE_ENGINE == SE_TF2
RETURN_META_NEWPARAMS(
					MRES_IGNORED,
					static_cast<void (IEngineSound::*)(IRecipientFilter &, int, int, const char *, float, float, 
					int, int, int, const Vector *, const Vector *, CUtlVector<Vector> *, bool, float, int)>(&IEngineSound::EmitSound), 
					(crf, iEntIndex, iChannel, buffer, flVolume, SNDLVL_TO_ATTN(static_cast<soundlevel_t>(sndlevel)), 
					iFlags, iPitch, iSpecialDSP, pOrigin, pDirection, pUtlVecOrigins, bUpdatePositions, soundtime, speakerentity)
					);
#else
				RETURN_META_NEWPARAMS(
					MRES_IGNORED,
					static_cast<void (IEngineSound::*)(IRecipientFilter &, int, int, const char *, float, float, 
					int, int, const Vector *, const Vector *, CUtlVector<Vector> *, bool, float, int)>(&IEngineSound::EmitSound), 
					(crf, iEntIndex, iChannel, buffer, flVolume, SNDLVL_TO_ATTN(static_cast<soundlevel_t>(sndlevel)), 
					iFlags, iPitch, pOrigin, pDirection, pUtlVecOrigins, bUpdatePositions, soundtime, speakerentity)
					);
#endif
			}
		}
	}

#if SOURCE_ENGINE >= SE_PORTAL2
	RETURN_META_VALUE(MRES_IGNORED, -1 );
#endif
}
Ejemplo n.º 7
0
//-----------------------------------------------------------------------------
// Purpose: Sets the current speed to the given value and manages the sound effects.
// Input  : flNewSpeed - New speed in degrees per second.
//-----------------------------------------------------------------------------
void CFuncRotating::UpdateSpeed( float flNewSpeed )
{
	float flOldSpeed = m_flSpeed;
	m_flSpeed = clamp( flNewSpeed, -m_flMaxSpeed, m_flMaxSpeed );

	if ( m_bStopAtStartPos )
	{
		int checkAxis = 2;
		// See if we got close to the starting orientation
		if ( m_vecMoveAng[0] != 0 )
		{
			checkAxis = 0;
		}
		else if ( m_vecMoveAng[1] != 0 )
		{
			checkAxis = 1;
		}

		float angDelta = anglemod( GetLocalAngles()[ checkAxis ] - m_angStart[ checkAxis ] );
		if ( angDelta > 180.0f )
		{
			angDelta -= 360.0f;
		}

		if ( flNewSpeed < 100 )
		{
			if ( flNewSpeed <= 25 && fabs( angDelta ) < 1.0f )
			{
				m_flTargetSpeed = 0;
				m_bStopAtStartPos = false;
				m_flSpeed = 0.0f;

				SetLocalAngles( m_angStart );
			}
			else if ( fabs( angDelta ) > 90.0f )
			{
				// Keep rotating at same speed for now
				m_flSpeed = flOldSpeed;
			}
			else
			{
				float minSpeed =  fabs( angDelta );
				if ( minSpeed < 20 )
					minSpeed = 20;
	
				m_flSpeed = flOldSpeed > 0.0f ? minSpeed : -minSpeed;
			}
		}
	}


	if ( ( flOldSpeed == 0 ) && ( m_flSpeed != 0 ) )
	{
		// Starting to move - emit the sound.
		CPASAttenuationFilter filter( GetAbsOrigin(), m_flAttenuation );
		filter.MakeReliable();
	
		EmitSound_t ep;
		ep.m_nChannel = CHAN_STATIC;
		ep.m_pSoundName = STRING(m_NoiseRunning);
		ep.m_flVolume = 0.01;
		ep.m_SoundLevel = ATTN_TO_SNDLVL( m_flAttenuation );
		ep.m_nPitch = FANPITCHMIN;

		EmitSound( filter, entindex(), ep );
		RampPitchVol();
	}
	else if ( ( flOldSpeed != 0 ) && ( m_flSpeed == 0 ) )
	{
		// Stopping - stop the sound.
		StopSound( entindex(), CHAN_STATIC, STRING(m_NoiseRunning) );
		
	}
	else
	{
		// Changing speed - adjust the pitch and volume.
		RampPitchVol();
	}

	SetLocalAngularVelocity( m_vecMoveAng * m_flSpeed );
}
Ejemplo n.º 8
0
void C_PlantedC4::ClientThink( void )
{
	BaseClass::ClientThink();

	// If it's dormant, don't beep or anything..
	if ( IsDormant() )
		return;

	if ( !m_bBombTicking )
	{
		// disbale C4 thinking if not armed
		SetNextClientThink( CLIENT_THINK_NEVER );
		return;
	}


	if( gpGlobals->curtime > m_flNextBeep )
	{
		// as it gets closer to going off, increase the radius

		CLocalPlayerFilter filter;
		float attenuation;
		float freq;

		//the percent complete of the bomb timer
		float fComplete = ( ( m_flC4Blow - gpGlobals->curtime ) / m_flTimerLength );
		
		fComplete = clamp( fComplete, 0.0f, 1.0f );

		attenuation = min( 0.3 + 0.6 * fComplete, 1.0 );
		
		CSoundParameters params;

		if ( GetParametersForSound( "C4.PlantSound", params, NULL ) )
		{
			EmitSound_t ep( params );
			ep.m_SoundLevel = ATTN_TO_SNDLVL( attenuation );
			ep.m_pOrigin = &GetAbsOrigin();

			EmitSound( filter, SOUND_FROM_WORLD, ep );
		}

		freq = max( 0.1 + 0.9 * fComplete, 0.15 );

		m_flNextBeep = gpGlobals->curtime + freq;
	}

	if( gpGlobals->curtime > m_flNextGlow )
	{
		int modelindex = modelinfo->GetModelIndex( "sprites/ledglow.vmt" );

		float scale = 0.8f;
		Vector vPos = GetAbsOrigin();
		const Vector offset( 0, 0, 4 );

		// See if the c4 ended up underwater - we need to pull the flash up, or it won't get seen
		if ( enginetrace->GetPointContents( vPos ) & (CONTENTS_WATER|CONTENTS_SLIME) )
		{
			C_CSPlayer *player = GetLocalOrInEyeCSPlayer();
			if ( player )
			{
				const Vector& eyes = player->EyePosition();

				if ( ( enginetrace->GetPointContents( eyes ) & (CONTENTS_WATER|CONTENTS_SLIME) ) == 0 )
				{
					// trace from the player to the water
					trace_t waterTrace;
					UTIL_TraceLine( eyes, vPos, (CONTENTS_WATER|CONTENTS_SLIME), player, COLLISION_GROUP_NONE, &waterTrace );

					if( waterTrace.allsolid != 1 )
					{
						// now trace from the C4 to the edge of the water (in case there was something solid in the water)
						trace_t solidTrace;
						UTIL_TraceLine( vPos, waterTrace.endpos, MASK_SOLID, this, COLLISION_GROUP_NONE, &solidTrace );

						if( solidTrace.allsolid != 1 )
						{
							float waterDist = (solidTrace.endpos - vPos).Length();
							float remainingDist = (solidTrace.endpos - eyes).Length();

							scale = scale * remainingDist / ( remainingDist + waterDist );
							vPos = solidTrace.endpos;
						}
					}
				}
			}
		}

		vPos += offset;

		tempents->TempSprite( vPos, vec3_origin, scale, modelindex, kRenderTransAdd, 0, 1.0, 0.05, FTENT_SPRANIMATE | FTENT_SPRANIMATELOOP );

		if( cl_c4dynamiclight.GetBool() )
		{
			dlight_t *dl;

			dl = effects->CL_AllocDlight( entindex() );

			if( dl ) 
			{
				dl->origin = GetAbsOrigin() + offset; // can't use vPos because it might have been moved
				dl->color.r = 255;
				dl->color.g = 0;
				dl->color.b = 0;
				dl->radius = 64;
				dl->die = gpGlobals->curtime + 0.01;
			}
		}

		float freq = 0.1 + 0.9 * ( ( m_flC4Blow - gpGlobals->curtime ) / m_flTimerLength );

		if( freq < 0.15 ) freq = 0.15;

		m_flNextGlow = gpGlobals->curtime + freq;
	}	
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *soundname - 
//			params - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSoundEmitterSystemBase::InitSoundInternalParameters( const char *soundname, KeyValues *kv, CSoundParametersInternal& params )
{
	KeyValues *pKey = kv->GetFirstSubKey();
	while ( pKey )
	{
		if ( !Q_strcasecmp( pKey->GetName(), "channel" ) )
		{
			params.ChannelFromString( pKey->GetString() );
		}
		else if ( !Q_strcasecmp( pKey->GetName(), "volume" ) )
		{
			params.VolumeFromString( pKey->GetString() );
		}
		else if ( !Q_strcasecmp( pKey->GetName(), "pitch" ) )
		{
			params.PitchFromString( pKey->GetString() );
		}
		else if ( !Q_strcasecmp( pKey->GetName(), "wave" ) )
		{
			CUtlSymbol sym = m_Waves.AddString( pKey->GetString() );
			params.soundnames.AddToTail( sym );
		}
		else if ( !Q_strcasecmp( pKey->GetName(), "rndwave" ) )
		{
			KeyValues *pWaves = pKey->GetFirstSubKey();
			while ( pWaves )
			{
				CUtlSymbol sym = m_Waves.AddString( pWaves->GetString() );
				params.soundnames.AddToTail( sym );

				pWaves = pWaves->GetNextKey();
			}
		}
		else if ( !Q_strcasecmp( pKey->GetName(), "attenuation" ) )
		{
			if ( !Q_strncasecmp( pKey->GetString(), "SNDLVL_", strlen( "SNDLVL_" ) ) )
			{
				DevMsg( "CSoundEmitterSystemBase::GetParametersForSound:  sound %s has \"attenuation\" with %s value!\n",
					soundname, pKey->GetString() );
			}

			if ( !Q_strncasecmp( pKey->GetString(), "ATTN_", strlen( "ATTN_" ) ) )
			{
				params.soundlevel.start = ATTN_TO_SNDLVL( TranslateAttenuation( pKey->GetString() ) );
				params.soundlevel.range = 0.0f;
			}
			else
			{
				interval_t interval;
				interval = ReadInterval( pKey->GetString() );

				// Translate from attenuation to soundlevel
				float start = interval.start;
				float end	= interval.start + interval.range;

				params.soundlevel.start = ATTN_TO_SNDLVL( start );
				params.soundlevel.range = ATTN_TO_SNDLVL( end ) - ATTN_TO_SNDLVL( start );
			}
		}
		else if ( !Q_strcasecmp( pKey->GetName(), "soundlevel" ) )
		{
			if ( !Q_strncasecmp( pKey->GetString(), "ATTN_", strlen( "ATTN_" ) ) )
			{
				DevMsg( "CSoundEmitterSystemBase::GetParametersForSound:  sound %s has \"soundlevel\" with %s value!\n",
					soundname, pKey->GetString() );
			}

			params.SoundLevelFromString( pKey->GetString() );
		}
		else if ( !Q_strcasecmp( pKey->GetName(), "play_to_owner_only" ) )
		{
			params.play_to_owner_only = pKey->GetInt() ? true : false;
		}
		else if ( !Q_strcasecmp( pKey->GetName(), "precache" ) )
		{
			params.precache = pKey->GetInt() ? true : false;
		}

		pKey = pKey->GetNextKey();
	}

	return true;
}