CSound *CAI_Senses::GetClosestSound( bool fScent, int validTypes, bool bUsePriority )
{
	float flBestDist = MAX_COORD_RANGE*MAX_COORD_RANGE;// so first nearby sound will become best so far.
	float flDist;
	int iBestPriority = SOUND_PRIORITY_VERY_LOW;
	
	AISoundIter_t iter;
	
	CSound *pResult = NULL;
	CSound *pCurrent = GetFirstHeardSound( &iter );

	Vector earPosition = GetOuter()->EarPosition();
	
	while ( pCurrent )
	{
		if ( ( !fScent && pCurrent->FIsSound() ) || 
			 ( fScent && pCurrent->FIsScent() ) )
		{
			if( pCurrent->IsSoundType( validTypes ) && !GetOuter()->ShouldIgnoreSound( pCurrent ) )
			{
				if( !bUsePriority || GetOuter()->GetSoundPriority(pCurrent) >= iBestPriority )
				{
					flDist = ( pCurrent->GetSoundOrigin() - earPosition ).LengthSqr();

					if ( flDist < flBestDist )
					{
						pResult = pCurrent;
						flBestDist = flDist;

						iBestPriority = GetOuter()->GetSoundPriority(pCurrent);
					}
				}
			}
		}
		
		pCurrent = GetNextHeardSound( &iter );
	}
	
	return pResult;
}
Exemple #2
0
//-----------------------------------------------------------------------------
// 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;
}
//=========================================================
// GetSchedule 
//=========================================================
int CNPC_Bullsquid::SelectSchedule( void )
{
	switch	( m_NPCState )
	{
	case NPC_STATE_ALERT:
		{
			if ( HasCondition( COND_LIGHT_DAMAGE ) || HasCondition( COND_HEAVY_DAMAGE ) )
			{
				return SCHED_SQUID_HURTHOP;
			}

			if ( HasCondition( COND_SQUID_SMELL_FOOD ) )
			{
				CSound		*pSound;

				pSound = GetBestScent();
				
				if ( pSound && (!FInViewCone ( pSound->GetSoundOrigin() ) || !FVisible ( pSound->GetSoundOrigin() )) )
				{
					// scent is behind or occluded
					return SCHED_SQUID_SNIFF_AND_EAT;
				}

				// food is right out in the open. Just go get it.
				return SCHED_SQUID_EAT;
			}

			if ( HasCondition( COND_SMELL ) )
			{
				// there's something stinky. 
				CSound		*pSound;

				pSound = GetBestScent();
				if ( pSound )
					return SCHED_SQUID_WALLOW;
			}

			break;
		}
	case NPC_STATE_COMBAT:
		{
// dead enemy
			if ( HasCondition( COND_ENEMY_DEAD ) )
			{
				// call base class, all code to handle dead enemies is centralized there.
				return BaseClass::SelectSchedule();
			}

			if ( HasCondition( COND_NEW_ENEMY ) )
			{
				if ( m_fCanThreatDisplay && IRelationType( GetEnemy() ) == D_HT && FClassnameIs( GetEnemy(), "monster_headcrab" ) )
				{
					// this means squid sees a headcrab!
					m_fCanThreatDisplay = FALSE;// only do the headcrab dance once per lifetime.
					return SCHED_SQUID_SEECRAB;
				}
				else
				{
					return SCHED_WAKE_ANGRY;
				}
			}

			if ( HasCondition( COND_SQUID_SMELL_FOOD ) )
			{
				CSound		*pSound;

				pSound = GetBestScent();
				
				if ( pSound && (!FInViewCone ( pSound->GetSoundOrigin() ) || !FVisible ( pSound->GetSoundOrigin() )) )
				{
					// scent is behind or occluded
					return SCHED_SQUID_SNIFF_AND_EAT;
				}

				// food is right out in the open. Just go get it.
				return SCHED_SQUID_EAT;
			}

			if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
			{
				return SCHED_RANGE_ATTACK1;
			}

			if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
			{
				return SCHED_MELEE_ATTACK1;
			}

			if ( HasCondition( COND_CAN_MELEE_ATTACK2 ) )
			{
				return SCHED_MELEE_ATTACK2;
			}
			
			return SCHED_CHASE_ENEMY;

			break;
		}
	}

	return BaseClass::SelectSchedule();
}
Exemple #4
0
//=========================================================
// 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;
		}
	}

}
void CNPC_Tentacle::Cycle( void )
{
	//NDebugOverlay::Cross3D( EarPosition(), 32, 255, 0, 0, false, 0.1 );

	// ALERT( at_console, "%s %.2f %d %d\n", STRING( pev->targetname ), pev->origin.z, m_MonsterState, m_IdealMonsterState );
	SetNextThink( gpGlobals->curtime + 0.1 );

	// ALERT( at_console, "%s %d %d %d %f %f\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim, m_iDir, pev->framerate, pev->health );

	if ( m_NPCState == NPC_STATE_SCRIPT || GetIdealState() == NPC_STATE_SCRIPT)
	{
		SetAbsAngles( QAngle( GetAbsAngles().x, m_flInitialYaw, GetAbsAngles().z ) );
		GetMotor()->SetIdealYaw( m_flInitialYaw );	
		RemoveIgnoredConditions();
		NPCThink( );
		m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
		return;
	}
	
	StudioFrameAdvance();
	DispatchAnimEvents( this );

	GetMotor()->UpdateYaw( MaxYawSpeed() );
	
	CSound *pSound = NULL;

	GetSenses()->Listen();
	m_BoneFollowerManager.UpdateBoneFollowers(this);

	// Listen will set this if there's something in my sound list
	if ( HeardAnything() )
		 pSound = GetSenses()->GetClosestSound( false, (SOUND_DANGER|SOUND_COMBAT|SOUND_WORLD|SOUND_PLAYER) );
	else
		 pSound = NULL;

	if ( pSound )
	{
		//NDebugOverlay::Line( EarPosition(), pSound->GetSoundOrigin(), 0, 255, 0, false, 0.2 );

		Vector vecDir;
		if ( gpGlobals->curtime - m_flPrevSoundTime < 0.5 )
		{
			float dt = gpGlobals->curtime - m_flPrevSoundTime;
			vecDir = pSound->GetSoundOrigin() + (pSound->GetSoundOrigin() - m_vecPrevSound) / dt - GetAbsOrigin();
		}
		else
		{
			vecDir = pSound->GetSoundOrigin() - GetAbsOrigin();
		}

		m_flPrevSoundTime = gpGlobals->curtime;
		m_vecPrevSound = pSound->GetSoundOrigin();

		m_flSoundYaw = VecToYaw ( vecDir ) - m_flInitialYaw;

		m_iSoundLevel = Level( vecDir.z );

		if (m_flSoundYaw < -180)
			m_flSoundYaw += 360;
		if (m_flSoundYaw > 180)
			m_flSoundYaw -= 360;

		// ALERT( at_console, "sound %d %.0f\n", m_iSoundLevel, m_flSoundYaw );
		if (m_flSoundTime < gpGlobals->curtime)
		{
			// play "I hear new something" sound
			 UTIL_EmitAmbientSound( GetSoundSourceIndex(), GetAbsOrigin() + Vector( 0, 0, MyHeight()), "Tentacle.Alert", 1.0, SNDLVL_GUNFIRE, 0, 100);
		}
		m_flSoundTime = gpGlobals->curtime + random->RandomFloat( 5.0, 10.0 );
	}

	// clip ideal_yaw
	float dy = m_flSoundYaw;
	switch( GetSequence() )
	{
	case TENTACLE_ANIM_Floor_Rear:
	case TENTACLE_ANIM_Floor_Rear_Idle:
	case TENTACLE_ANIM_Lev1_Rear:
	case TENTACLE_ANIM_Lev1_Rear_Idle:
	case TENTACLE_ANIM_Lev2_Rear:
	case TENTACLE_ANIM_Lev2_Rear_Idle:
	case TENTACLE_ANIM_Lev3_Rear:
	case TENTACLE_ANIM_Lev3_Rear_Idle:
		if (dy < 0 && dy > -m_flMaxYaw)
			dy = -m_flMaxYaw;
		if (dy > 0 && dy < m_flMaxYaw)
			dy = m_flMaxYaw;
		break;
	default:
		if (dy < -m_flMaxYaw)
			dy = -m_flMaxYaw;
		if (dy > m_flMaxYaw)
			dy = m_flMaxYaw;
	}
	GetMotor()->SetIdealYaw( m_flInitialYaw + dy );

	if ( IsSequenceFinished() )
	{
		// ALERT( at_console, "%s done %d %d\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim );
		if ( m_iHealth <= 1)
		{
			m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;

			if ( GetSequence() == TENTACLE_ANIM_Pit_Idle)
			{
				m_iHealth = 75;
			}
		}
		else if ( m_flSoundTime > gpGlobals->curtime )
		{
			if (m_flSoundYaw >= -(m_flMaxYaw + 30) && m_flSoundYaw <= (m_flMaxYaw + 30))
			{
				// strike
				switch ( m_iSoundLevel )
				{
					case 0:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1030 );
						break;
					case 1:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1031 );
						break;
					case 2:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1032 );
						break;
					case 3:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1033 );
						break;
				}
			}
			else if (m_flSoundYaw >= -m_flMaxYaw * 2 && m_flSoundYaw <= m_flMaxYaw * 2) 
			{
				// tap
				switch ( m_iSoundLevel )
				{
					case 0:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1020 );
						break;
					case 1:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1021 );
						break;
					case 2:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1022 );
						break;
					case 3:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1023 );
						break;
				}
			}
			else
			{
				// go into rear idle
				switch ( m_iSoundLevel )
				{
					case 0:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1040 );
						break;
					case 1:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1041 );
						break;
					case 2:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1042 );
						break;
					case 3:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1043 );
						break;
					case 4:
						m_iGoalAnim = SelectWeightedSequence ( ACT_1044 );
						break;
				}
			}
		}
		else if ( GetSequence() == TENTACLE_ANIM_Pit_Idle)
		{
			// stay in pit until hear noise
			m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
		}
		else if ( GetSequence() == m_iGoalAnim)
		{
			if ( MyLevel() >= 0 && gpGlobals->curtime < m_flSoundTime)
			{
				if ( random->RandomInt(0,9) < m_flSoundTime - gpGlobals->curtime )
				{
					// continue stike
					switch ( m_iSoundLevel )
					{
						case 0:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1030 );
							break;
						case 1:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1031 );
							break;
						case 2:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1032 );
							break;
						case 3:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1033 );
							break;
					}
				}
				else
				{
					// tap
					switch ( m_iSoundLevel )
					{
						case 0:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1020 );
							break;
						case 1:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1021 );
							break;
						case 2:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1022 );
							break;
						case 3:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1023 );
							break;
					}
				}
			}
			else if ( MyLevel( ) < 0 )
			{
				m_iGoalAnim = SelectWeightedSequence( ACT_1010 );
			}
			else
			{
				if (m_flNextSong < gpGlobals->curtime)
				{
					// play "I hear new something" sound
					CPASAttenuationFilter filter( this );
					EmitSound( filter, entindex(), "Tentacle.Sing" );

					m_flNextSong = gpGlobals->curtime + random->RandomFloat( 10, 20 );
				}

				if (random->RandomInt(0,15) == 0)
				{
					// idle on new level
					switch ( random->RandomInt( 0, 3 ) )
					{
						case 0:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1010 );
							break;
						case 1:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1011 );
							break;
						case 2:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1012 );
							break;
						case 3:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1013 );
							break;
					}
				}
				else if ( random->RandomInt( 0, 3 ) == 0 )
				{
					// tap
					switch ( MyLevel() )
					{
						case 0:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1020 );
							break;
						case 1:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1021 );
							break;
						case 2:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1022 );
							break;
						case 3:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1023 );
							break;
					}
				}
				else
				{
					// idle
					switch ( MyLevel() )
					{
						case 0:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1010 );
							break;
						case 1:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1011 );
							break;
						case 2:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1012 );
							break;
						case 3:
							m_iGoalAnim = SelectWeightedSequence ( ACT_1013 );
							break;
					}
				}
			}
			if (m_flSoundYaw < 0)
				m_flSoundYaw += random->RandomFloat( 2, 8 );
			else
				m_flSoundYaw -= random->RandomFloat( 2, 8 );
		}

		SetSequence( FindTransitionSequence( GetSequence(), m_iGoalAnim, &m_iDir ) );
		

		if (m_iDir > 0)
		{
			SetCycle( 0 );
		}
		else
		{
			m_iDir = -1; // just to safe
			SetCycle( 1.0f );
		}

		ResetSequenceInfo( );

		m_flFramerateAdj = random->RandomFloat( -0.2, 0.2 );
		m_flPlaybackRate = m_iDir * 1.0 + m_flFramerateAdj;

		switch( GetSequence() )
		{
		case TENTACLE_ANIM_Floor_Tap:
		case TENTACLE_ANIM_Lev1_Tap:
		case TENTACLE_ANIM_Lev2_Tap:
		case TENTACLE_ANIM_Lev3_Tap:
			{
				Vector vecSrc, v_forward;
				AngleVectors( GetAbsAngles(), &v_forward );

				trace_t tr1, tr2;

				vecSrc = GetAbsOrigin() + Vector( 0, 0, MyHeight() - 4);
				UTIL_TraceLine( vecSrc, vecSrc + v_forward * 512, MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr1 );

				vecSrc = GetAbsOrigin() + Vector( 0, 0, MyHeight() + 8);
				UTIL_TraceLine( vecSrc, vecSrc + v_forward * 512, MASK_NPCSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr2 );

				// ALERT( at_console, "%f %f\n", tr1.flFraction * 512, tr2.flFraction * 512 );

				m_flTapRadius = SetPoseParameter( 0, random->RandomFloat( tr1.fraction * 512, tr2.fraction * 512 ) );
			}
			break;
		default:
			m_flTapRadius = 336; // 400 - 64
			break;
		}
		SetViewOffset( Vector( 0, 0, MyHeight() ) );
		// ALERT( at_console, "seq %d\n", pev->sequence );
	}

	if (m_flPrevSoundTime + 2.0 > gpGlobals->curtime)
	{
		// 1.5 normal speed if hears sounds
		m_flPlaybackRate = m_iDir * 1.5 + m_flFramerateAdj;
	}
	else if (m_flPrevSoundTime + 5.0 > gpGlobals->curtime)
	{
		// slowdown to normal
		m_flPlaybackRate = m_iDir + m_iDir * (5 - (gpGlobals->curtime - m_flPrevSoundTime)) / 2 + m_flFramerateAdj;
	}
}
Exemple #6
0
//=========================================================
// 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 );
        NDebugOverlay::Text( pSound->GetSoundOrigin(), UTIL_VarArgs( "Sound: %d", pSound->SoundType() ), false, flDuration );
	}
	if( displaysoundlist.GetInt() == 2 && (iType & SOUND_DANGER) )
	{
		Msg("  Added Danger Sound! Duration:%f (Time:%f)\n", flDuration, gpGlobals->curtime );
	}

	return iThisSound;
}