//-----------------------------------------------------------------------------
// Purpose: 
// Input  : step - 
//			fvol - 
//			force - force sound to play
//-----------------------------------------------------------------------------
void CDODPlayer::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force )
{
	if ( gpGlobals->maxClients > 1 && !sv_footsteps.GetFloat() )
		return;

#if defined( CLIENT_DLL )
	// during prediction play footstep sounds only once
	if ( prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
		return;
#endif

	if ( !psurface )
		return;

	unsigned short stepSoundName = m_Local.m_nStepside ? psurface->sounds.stepleft : psurface->sounds.stepright;
	m_Local.m_nStepside = !m_Local.m_nStepside;

	if ( !stepSoundName )
		return;

	IPhysicsSurfaceProps *physprops = MoveHelper( )->GetSurfaceProps();
	const char *pSoundName = physprops->GetString( stepSoundName );
	CSoundParameters params;

	// we don't always know the model, so go by team
	char *pModelNameForGender = DOD_PLAYERMODEL_AXIS_RIFLEMAN;

	if( GetTeamNumber() == TEAM_ALLIES )
		pModelNameForGender = DOD_PLAYERMODEL_US_RIFLEMAN;

	if ( !CBaseEntity::GetParametersForSound( pSoundName, params, pModelNameForGender ) )
		return;	

	CRecipientFilter filter;
	filter.AddRecipientsByPAS( vecOrigin );

#ifndef CLIENT_DLL
	// im MP, server removed all players in origins PVS, these players 
	// generate the footsteps clientside
	if ( gpGlobals->maxClients > 1 )
		filter.RemoveRecipientsByPVS( vecOrigin );
#endif

	EmitSound_t ep;
	ep.m_nChannel = params.channel;
	ep.m_pSoundName = params.soundname;
	ep.m_flVolume = fvol;
	ep.m_SoundLevel = params.soundlevel;
	ep.m_nFlags = 0;
	ep.m_nPitch = params.pitch;
	ep.m_pOrigin = &vecOrigin;

	EmitSound( filter, entindex(), ep );
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : step - 
//			fvol - 
//			force - force sound to play
//-----------------------------------------------------------------------------
void CHL2MP_Player::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force )
{ 
	if ( gpGlobals->maxClients > 1 && !sv_footsteps.GetFloat() )
		return;

#if defined( CLIENT_DLL )
	// during prediction play footstep sounds only once
	if ( !prediction->IsFirstTimePredicted() )
		return;
#endif

	if ( GetFlags() & FL_DUCKING )
		return;

	int nSide = m_Local.m_nStepside;
	m_Local.m_nStepside = !m_Local.m_nStepside;
	unsigned short stepSoundName = nSide ? psurface->sounds.stepleft : psurface->sounds.stepright;
	IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
	const char *pSoundName = physprops->GetString( stepSoundName );

	CSoundParameters params;
	if ( GetParametersForSound( pSoundName, params, NULL ) == false )
		return;

	CRecipientFilter filter;
	filter.AddRecipientsByPAS( vecOrigin );

#ifndef CLIENT_DLL
	// im MP, server removed all players in origins PVS, these players 
	// generate the footsteps clientside
	if ( gpGlobals->maxClients > 1 )
		filter.RemoveRecipientsByPVS( vecOrigin );
#endif

	EmitSound_t ep;
	ep.m_nChannel = CHAN_BODY;
	ep.m_pSoundName = params.soundname;
	ep.m_flVolume = fvol;
	ep.m_SoundLevel = params.soundlevel;
	ep.m_nFlags = 0;
	ep.m_nPitch = params.pitch;
	ep.m_pOrigin = &vecOrigin;

	EmitSound( filter, entindex(), ep );
}
예제 #3
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : step - 
//			fvol - 
//			force - force sound to play
//-----------------------------------------------------------------------------
void CBasePlayer::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force )
{
	if ( gpGlobals->maxClients > 1 && !sv_footsteps.GetFloat() )
		return;

#if defined( CLIENT_DLL )
	// during prediction play footstep sounds only once
	if ( prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
		return;
#endif

	if ( !psurface )
		return;

	int nSide = m_Local.m_nStepside;
	unsigned short stepSoundName = nSide ? psurface->sounds.stepleft : psurface->sounds.stepright;
	if ( !stepSoundName )
		return;

	m_Local.m_nStepside = !nSide;

	CSoundParameters params;

	Assert( nSide == 0 || nSide == 1 );

	if ( m_StepSoundCache[ nSide ].m_usSoundNameIndex == stepSoundName )
	{
		params = m_StepSoundCache[ nSide ].m_SoundParameters;
	}
	else
	{
		IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
		const char *pSoundName = physprops->GetString( stepSoundName );
		if ( !CBaseEntity::GetParametersForSound( pSoundName, params, NULL ) )
			return;

		// Only cache if there's one option.  Otherwise we'd never here any other sounds
		if ( params.count == 1 )
		{
			m_StepSoundCache[ nSide ].m_usSoundNameIndex = stepSoundName;
			m_StepSoundCache[ nSide ].m_SoundParameters = params;
		}
	}

	CRecipientFilter filter;
	filter.AddRecipientsByPAS( vecOrigin );

#ifndef CLIENT_DLL
	// in MP, server removes all players in the vecOrigin's PVS, these players generate the footsteps client side
	if ( gpGlobals->maxClients > 1 )
	{
		filter.RemoveRecipientsByPVS( vecOrigin );
	}
#endif

	EmitSound_t ep;
	ep.m_nChannel = CHAN_BODY;
	ep.m_pSoundName = params.soundname;
	ep.m_flVolume = fvol;
	ep.m_SoundLevel = params.soundlevel;
	ep.m_nFlags = 0;
	ep.m_nPitch = params.pitch;
	ep.m_pOrigin = &vecOrigin;

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