Пример #1
0
void CEnvSoundscapeTriggerable::DelegateStartTouch( CBaseEntity *pEnt )
{
	CBasePlayer *pPlayer = dynamic_cast< CBasePlayer* >( pEnt );
	if ( !pPlayer )
		return;

	// Just in case.. we shouldn't already be in the player's list because it should have 
	// called DelegateEndTouch, but this seems to happen when they're noclipping.
	pPlayer->m_hTriggerSoundscapeList.FindAndRemove( this );

	// Add us to the player's list of soundscapes and 
	pPlayer->m_hTriggerSoundscapeList.AddToHead( this );
	WriteAudioParamsTo( pPlayer->GetAudioParams() );
}
Пример #2
0
// CONSIDER: if player in water state, autoset and underwater soundscape? 
void CEnvSoundscape::UpdateForPlayer( ss_update_t &update )
{
	if ( !IsEnabled() )
	{
		if ( update.pCurrentSoundscape == this )
		{
			update.pCurrentSoundscape = NULL;
			update.currentDistance = 0;
			update.bInRange = false;
		}
		return;
	}

	// calc range from sound entity to player
	Vector target = EarPosition();
	float range = (update.playerPosition - target).Length();
	
	if ( update.pCurrentSoundscape == this )
	{
		update.currentDistance = range;
		update.bInRange = false;
		if ( m_flRadius > range || m_flRadius == -1 )
		{
			trace_t tr;

			update.traceCount++;
			UTIL_TraceLine( target, update.playerPosition, MASK_SOLID_BRUSHONLY|MASK_WATER, update.pPlayer, COLLISION_GROUP_NONE, &tr );
			if ( tr.fraction == 1 && !tr.startsolid )
			{
				update.bInRange = true;
			}
		}
	}
	else
	{
		if ( (!update.bInRange || range < update.currentDistance ) && (m_flRadius > range || m_flRadius == -1) )
		{
			trace_t tr;

			update.traceCount++;
			UTIL_TraceLine( target, update.playerPosition, MASK_SOLID_BRUSHONLY|MASK_WATER, update.pPlayer, COLLISION_GROUP_NONE, &tr );

			if ( tr.fraction == 1 && !tr.startsolid )
			{
				audioparams_t &audio = update.pPlayer->GetAudioParams();
				WriteAudioParamsTo( audio );
				update.pCurrentSoundscape = this;
				update.bInRange = true;
				update.currentDistance = range;
			}
		}
	}


	if ( soundscape_debug.GetBool() )
	{
		// draw myself
		NDebugOverlay::Box(GetAbsOrigin(), Vector(-10,-10,-10), Vector(10,10,10),  255, 0, 255, 64, NDEBUG_PERSIST_TILL_NEXT_SERVER );

#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
		CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); 
#else
// Don't use GetLocalPlayer(), because that prevents multiplayer games using this for testing with a single client in the game
		CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
#endif //SecobMod__Enable_Fixed_Multiplayer_AI 		

if ( update.pPlayer )
		{
			audioparams_t &audio = update.pPlayer->GetAudioParams();
			if ( audio.ent.Get() != this )
			{
				if ( InRangeOfPlayer( update.pPlayer ) )
				{
					NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 255, 255, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
				}
				else
				{
					NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 255, 0, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER  );
				}
			}
			else
			{
				if ( InRangeOfPlayer( update.pPlayer ) )
				{
					NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 0, 255, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER  );
				}
  				else
				{
					NDebugOverlay::Line( GetAbsOrigin(), update.pPlayer->WorldSpaceCenter(), 255, 170, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER  );
				}

				// also draw lines to each sound position.
				// we don't store the number of local sound positions, just a bitvector of which ones are on.
				unsigned int soundbits = audio.localBits.Get();
				float periodic = 2.0f * sin((fmod(gpGlobals->curtime,2.0f) - 1.0f) * M_PI); // = -4f .. 4f
				for (int ii = 0 ; ii < NUM_AUDIO_LOCAL_SOUNDS ; ++ii )
				{
					if ( soundbits & (1 << ii) )
					{
						const Vector &soundLoc = audio.localSound.Get(ii);
						NDebugOverlay::Line( GetAbsOrigin(), soundLoc, 0, 32 , 255 , false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
						NDebugOverlay::Cross3D( soundLoc, 16.0f + periodic, 0, 0, 255, false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
					}
				}
			}
		}

		NDebugOverlay::EntityTextAtPosition( GetAbsOrigin(), 0, STRING(m_soundscapeName), NDEBUG_PERSIST_TILL_NEXT_SERVER );
	}
}
Пример #3
0
// CONSIDER: if player in water state, autoset and underwater soundscape? 
void CEnvSoundscape::Update()
{
	bool bUpdated = UpdatePlayersInPVS();

	if ( !IsEnabled() )
		return;

	// Only update soundscapes in multiplayer when the PVS gets updated
	if ( g_pGameRules->IsMultiplayer() && !bUpdated && !soundscape_debug.GetBool() )
		return;

	bool bDebugThis = soundscape_debug.GetInt() == 1;

	for ( int i=0; i < m_hPlayersInPVS.Count(); i++ )
	{
		CBasePlayer *pPlayer = m_hPlayersInPVS[i];
		if ( !pPlayer )
			continue;

		if ( !InRangeOfPlayer( pPlayer ) )
			continue;

		// check to see if this is the sound entity that is 
		// currently affecting this player
		audioparams_t &audio = pPlayer->GetAudioParams();

		// if we got this far, we're looking at an entity that is contending
		// for current player sound. the closest entity to player wins.
		CEnvSoundscape *pCurrent = (CEnvSoundscape *)audio.ent.Get();
		if ( !pCurrent || 
			!pCurrent->IsEnabled() || 
			!pCurrent->InRangeOfPlayer( pPlayer ) ) 
		{
			// The old one is obscured or out of range.. take over.
			WriteAudioParamsTo( audio );
		}
		else if ( pCurrent && 
			EarPosition().DistTo( pPlayer->EarPosition() ) < pCurrent->EarPosition().DistTo( pPlayer->EarPosition() ) )
		{
			// new entity is closer to player, so it wins.
			WriteAudioParamsTo( audio );
		}

		if ( !bDebugThis )
		{
			bDebugThis = soundscape_debug.GetInt() == 2;
		}
	} 

	if ( bDebugThis )
	{

		// draw myself
		NDebugOverlay::Box(GetAbsOrigin(), Vector(-10,-10,-10), Vector(10,10,10),  255, 0, 255, 64, NDEBUG_PERSIST_TILL_NEXT_SERVER );

		// Don't use GetLocalPlayer(), because that prevents multiplayer games using this for testing with a single client in the game
		CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
 		if ( pPlayer )
		{
			audioparams_t &audio = pPlayer->GetAudioParams();
			if ( audio.ent.Get() != this )
			{
				if ( InRangeOfPlayer( pPlayer ) )
				{
					NDebugOverlay::Line( GetAbsOrigin(), pPlayer->WorldSpaceCenter(), 255, 255, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
				}
				else
				{
					NDebugOverlay::Line( GetAbsOrigin(), pPlayer->WorldSpaceCenter(), 255, 0, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER  );
				}
			}
			else
			{
				if ( InRangeOfPlayer( pPlayer ) )
				{
					NDebugOverlay::Line( GetAbsOrigin(), pPlayer->WorldSpaceCenter(), 0, 255, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER  );
				}
  				else
				{
					NDebugOverlay::Line( GetAbsOrigin(), pPlayer->WorldSpaceCenter(), 255, 170, 0, true, NDEBUG_PERSIST_TILL_NEXT_SERVER  );
				}

				// also draw lines to each sound position.
				// we don't store the number of local sound positions, just a bitvector of which ones are on.
				unsigned int soundbits = audio.localBits.Get();
				float periodic = 2.0f * sin((fmod(gpGlobals->curtime,2.0f) - 1.0f) * M_PI); // = -4f .. 4f
				for (int ii = 0 ; ii < NUM_AUDIO_LOCAL_SOUNDS ; ++ii )
				{
					if ( soundbits & (1 << ii) )
					{
						const Vector &soundLoc = audio.localSound.Get(ii);
						NDebugOverlay::Line( GetAbsOrigin(), soundLoc, 0, 32 , 255 , false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
						NDebugOverlay::Cross3D( soundLoc, 16.0f + periodic, 0, 0, 255, false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
					}
				}
			}
		}

		NDebugOverlay::EntityTextAtPosition( GetAbsOrigin(), 0, STRING(m_soundscapeName), NDEBUG_PERSIST_TILL_NEXT_SERVER );
	}

}
Пример #4
0
// CONSIDER: if player in water state, autoset and underwater soundscape? 
void CEnvSoundscape::Update()
{
	UpdatePlayersInPVS();

	if ( !IsEnabled() )
		return;

	for ( int i=0; i < m_hPlayersInPVS.Count(); i++ )
	{
		CBasePlayer *pPlayer = m_hPlayersInPVS[i];
		if ( !pPlayer )
			continue;

		if ( !InRangeOfPlayer( pPlayer ) )
			continue;

		// check to see if this is the sound entity that is 
		// currently affecting this player
		audioparams_t &audio = pPlayer->GetAudioParams();

		// if we got this far, we're looking at an entity that is contending
		// for current player sound. the closest entity to player wins.
		CEnvSoundscape *pCurrent = (CEnvSoundscape *)audio.ent.Get();
		if ( !pCurrent || 
			!pCurrent->IsEnabled() || 
			!pCurrent->InRangeOfPlayer( pPlayer ) ) 
		{
			// The old one is obscured or out of range.. take over.
			WriteAudioParamsTo( audio );
		}
		else if ( pCurrent && 
			EarPosition().DistTo( pPlayer->EarPosition() ) < pCurrent->EarPosition().DistTo( pPlayer->EarPosition() ) )
		{
			// new entity is closer to player, so it wins.
			WriteAudioParamsTo( audio );
		}
	} 

	if ( soundscape_debug.GetBool() )
	{
		CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
 		if ( pPlayer )
		{
			audioparams_t &audio = pPlayer->GetAudioParams();
			if ( audio.ent.Get() != this )
			{
				if ( InRangeOfPlayer( pPlayer ) )
				{
					NDebugOverlay::Line( GetAbsOrigin(), pPlayer->WorldSpaceCenter(), 255, 255,255, true, 0.1 );
				}
				else
				{
					NDebugOverlay::Line( GetAbsOrigin(), pPlayer->WorldSpaceCenter(), 255, 0,0, true, 0.1 );
				}
			}
			else
			{
				if ( InRangeOfPlayer( pPlayer ) )
				{
					NDebugOverlay::Line( GetAbsOrigin(), pPlayer->WorldSpaceCenter(), 0, 255,0, true, 0.1 );
				}
  				else
				{
					NDebugOverlay::Line( GetAbsOrigin(), pPlayer->WorldSpaceCenter(), 255, 170,0, true, 0.1 );
				}
			}
		}
	}
}