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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "soundent.h"
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LINK_ENTITY_TO_CLASS( soundent, CSoundEnt )
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CSoundEnt *pSoundEnt;
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//=========================================================
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// CSound - Clear - zeros all fields for a sound
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//=========================================================
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void CSound::Clear( void )
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{
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m_vecOrigin = g_vecZero;
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m_iType = 0;
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m_iVolume = 0;
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m_flExpireTime = 0;
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m_iNext = SOUNDLIST_EMPTY;
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m_iNextAudible = 0;
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}
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//=========================================================
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// Reset - clears the volume, origin, and type for a sound,
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// but doesn't expire or unlink it.
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//=========================================================
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void CSound::Reset( void )
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{
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m_vecOrigin = g_vecZero;
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m_iType = 0;
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m_iVolume = 0;
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m_iNext = SOUNDLIST_EMPTY;
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}
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//=========================================================
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// FIsSound - returns TRUE if the sound is an Audible sound
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//=========================================================
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BOOL CSound::FIsSound( void )
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{
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if( m_iType & ( bits_SOUND_COMBAT | bits_SOUND_WORLD | bits_SOUND_PLAYER | bits_SOUND_DANGER ) )
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// FIsScent - returns TRUE if the sound is actually a scent
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//=========================================================
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BOOL CSound::FIsScent( void )
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{
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if( m_iType & ( bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE ) )
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CSoundEnt::Spawn( void )
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{
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pev->solid = SOLID_NOT;
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Initialize();
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pev->nextthink = gpGlobals->time + 1;
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}
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//=========================================================
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// Think - at interval, the entire active sound list is checked
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// for sounds that have ExpireTimes less than or equal
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// to the current world time, and these sounds are deallocated.
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//=========================================================
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void CSoundEnt::Think( void )
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{
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int iSound;
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int iPreviousSound;
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pev->nextthink = gpGlobals->time + 0.3;// how often to check the sound list.
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iPreviousSound = SOUNDLIST_EMPTY;
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iSound = m_iActiveSound;
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while( iSound != SOUNDLIST_EMPTY )
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{
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if( m_SoundPool[ iSound ].m_flExpireTime <= gpGlobals->time && m_SoundPool[ iSound ].m_flExpireTime != SOUND_NEVER_EXPIRE )
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{
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int iNext = m_SoundPool[ iSound ].m_iNext;
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// move this sound back into the free list
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FreeSound( iSound, iPreviousSound );
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iSound = iNext;
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}
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else
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{
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iPreviousSound = iSound;
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iSound = m_SoundPool[ iSound ].m_iNext;
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}
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}
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if( m_fShowReport )
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{
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ALERT( at_aiconsole, "Soundlist: %d / %d (%d)\n", ISoundsInList( SOUNDLISTTYPE_ACTIVE ),ISoundsInList( SOUNDLISTTYPE_FREE ), ISoundsInList( SOUNDLISTTYPE_ACTIVE ) - m_cLastActiveSounds );
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m_cLastActiveSounds = ISoundsInList( SOUNDLISTTYPE_ACTIVE );
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}
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}
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//=========================================================
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// Precache - dummy function
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//=========================================================
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void CSoundEnt::Precache( void )
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{
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}
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//=========================================================
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// FreeSound - clears the passed active sound and moves it
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// to the top of the free list. TAKE CARE to only call this
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// function for sounds in the Active list!!
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//=========================================================
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void CSoundEnt::FreeSound( int iSound, int iPrevious )
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{
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if( !pSoundEnt )
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{
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// no sound ent!
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return;
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}
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if( iPrevious != SOUNDLIST_EMPTY )
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{
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// iSound is not the head of the active list, so
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// must fix the index for the Previous sound
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//pSoundEnt->m_SoundPool[iPrevious].m_iNext = m_SoundPool[iSound].m_iNext;
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pSoundEnt->m_SoundPool[iPrevious].m_iNext = pSoundEnt->m_SoundPool[iSound].m_iNext;
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}
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else
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{
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// the sound we're freeing IS the head of the active list.
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pSoundEnt->m_iActiveSound = pSoundEnt->m_SoundPool[iSound].m_iNext;
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}
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// make iSound the head of the Free list.
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pSoundEnt->m_SoundPool[iSound].m_iNext = pSoundEnt->m_iFreeSound;
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pSoundEnt->m_iFreeSound = iSound;
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}
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//=========================================================
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// IAllocSound - moves a sound from the Free list to the
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// Active list returns the index of the alloc'd sound
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//=========================================================
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int CSoundEnt::IAllocSound( void )
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{
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int iNewSound;
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if( m_iFreeSound == SOUNDLIST_EMPTY )
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{
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// no free sound!
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ALERT( at_console, "Free Sound List is full!\n" );
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return SOUNDLIST_EMPTY;
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}
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// there is at least one sound available, so move it to the
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// Active sound list, and return its SoundPool index.
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iNewSound = m_iFreeSound;// copy the index of the next free sound
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m_iFreeSound = m_SoundPool[m_iFreeSound].m_iNext;// move the index down into the free list.
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m_SoundPool[iNewSound].m_iNext = m_iActiveSound;// point the new sound at the top of the active list.
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m_iActiveSound = iNewSound;// now make the new sound the top of the active list. You're done.
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return iNewSound;
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}
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//=========================================================
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// InsertSound - Allocates a free sound and fills it with
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// sound info.
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//=========================================================
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void CSoundEnt::InsertSound( int iType, const Vector &vecOrigin, int iVolume, float flDuration )
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{
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int iThisSound;
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if( !pSoundEnt )
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{
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// no sound ent!
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return;
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}
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iThisSound = pSoundEnt->IAllocSound();
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if( iThisSound == SOUNDLIST_EMPTY )
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{
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ALERT( at_console, "Could not AllocSound() for InsertSound() (DLL)\n" );
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return;
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}
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pSoundEnt->m_SoundPool[iThisSound].m_vecOrigin = vecOrigin;
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pSoundEnt->m_SoundPool[iThisSound].m_iType = iType;
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pSoundEnt->m_SoundPool[iThisSound].m_iVolume = iVolume;
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pSoundEnt->m_SoundPool[iThisSound].m_flExpireTime = gpGlobals->time + flDuration;
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}
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//=========================================================
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// Initialize - clears all sounds and moves them into the
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// free sound list.
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//=========================================================
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void CSoundEnt::Initialize( void )
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{
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int i;
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int iSound;
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m_cLastActiveSounds = 0;
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m_iFreeSound = 0;
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m_iActiveSound = SOUNDLIST_EMPTY;
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for( i = 0; i < MAX_WORLD_SOUNDS; i++ )
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{
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// clear all sounds, and link them into the free sound list.
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m_SoundPool[i].Clear();
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m_SoundPool[i].m_iNext = i + 1;
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}
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m_SoundPool[i - 1].m_iNext = SOUNDLIST_EMPTY;// terminate the list here.
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// now reserve enough sounds for each client
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for( i = 0; i < gpGlobals->maxClients; i++ )
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{
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iSound = pSoundEnt->IAllocSound();
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if( iSound == SOUNDLIST_EMPTY )
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{
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ALERT( at_console, "Could not AllocSound() for Client Reserve! (DLL)\n" );
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return;
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}
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pSoundEnt->m_SoundPool[iSound].m_flExpireTime = SOUND_NEVER_EXPIRE;
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}
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if( CVAR_GET_FLOAT( "displaysoundlist" ) == 1 )
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{
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m_fShowReport = TRUE;
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}
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else
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{
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m_fShowReport = FALSE;
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}
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}
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//=========================================================
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// ISoundsInList - returns the number of sounds in the desired
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// sound list.
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//=========================================================
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int CSoundEnt::ISoundsInList( int iListType )
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{
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int i;
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int iThisSound = 0;
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if( iListType == SOUNDLISTTYPE_FREE )
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{
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iThisSound = m_iFreeSound;
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}
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else if( iListType == SOUNDLISTTYPE_ACTIVE )
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{
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iThisSound = m_iActiveSound;
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}
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else
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{
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ALERT( at_console, "Unknown Sound List Type!\n" );
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}
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if( iThisSound == SOUNDLIST_EMPTY )
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{
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return 0;
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}
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i = 0;
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while( iThisSound != SOUNDLIST_EMPTY )
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{
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i++;
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iThisSound = m_SoundPool[iThisSound].m_iNext;
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}
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return i;
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}
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//=========================================================
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// ActiveList - returns the head of the active sound list
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//=========================================================
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int CSoundEnt::ActiveList( void )
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{
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if( !pSoundEnt )
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{
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return SOUNDLIST_EMPTY;
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}
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return pSoundEnt->m_iActiveSound;
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}
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//=========================================================
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// FreeList - returns the head of the free sound list
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//=========================================================
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int CSoundEnt::FreeList( void )
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{
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if( !pSoundEnt )
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{
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return SOUNDLIST_EMPTY;
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}
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return pSoundEnt->m_iFreeSound;
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}
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//=========================================================
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// SoundPointerForIndex - returns a pointer to the instance
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// of CSound at index's position in the sound pool.
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//=========================================================
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CSound *CSoundEnt::SoundPointerForIndex( int iIndex )
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{
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if( !pSoundEnt )
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{
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return NULL;
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}
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if( iIndex > ( MAX_WORLD_SOUNDS - 1 ) )
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{
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ALERT( at_console, "SoundPointerForIndex() - Index too large!\n" );
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return NULL;
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}
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if( iIndex < 0 )
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{
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ALERT( at_console, "SoundPointerForIndex() - Index < 0!\n" );
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return NULL;
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}
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return &pSoundEnt->m_SoundPool[iIndex];
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}
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//=========================================================
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// Clients are numbered from 1 to MAXCLIENTS, but the client
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// reserved sounds in the soundlist are from 0 to MAXCLIENTS - 1,
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// so this function ensures that a client gets the proper index
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// to his reserved sound in the soundlist.
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//=========================================================
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int CSoundEnt::ClientSoundIndex( edict_t *pClient )
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{
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int iReturn = ENTINDEX( pClient ) - 1;
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#ifdef _DEBUG
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if( iReturn < 0 || iReturn > gpGlobals->maxClients )
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{
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ALERT( at_console, "** ClientSoundIndex returning a bogus value! **\n" );
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}
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#endif // _DEBUG
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return iReturn;
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}
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void GGM_CleanSoundEnt( void )
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{
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if( !pSoundEnt )
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return;
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pSoundEnt->pev->flags |= FL_KILLME;
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pSoundEnt = NULL;
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}
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