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//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#pragma once
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#ifndef VOICE_GAMEMGR_H
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#define VOICE_GAMEMGR_H
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#ifdef _WIN32
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#endif
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#include "voice_common.h"
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class CGameRules;
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class CBasePlayer;
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class IVoiceGameMgrHelper
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{
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public:
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virtual ~IVoiceGameMgrHelper() {}
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// Called each frame to determine which players are allowed to hear each other. This overrides
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// whatever squelch settings players have.
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virtual bool CanPlayerHearPlayer(CBasePlayer *pListener, CBasePlayer *pTalker) = 0;
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};
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// CVoiceGameMgr manages which clients can hear which other clients.
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class CVoiceGameMgr
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{
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public:
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CVoiceGameMgr();
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virtual ~CVoiceGameMgr();
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bool Init(
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IVoiceGameMgrHelper *m_pHelper,
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int maxClients
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);
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void SetHelper(IVoiceGameMgrHelper *pHelper);
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// Updates which players can hear which other players.
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// If gameplay mode is DM, then only players within the PVS can hear each other.
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// If gameplay mode is teamplay, then only players on the same team can hear each other.
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// Player masks are always applied.
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void Update(double frametime);
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// Called when a new client connects (unsquelches its entity for everyone).
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void ClientConnected(struct edict_s *pEdict);
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// Called on ClientCommand. Checks for the squelch and unsquelch commands.
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// Returns true if it handled the command.
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bool ClientCommand(CBasePlayer *pPlayer, const char *cmd);
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// Called to determine if the Receiver has muted (blocked) the Sender
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// Returns true if the receiver has blocked the sender
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bool PlayerHasBlockedPlayer(CBasePlayer *pReceiver, CBasePlayer *pSender);
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private:
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// Force it to update the client masks.
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void UpdateMasks();
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int m_msgPlayerVoiceMask;
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int m_msgRequestState;
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IVoiceGameMgrHelper *m_pHelper;
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int m_nMaxPlayers;
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double m_UpdateInterval; // How long since the last update.
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};
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#endif // VOICE_GAMEMGR_H
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