Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "tf_team.h"
#include "team_messages.h"
#include "engine/IEngineSound.h"
//-----------------------------------------------------------------------------
// Purpose: Create the right class of message based upon the type
//-----------------------------------------------------------------------------
CTeamMessage *CTeamMessage::Create( CTFTeam *pTeam, int iMessageID, CBaseEntity *pEntity )
{
CTeamMessage *pMessage = NULL;
// Create the right type
switch ( iMessageID )
{
// Sound orders
case TEAMMSG_REINFORCEMENTS_ARRIVED:
pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 5.0 );
((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.Reinforcements" );
break;
case TEAMMSG_CARRIER_UNDER_ATTACK:
pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.CarrierAttacked" );
break;
case TEAMMSG_CARRIER_DESTROYED:
pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.CarrierDestroyed" );
break;
case TEAMMSG_HARVESTER_UNDER_ATTACK:
pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.HarvesterAttacked" );
break;
case TEAMMSG_HARVESTER_DESTROYED:
pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.HarvesterDestroyed" );
break;
case TEAMMSG_NEW_TECH_LEVEL_OPEN:
pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.NewTechLevel" );
break;
case TEAMMSG_RESOURCE_ZONE_EMPTIED:
pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.ResourceZoneEmpty" );
break;
case TEAMMSG_CUSTOM_SOUND:
pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
break;
default:
break;
};
return pMessage;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTeamMessage::CTeamMessage( CTFTeam *pTeam, int iMessageID, CBaseEntity *pEntity, float flTTL )
{
m_pTeam = pTeam;
m_iMessageID = iMessageID;
m_hEntity = pEntity;
m_flTTL = gpGlobals->curtime + flTTL;
}
//===============================================================================================================
// TEAM MESSAGE SOUND
//===============================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTeamMessage_Sound::CTeamMessage_Sound( CTFTeam *pTeam, int iMessageID, CBaseEntity *pEntity, float flTTL ) :
CTeamMessage( pTeam, iMessageID, pEntity, flTTL )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTeamMessage_Sound::SetSound( char *sSound )
{
CBaseEntity::PrecacheScriptSound( sSound );
m_SoundName = sSound;
}
//-----------------------------------------------------------------------------
// Purpose: Called when the team manager wants me to fire myself
//-----------------------------------------------------------------------------
void CTeamMessage_Sound::FireMessage( void )
{
Assert( m_SoundName.String() );
// Play my sound to all the team's members
for ( int i = 0; i < m_pTeam->GetNumPlayers(); i++ )
{
CBasePlayer *pPlayer = m_pTeam->GetPlayer(i);
CSingleUserRecipientFilter filter( pPlayer );
CBaseEntity::EmitSound( filter, pPlayer->entindex(), m_SoundName.String() );
}
}