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hlsdk-xash3d/game_shared/voice_gamemgr.h

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