hlsdk-xash3d/game_shared/voice_gamemgr.h

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//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef VOICE_GAMEMGR_H
#define VOICE_GAMEMGR_H
#pragma once
#include "voice_common.h"
class CGameRules;
class CBasePlayer;
class IVoiceGameMgrHelper
{
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
// whatever squelch settings players have.
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virtual bool CanPlayerHearPlayer( CBasePlayer *pListener, CBasePlayer *pTalker ) = 0;
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};
// CVoiceGameMgr manages which clients can hear which other clients.
class CVoiceGameMgr
{
public:
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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.
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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.
// 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
// Returns true if the receiver has blocked the sender
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bool PlayerHasBlockedPlayer( CBasePlayer *pReceiver, CBasePlayer *pSender );
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private:
// Force it to update the client masks.
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void UpdateMasks();
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private:
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int m_msgPlayerVoiceMask;
int m_msgRequestState;
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IVoiceGameMgrHelper *m_pHelper;
int m_nMaxPlayers;
double m_UpdateInterval; // How long since the last update.
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};
#endif // VOICE_GAMEMGR_H