mirror of
https://github.com/nillerusr/source-engine.git
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110 lines
4.1 KiB
C++
110 lines
4.1 KiB
C++
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//========= Copyright Valve Corporation, 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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#include "cbase.h"
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#include "player.h"
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#include "tf_team.h"
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#include "team_messages.h"
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#include "engine/IEngineSound.h"
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//-----------------------------------------------------------------------------
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// Purpose: Create the right class of message based upon the type
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//-----------------------------------------------------------------------------
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CTeamMessage *CTeamMessage::Create( CTFTeam *pTeam, int iMessageID, CBaseEntity *pEntity )
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{
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CTeamMessage *pMessage = NULL;
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// Create the right type
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switch ( iMessageID )
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{
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// Sound orders
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case TEAMMSG_REINFORCEMENTS_ARRIVED:
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pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 5.0 );
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((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.Reinforcements" );
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break;
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case TEAMMSG_CARRIER_UNDER_ATTACK:
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pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
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((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.CarrierAttacked" );
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break;
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case TEAMMSG_CARRIER_DESTROYED:
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pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
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((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.CarrierDestroyed" );
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break;
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case TEAMMSG_HARVESTER_UNDER_ATTACK:
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pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
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((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.HarvesterAttacked" );
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break;
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case TEAMMSG_HARVESTER_DESTROYED:
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pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
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((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.HarvesterDestroyed" );
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break;
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case TEAMMSG_NEW_TECH_LEVEL_OPEN:
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pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
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((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.NewTechLevel" );
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break;
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case TEAMMSG_RESOURCE_ZONE_EMPTIED:
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pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
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((CTeamMessage_Sound*)pMessage)->SetSound( "TeamMessage.ResourceZoneEmpty" );
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break;
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case TEAMMSG_CUSTOM_SOUND:
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pMessage = new CTeamMessage_Sound( pTeam, iMessageID, pEntity, 10.0 );
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break;
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default:
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break;
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};
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return pMessage;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTeamMessage::CTeamMessage( CTFTeam *pTeam, int iMessageID, CBaseEntity *pEntity, float flTTL )
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{
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m_pTeam = pTeam;
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m_iMessageID = iMessageID;
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m_hEntity = pEntity;
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m_flTTL = gpGlobals->curtime + flTTL;
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}
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//===============================================================================================================
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// TEAM MESSAGE SOUND
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//===============================================================================================================
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTeamMessage_Sound::CTeamMessage_Sound( CTFTeam *pTeam, int iMessageID, CBaseEntity *pEntity, float flTTL ) :
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CTeamMessage( pTeam, iMessageID, pEntity, flTTL )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTeamMessage_Sound::SetSound( char *sSound )
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{
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CBaseEntity::PrecacheScriptSound( sSound );
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m_SoundName = sSound;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when the team manager wants me to fire myself
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//-----------------------------------------------------------------------------
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void CTeamMessage_Sound::FireMessage( void )
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{
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Assert( m_SoundName.String() );
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// Play my sound to all the team's members
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for ( int i = 0; i < m_pTeam->GetNumPlayers(); i++ )
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{
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CBasePlayer *pPlayer = m_pTeam->GetPlayer(i);
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CSingleUserRecipientFilter filter( pPlayer );
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CBaseEntity::EmitSound( filter, pPlayer->entindex(), m_SoundName.String() );
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}
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}
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