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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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//=============================================================================//
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#ifndef SOUNDSCAPE_H
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#define SOUNDSCAPE_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CEnvSoundscape;
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struct ss_update_t
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{
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CBasePlayer *pPlayer;
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CEnvSoundscape *pCurrentSoundscape;
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Vector playerPosition;
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float currentDistance;
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int traceCount;
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bool bInRange;
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};
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class CEnvSoundscape : public CPointEntity
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{
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public:
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DECLARE_CLASS( CEnvSoundscape, CPointEntity );
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DECLARE_DATADESC();
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CEnvSoundscape();
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~CEnvSoundscape();
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bool KeyValue( const char *szKeyName, const char *szValue );
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void Spawn( void );
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void Precache( void );
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void UpdateForPlayer( ss_update_t &update );
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void WriteAudioParamsTo( audioparams_t &audio );
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virtual int UpdateTransmitState();
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bool InRangeOfPlayer( CBasePlayer *pPlayer );
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void DrawDebugGeometryOverlays( void );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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void InputToggleEnabled( inputdata_t &inputdata );
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string_t GetSoundscapeName() const {return m_soundscapeName;}
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private:
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bool IsEnabled( void ) const;
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void Disable( void );
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void Enable( void );
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public:
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COutputEvent m_OnPlay;
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float m_flRadius;
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string_t m_soundscapeName;
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int m_soundscapeIndex;
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int m_soundscapeEntityId;
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string_t m_positionNames[NUM_AUDIO_LOCAL_SOUNDS];
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// If this is set, then this soundscape ignores all its parameters and uses
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// those of this soundscape.
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CHandle<CEnvSoundscape> m_hProxySoundscape;
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private:
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bool m_bDisabled;
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};
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class CEnvSoundscapeProxy : public CEnvSoundscape
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{
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public:
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DECLARE_CLASS( CEnvSoundscapeProxy, CEnvSoundscape );
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DECLARE_DATADESC();
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CEnvSoundscapeProxy();
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virtual void Activate();
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// Here just to stop it falling back to CEnvSoundscape's, and
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// printing bogus errors about missing soundscapes.
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virtual void Precache() { return; }
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private:
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string_t m_MainSoundscapeName;
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};
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class CEnvSoundscapeTriggerable : public CEnvSoundscape
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{
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friend class CTriggerSoundscape;
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public:
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DECLARE_CLASS( CEnvSoundscapeTriggerable, CEnvSoundscape );
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DECLARE_DATADESC();
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CEnvSoundscapeTriggerable();
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// Overrides the base class's think and prevents it from running at all.
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virtual void Think();
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private:
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// Passed through from CTriggerSoundscape.
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void DelegateStartTouch( CBaseEntity *pEnt );
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void DelegateEndTouch( CBaseEntity *pEnt );
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};
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#endif // SOUNDSCAPE_H
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