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Add voice listen methods to IVEngineServer2 (#182)
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@ -22,8 +22,7 @@
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class IFileSystem; // include FileSystem.h
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class IUniformRandomStream; // include vstdlib/random.h
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class IEngineSound; // include engine/IEngineSound.h
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class IVEngineServer;
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class IVoiceServer;
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class IVEngineServer;
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class IStaticPropMgrServer;
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class ISpatialPartition;
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class IVModelInfo;
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@ -40,7 +39,6 @@ class CSteamAPIContext;
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class CSteamGameServerAPIContext;
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extern IVEngineServer *engine;
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extern IVoiceServer *g_pVoiceServer;
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extern IFileSystem *filesystem;
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extern IStaticPropMgrServer *staticpropmgr;
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extern ISpatialPartition *partition;
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@ -23,7 +23,6 @@
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#include "ai_saverestore.h"
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#include "ai_networkmanager.h"
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#include "ndebugoverlay.h"
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#include "ivoiceserver.h"
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#include <stdarg.h>
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#include "movehelper_server.h"
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#include "networkstringtable_gamedll.h"
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@ -154,7 +153,6 @@ CUtlLinkedList<CMapEntityRef, unsigned short> g_MapEntityRefs;
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// Engine interfaces.
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IVEngineServer *engine = NULL;
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IVoiceServer *g_pVoiceServer = NULL;
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#if !defined(_STATIC_LINKED)
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IFileSystem *filesystem = NULL;
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#else
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@ -655,8 +653,6 @@ bool CServerGameDLL::DLLInit( CreateInterfaceFn appSystemFactory,
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// init each (seperated for ease of debugging)
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if ( (engine = (IVEngineServer*)appSystemFactory(INTERFACEVERSION_VENGINESERVER, NULL)) == NULL )
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return false;
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if ( (g_pVoiceServer = (IVoiceServer*)appSystemFactory(INTERFACEVERSION_VOICESERVER, NULL)) == NULL )
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return false;
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if ( (networkstringtable = (INetworkStringTableContainer *)appSystemFactory(INTERFACENAME_NETWORKSTRINGTABLESERVER,NULL)) == NULL )
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return false;
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if ( (staticpropmgr = (IStaticPropMgrServer *)appSystemFactory(INTERFACEVERSION_STATICPROPMGR_SERVER,NULL)) == NULL )
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@ -313,9 +313,12 @@ public:
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virtual void unk101() = 0;
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virtual void unk102() = 0;
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virtual void unk103() = 0;
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virtual void unk104() = 0;
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virtual void unk105() = 0;
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// Use these to setup who can hear whose voice.
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// Pass in client indices (which are their ent indices - 1).
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virtual bool GetClientListening(CPlayerSlot iReceiver, CPlayerSlot iSender) = 0;
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virtual bool SetClientListening(CPlayerSlot iReceiver, CPlayerSlot iSender, bool bListen) = 0;
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virtual bool SetClientProximity(CPlayerSlot iReceiver, CPlayerSlot iSender, bool bUseProximity) = 0;
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virtual void unk106() = 0;
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virtual void unk107() = 0;
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@ -1,34 +0,0 @@
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This module defines the IVoiceServer interface, which is used by
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// game code to control which clients are listening to which other
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// clients' voice streams.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef IVOICESERVER_H
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#define IVOICESERVER_H
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#include "interface.h"
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#define INTERFACEVERSION_VOICESERVER "VoiceServer002"
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abstract_class IVoiceServer
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{
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public:
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virtual ~IVoiceServer() {}
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// Use these to setup who can hear whose voice.
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// Pass in client indices (which are their ent indices - 1).
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virtual bool GetClientListening(int iReceiver, int iSender) = 0;
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virtual bool SetClientListening(int iReceiver, int iSender, bool bListen) = 0;
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virtual bool SetClientProximity(int iReceiver, int iSender, bool bUseProximity) = 0;
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};
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#endif
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