59 lines
1.3 KiB
C
59 lines
1.3 KiB
C
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#ifndef __GAME_SOUND_H__
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#define __GAME_SOUND_H__
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/*
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===============================================================================
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Generic sound emitter.
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===============================================================================
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*/
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class idSound : public idEntity {
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public:
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CLASS_PROTOTYPE( idSound );
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idSound( void );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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virtual void UpdateChangeableSpawnArgs( const idDict *source );
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void Spawn( void );
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void ToggleOnOff( idEntity *other, idEntity *activator );
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void Think( void );
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void SetSound( const char *sound, int channel = SND_CHANNEL_ANY );
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virtual void ShowEditingDialog( void );
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private:
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float lastSoundVol;
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float soundVol;
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float random;
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float wait;
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bool timerOn;
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idVec3 shakeTranslate;
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idAngles shakeRotate;
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int playingUntilTime;
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void Event_Trigger( idEntity *activator );
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void Event_Timer( void );
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void Event_On( void );
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void Event_Off( void );
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void DoSound( bool play );
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// RAVEN BEGIN
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// jshepard: Allow speakers to target lights and tie them to the speaker's ref sound
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void SetTargetSoundHandles( void );
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// abahr
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virtual void FindTargets();
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bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
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// RAVEN END
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};
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#endif /* !__GAME_SOUND_H__ */
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