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game/server/vehicle_sounds.h
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137
game/server/vehicle_sounds.h
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//========= Copyright <20> 1996-2005, 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 VEHICLE_SOUNDS_H
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#define VEHICLE_SOUNDS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vcollide_parse.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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enum vehiclesound
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{
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VS_SKID_FRICTION_LOW,
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VS_SKID_FRICTION_NORMAL,
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VS_SKID_FRICTION_HIGH,
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VS_ENGINE2_START,
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VS_ENGINE2_STOP,
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VS_MISC1,
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VS_MISC2,
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VS_MISC3,
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VS_MISC4,
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VS_NUM_SOUNDS,
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};
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extern char *vehiclesound_parsenames[VS_NUM_SOUNDS];
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// This is a list of vehiclesounds to automatically stop when the vehicle's driver exits the vehicle
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#define NUM_SOUNDS_TO_STOP_ON_EXIT 4
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extern vehiclesound g_iSoundsToStopOnExit[NUM_SOUNDS_TO_STOP_ON_EXIT];
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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struct vehicle_gear_t
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{
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DECLARE_DATADESC();
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float flMinSpeed;
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float flMaxSpeed;
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float flSpeedApproachFactor;
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};
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struct vehicle_crashsound_t
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{
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DECLARE_DATADESC();
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float flMinSpeed;
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float flMinDeltaSpeed;
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int gearLimit;
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string_t iszCrashSound;
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};
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enum sound_states
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{
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SS_NONE = 0,
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SS_SHUTDOWN,
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SS_SHUTDOWN_WATER,
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SS_START_WATER,
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SS_START_IDLE,
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SS_IDLE,
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SS_GEAR_0,
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SS_GEAR_1,
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SS_GEAR_2,
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SS_GEAR_3,
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SS_GEAR_4,
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SS_SLOWDOWN,
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SS_SLOWDOWN_HIGHSPEED, // not a real state, just a slot for state sounds
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SS_GEAR_0_RESUME,
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SS_GEAR_1_RESUME,
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SS_GEAR_2_RESUME,
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SS_GEAR_3_RESUME,
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SS_GEAR_4_RESUME,
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SS_TURBO,
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SS_REVERSE,
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SS_NUM_STATES,
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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struct vehiclesounds_t
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{
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void Init( void )
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{
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pGears.Purge();
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crashSounds.Purge();
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for ( int i = 0; i < VS_NUM_SOUNDS; i++ )
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{
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iszSound[i] = NULL_STRING;
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}
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for ( int i = 0; i < SS_NUM_STATES; i++ )
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{
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iszStateSounds[i] = NULL_STRING;
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minStateTime[i] = 0.0f;
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}
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}
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DECLARE_DATADESC();
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CUtlVector<vehicle_gear_t> pGears;
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CUtlVector<vehicle_crashsound_t> crashSounds;
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string_t iszSound[ VS_NUM_SOUNDS ];
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string_t iszStateSounds[SS_NUM_STATES];
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float minStateTime[SS_NUM_STATES];
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};
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//-----------------------------------------------------------------------------
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// Purpose: A KeyValues parse for vehicle sound blocks
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//-----------------------------------------------------------------------------
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class CVehicleSoundsParser : public IVPhysicsKeyHandler
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{
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public:
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CVehicleSoundsParser( void );
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virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue );
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virtual void SetDefaults( void *pData );
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private:
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// Index of the gear we're currently reading data into
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int m_iCurrentGear;
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int m_iCurrentState;
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int m_iCurrentCrashSound;
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};
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#endif // VEHICLE_SOUNDS_H
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