uid issue
This commit is contained in:
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// ----------------------------------------- //
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// File generated by VPC //
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// ----------------------------------------- //
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Source file: D:\Users\berta\Downloads\csgosourcecode\cstrike15_src\common\debug_dll_check.cpp
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Debug output file: D:\Users\berta\Downloads\csgosourcecode\cstrike15_src\common\debug_dll_check.cpp
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Release output file: D:\Users\berta\Downloads\csgosourcecode\cstrike15_src\common\debug_dll_check.cpp
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Containing unity file:
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PCH file:
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Source file: D:\Users\berta\Downloads\csgosourcecode\cstrike15_src\public\tier0\memoverride.cpp
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Debug output file: D:\Users\berta\Downloads\csgosourcecode\cstrike15_src\public\tier0\memoverride.cpp
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Release output file: D:\Users\berta\Downloads\csgosourcecode\cstrike15_src\public\tier0\memoverride.cpp
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Containing unity file:
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PCH file:
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Source file: D:\Users\berta\Downloads\csgosourcecode\cstrike15_src\soundemittersystem\soundemittersystembase.cpp
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Debug output file: D:\Users\berta\Downloads\csgosourcecode\cstrike15_src\soundemittersystem\soundemittersystembase.cpp
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Release output file: D:\Users\berta\Downloads\csgosourcecode\cstrike15_src\soundemittersystem\soundemittersystembase.cpp
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Containing unity file:
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PCH file:
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Source file: D:\Users\berta\Downloads\csgosourcecode\cstrike15_src\public\SoundParametersInternal.cpp
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Debug output file: D:\Users\berta\Downloads\csgosourcecode\cstrike15_src\public\SoundParametersInternal.cpp
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Release output file: D:\Users\berta\Downloads\csgosourcecode\cstrike15_src\public\SoundParametersInternal.cpp
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Containing unity file:
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PCH file:
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22
soundemittersystem/cbase.h
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22
soundemittersystem/cbase.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 CBASE_H
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#define CBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Shared header file
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#include "basetypes.h"
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#include "tier1/strtools.h"
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#include "vstdlib/random.h"
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#ifdef _WIN32
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extern IUniformRandomStream *random;
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#endif
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#endif // CBASE_H
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77
soundemittersystem/soundemittersystem.vpc
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77
soundemittersystem/soundemittersystem.vpc
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//-----------------------------------------------------------------------------
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// SOUNDEMITTERSYSTEM.VPC
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//
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// Project Script
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//-----------------------------------------------------------------------------
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$Macro SRCDIR ".."
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$Macro OUTBINDIR "$SRCDIR\..\game\bin"
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$Include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
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$Configuration
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{
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$Linker
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{
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$SystemLibraries "iconv" [$OSXALL]
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}
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$Compiler
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{
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$AdditionalIncludeDirectories ".\;$BASE;$SRCDIR\game\shared"
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$PreprocessorDefinitions "$BASE;SOUNDEMITTERSYSTEM_EXPORTS;_WINDOWS;PROTECTED_THINGS_ENABLE"
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}
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}
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$Project "soundemittersystem"
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{
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$Folder "Source Files"
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{
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$File "soundemittersystembase.cpp"
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$File "$SRCDIR\public\SoundParametersInternal.cpp"
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}
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$Folder "Header Files"
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{
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$File "soundemittersystembase.h"
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$File "cbase.h"
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}
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$Folder "Public Header Files"
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{
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$File "$SRCDIR\public\tier0\basetypes.h"
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$File "$SRCDIR\public\color.h"
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$File "$SRCDIR\public\tier0\dbg.h"
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$File "$SRCDIR\public\tier0\fasttimer.h"
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$File "$SRCDIR\public\filesystem.h"
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$File "$SRCDIR\public\appframework\iappsystem.h"
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$File "$SRCDIR\public\tier0\icommandline.h"
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$File "$SRCDIR\public\engine\IEngineSound.h"
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$File "$SRCDIR\public\vstdlib\ikeyvaluessystem.h"
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$File "$SRCDIR\public\tier1\interface.h"
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$File "$SRCDIR\public\irecipientfilter.h"
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$File "$SRCDIR\public\SoundEmitterSystem\isoundemittersystembase.h"
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$File "$SRCDIR\public\tier1\keyvalues.h"
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$File "$SRCDIR\public\tier0\mem.h"
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$File "$SRCDIR\public\tier0\memdbgoff.h"
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$File "$SRCDIR\public\tier0\memdbgon.h"
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$File "$SRCDIR\public\tier0\platform.h"
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$File "$SRCDIR\public\vstdlib\random.h"
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$File "$SRCDIR\public\soundchars.h"
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$File "$SRCDIR\public\soundflags.h"
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$File "$SRCDIR\public\string_t.h"
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$File "$SRCDIR\public\tier1\strtools.h"
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$File "$SRCDIR\public\tier1\utlbuffer.h"
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$File "$SRCDIR\public\tier1\utldict.h"
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$File "$SRCDIR\public\tier1\utlmemory.h"
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$File "$SRCDIR\public\tier1\utlrbtree.h"
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$File "$SRCDIR\public\tier1\utlsymbol.h"
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$File "$SRCDIR\public\tier1\utlvector.h"
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$File "$SRCDIR\public\vstdlib\vstdlib.h"
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$File "$SRCDIR\public\tier2\interval.h"
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}
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$Folder "Link Libraries"
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{
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$Lib "tier2"
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}
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}
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13
soundemittersystem/soundemittersystem.vpc.vpc_cache
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13
soundemittersystem/soundemittersystem.vpc.vpc_cache
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"vpc_cache"
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{
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"CacheVersion" "1"
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"win32"
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{
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"CRCFile" "soundemittersystem.vcxproj.vpc_crc"
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"OutputFiles"
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{
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"0" "soundemittersystem.vcxproj"
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"1" "soundemittersystem.vcxproj.filters"
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}
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}
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}
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1971
soundemittersystem/soundemittersystembase.cpp
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1971
soundemittersystem/soundemittersystembase.cpp
Normal file
File diff suppressed because it is too large
Load Diff
175
soundemittersystem/soundemittersystembase.h
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175
soundemittersystem/soundemittersystembase.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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// $NoKeywords: $
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//===========================================================================//
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#ifndef SOUNDEMITTERSYSTEMBASE_H
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#define SOUNDEMITTERSYSTEMBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "tier1/utldict.h"
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#include "soundflags.h"
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#include "tier2/interval.h"
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#include "tier1/utlsortvector.h"
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#include "tier1/mempool.h"
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#include "tier2/tier2.h"
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soundlevel_t TextToSoundLevel( const char *key );
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struct CSoundEntry
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{
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CUtlSymbol m_Name;
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CSoundParametersInternal m_SoundParams;
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uint16 m_nScriptFileIndex;
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bool m_bRemoved : 1;
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bool m_bIsOverride : 1;
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class CSoundEntryLess
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{
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public:
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bool Less( CSoundEntry * const & lhs, CSoundEntry *const & rhs, void *pCtx )
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{
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return ( Q_stricmp( lhs->m_Name.String(), rhs->m_Name.String() ) < 0 ) ? true : false;
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}
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};
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DECLARE_FIXEDSIZE_ALLOCATOR(CSoundEntry);
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};
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//-----------------------------------------------------------------------------
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// Purpose: Base class for sound emitter system handling (can be used by tools)
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//-----------------------------------------------------------------------------
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class CSoundEmitterSystemBase : public CTier2AppSystem< ISoundEmitterSystemBase >
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{
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typedef CTier2AppSystem< ISoundEmitterSystemBase > BaseClass;
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public:
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CSoundEmitterSystemBase();
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virtual ~CSoundEmitterSystemBase() { }
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// Methods of IAppSystem
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virtual bool Connect( CreateInterfaceFn factory );
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virtual InitReturnVal_t Init();
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virtual void Shutdown();
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virtual void Disconnect();
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virtual void *QueryInterface( const char *pInterfaceName );
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public:
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virtual int GetSoundIndex( const char *pName ) const;
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virtual bool IsValidIndex( int index );
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virtual int GetSoundCount( void );
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virtual const char *GetSoundName( int index );
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virtual bool GetParametersForSound( const char *soundname, CSoundParameters& params, gender_t gender, bool isbeingemitted = false );
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virtual const char *GetWaveName( CUtlSymbol& sym );
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virtual CUtlSymbol AddWaveName( const char *name );
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virtual soundlevel_t LookupSoundLevel( const char *soundname );
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virtual const char *GetWavFileForSound( const char *soundname, char const *actormodel );
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virtual const char *GetWavFileForSound( const char *soundname, gender_t gender );
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virtual int CheckForMissingWavFiles( bool verbose );
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virtual const char *GetSourceFileForSound( int index ) const;
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// Iteration methods
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virtual int First() const;
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virtual int Next( int i ) const;
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virtual int InvalidIndex() const;
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virtual CSoundParametersInternal *InternalGetParametersForSound( int index );
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// The host application is responsible for dealing with dirty sound scripts, etc.
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virtual bool AddSound( const char *soundname, const char *scriptfile, const CSoundParametersInternal& params );
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virtual void RemoveSound( const char *soundname );
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virtual void MoveSound( const char *soundname, const char *newscript );
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virtual void RenameSound( const char *soundname, const char *newname );
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virtual void UpdateSoundParameters( const char *soundname, const CSoundParametersInternal& params );
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virtual int GetNumSoundScripts() const;
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virtual char const *GetSoundScriptName( int index ) const;
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virtual bool IsSoundScriptDirty( int index ) const;
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virtual int FindSoundScript( const char *name ) const;
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virtual void SaveChangesToSoundScript( int scriptindex );
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virtual void ExpandSoundNameMacros( CSoundParametersInternal& params, char const *wavename );
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virtual gender_t GetActorGender( char const *actormodel );
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virtual void GenderExpandString( char const *actormodel, char const *in, char *out, int maxlen );
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virtual void GenderExpandString( gender_t gender, char const *in, char *out, int maxlen );
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virtual bool IsUsingGenderToken( char const *soundname );
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virtual unsigned int GetManifestFileTimeChecksum();
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virtual bool GetParametersForSoundEx( const char *soundname, HSOUNDSCRIPTHASH& handle, CSoundParameters& params, gender_t gender, bool isbeingemitted = false );
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virtual soundlevel_t LookupSoundLevelByHandle( char const *soundname, HSOUNDSCRIPTHASH& handle );
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virtual KeyValues *GetOperatorKVByHandle( HSOUNDSCRIPTHASH& handle );
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virtual char const *GetSoundNameForHash( unsigned int hash ) const; // Returns NULL if hash not found!!!
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virtual int GetSoundIndexForHash( unsigned int hash ) const;
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virtual unsigned int HashSoundName( char const *pchSndName ) const;
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virtual bool IsValidHash( unsigned int hash ) const;
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// Called from both client and server (single player) or just one (server only in dedicated server and client only if connected to a remote server)
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// Called by LevelInitPreEntity to override sound scripts for the mod with level specific overrides based on custom mapnames, etc.
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virtual void AddSoundOverrides( char const *scriptfile );
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// Called by either client or server in LevelShutdown to clear out custom overrides
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virtual void ClearSoundOverrides();
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virtual void DescribeSound( char const *soundname );
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virtual void Flush();
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virtual void AddSoundsFromFile( const char *filename, bool bPreload, bool bAutoCache, bool bIsOverride = false );
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private:
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bool InitSoundInternalParameters( const char *soundname, KeyValues *kv, CSoundParametersInternal& params );
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bool LoadGameSoundManifest();
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void ShutdownSounds();
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void LoadGlobalActors();
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float TranslateAttenuation( const char *key );
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soundlevel_t TranslateSoundLevel( const char *key );
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int TranslateChannel( const char *name );
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int FindBestSoundForGender( SoundFile *pSoundnames, int c, gender_t gender, int &nRandomSeed );
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void EnsureAvailableSlotsForGender( SoundFile *pSoundnames, int c, gender_t gender );
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void AddSoundName( CSoundParametersInternal& params, char const *wavename, gender_t gender );
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void AddHash( char const *pchSoundName, int nIndex );
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void RemoveHash( char const *pchSoundName );
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CUtlDict< gender_t, uint8 > m_ActorGenders;
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CUtlVector< CSoundEntry * > m_Sounds;
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CUtlVector< CSoundEntry * > m_SavedOverrides;
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CUtlVector< FileNameHandle_t > m_OverrideFiles;
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struct CSoundScriptFile
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{
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FileNameHandle_t hFilename;
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bool dirty;
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};
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CUtlVector< CSoundScriptFile > m_SoundKeyValues;
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int m_nInitCount;
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unsigned int m_uManifestPlusScriptChecksum;
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CUtlSymbolTable m_Waves;
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// This is a reverse mapping from crc of the soundname to the sound entry
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struct soundEntryHash_t
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{
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int soundIndex;
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CSoundEntry *pEntry;
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};
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CUtlMap< HSOUNDSCRIPTHASH, soundEntryHash_t > m_HashToSoundEntry;
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};
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#endif // SOUNDEMITTERSYSTEMBASE_H
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2
soundemittersystem/vsi.nul
Normal file
2
soundemittersystem/vsi.nul
Normal file
@ -0,0 +1,2 @@
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SN Visual Studio Integration
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IMPORTANT: Do not remove the custom build step for this file
|
3
soundemittersystem/xbox/xbox.def
Normal file
3
soundemittersystem/xbox/xbox.def
Normal file
@ -0,0 +1,3 @@
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LIBRARY SoundEmitterSystem_360.dll
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EXPORTS
|
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CreateInterface @1
|
Reference in New Issue
Block a user