251 lines
7.1 KiB
C++
251 lines
7.1 KiB
C++
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//===== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. ======//
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//
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// ambient_generic: a sound emitter used for one-shot and looping sounds.
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//
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//
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//===========================================================================//
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#include "cbase.h"
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#include "asw_ambientgeneric.h"
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#include "engine/IEngineSound.h"
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#include "asw_util_shared.h"
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#include "asw_gamerules.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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LINK_ENTITY_TO_CLASS( ambient_generic, CASW_AmbientGeneric );
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LINK_ENTITY_TO_CLASS( asw_ambient_generic, CASW_AmbientGeneric );
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BEGIN_DATADESC( CASW_AmbientGeneric )
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DEFINE_FIELD( m_bStartedNonLoopingSound, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_fPreventStimMusicDuration, FIELD_FLOAT, "PreventStimMusicDuration" ),
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END_DATADESC()
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CASW_AmbientGeneric::Activate( void )
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{
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BaseClass::BaseClass::Activate(); // skip over the normal ambient generic's activate
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// Initialize sound source. If no source was given, or source can't be found
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// then this is the source
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if (m_hSoundSource == NULL)
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{
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if (m_sSourceEntName != NULL_STRING)
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{
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m_hSoundSource = gEntList.FindEntityByName( NULL, m_sSourceEntName );
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if ( m_hSoundSource != NULL )
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{
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m_nSoundSourceEntIndex = m_hSoundSource->entindex();
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}
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}
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if (m_hSoundSource == NULL)
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{
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m_hSoundSource = this;
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m_nSoundSourceEntIndex = entindex();
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}
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else
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{
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if ( !FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE ) )
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{
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AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
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}
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}
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}
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// asw - we don't want ambient generics activating on level load, but instead after the briefing
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if ( UTIL_ASW_MissionHasBriefing( STRING( gpGlobals->mapname ) ) )
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{
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if ( !ASWGameRules() || ASWGameRules()->GetGameState() < ASW_GS_LAUNCHING )
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return;
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}
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// If active start the sound
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if ( m_fActive )
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{
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int flags = SND_SPAWNING;
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// If we are loading a saved game, we can't write into the init/signon buffer here, so just issue
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// as a regular sound message...
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if ( gpGlobals->eLoadType == MapLoad_Transition ||
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gpGlobals->eLoadType == MapLoad_LoadGame ||
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g_pGameRules->InRoundRestart() )
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{
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flags = SND_NOFLAGS;
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}
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// Tracker 76119: 8/12/07 ywb:
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// Make sure pitch and volume are set up to the correct value (especially after restoring a .sav file)
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flags |= ( SND_CHANGE_PITCH | SND_CHANGE_VOL );
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// Don't bother sending over to client if volume is zero, though
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if ( m_dpv.vol > 0 )
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{
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SendSound( (SoundFlags_t)flags );
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}
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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void CASW_AmbientGeneric::SendSound( SoundFlags_t flags)
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{
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BaseClass::SendSound( flags );
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if ( flags != SND_STOP )
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{
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if (m_fPreventStimMusicDuration > 0 && gpGlobals->curtime + m_fPreventStimMusicDuration > ASWGameRules()->m_fPreventStimMusicTime.Get())
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{
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Msg("Ambient generic setting stim music time +%f\n", m_fPreventStimMusicDuration);
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ASWGameRules()->m_fPreventStimMusicTime = gpGlobals->curtime + m_fPreventStimMusicDuration;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Turns an ambient sound on or off. If the ambient is a looping sound,
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// mark sound as active (m_fActive) if it's playing, innactive if not.
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// If the sound is not a looping sound, never mark it as active.
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// Input : pActivator -
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// pCaller -
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// useType -
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// value -
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//-----------------------------------------------------------------------------
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void CASW_AmbientGeneric::ToggleSound()
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{
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// m_fActive is true only if a looping sound is playing.
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if ( m_fActive )
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{// turn sound off
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if (m_dpv.cspinup)
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{
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// Don't actually shut off. Each toggle causes
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// incremental spinup to max pitch
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if (m_dpv.cspincount <= m_dpv.cspinup)
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{
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int pitchinc;
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// start a new spinup
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m_dpv.cspincount++;
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pitchinc = (255 - m_dpv.pitchstart) / m_dpv.cspinup;
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m_dpv.spinup = m_dpv.spinupsav;
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m_dpv.spindown = 0;
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m_dpv.pitchrun = m_dpv.pitchstart + pitchinc * m_dpv.cspincount;
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if (m_dpv.pitchrun > 255) m_dpv.pitchrun = 255;
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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else
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{
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m_fActive = false;
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// HACKHACK - this makes the code in Precache() work properly after a save/restore
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m_spawnflags |= SF_AMBIENT_SOUND_START_SILENT;
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if (m_dpv.spindownsav || m_dpv.fadeoutsav)
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{
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// spin it down (or fade it) before shutoff if spindown is set
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m_dpv.spindown = m_dpv.spindownsav;
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m_dpv.spinup = 0;
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m_dpv.fadeout = m_dpv.fadeoutsav;
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m_dpv.fadein = 0;
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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else
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{
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SendSound( SND_STOP ); // stop sound
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}
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}
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}
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else
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{// turn sound on
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// only toggle if this is a looping sound. If not looping, each
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// trigger will cause the sound to play. If the sound is still
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// playing from a previous trigger press, it will be shut off
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// and then restarted.
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if (m_fLooping)
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m_fActive = true;
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else
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{
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// shut sound off now - may be interrupting a long non-looping sound
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SendSound( SND_STOP ); // stop sound
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m_bStartedNonLoopingSound = true;
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}
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// init all ramp params for startup
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InitModulationParms();
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SendSound( SND_NOFLAGS ); // send sound
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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// KeyValue - load keyvalue pairs into member data of the
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// ambient generic. NOTE: called BEFORE spawn!
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bool CASW_AmbientGeneric::KeyValue( const char *szKeyName, const char *szValue )
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{
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if (FStrEq(szKeyName, "fadeout"))
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{
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// asw - only fade out if we're active (this is used to stop all ambient generics at the debrief
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if (m_bStartedNonLoopingSound) // force stop non looping sounds (can't fade them out, as fade causes them to play if they're not actually playing and we don't know if they're playing or not)
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{
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SendSound(SND_STOP);
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}
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else if (m_fActive)
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{
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m_dpv.fadein = 0;
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m_dpv.fadeinsav = 0;
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m_dpv.fadeout = atoi(szValue);
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if (m_dpv.fadeout > 100) m_dpv.fadeout = 100;
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if (m_dpv.fadeout < 0) m_dpv.fadeout = 0;
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if (m_dpv.fadeout > 0)
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m_dpv.fadeout = (101 - m_dpv.fadeout) * 64;
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m_dpv.fadeoutsav = m_dpv.fadeout;
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}
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}
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else if (FStrEq(szKeyName, "aswactivate")) // asw - a way to activate ambient generics after the briefing
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{
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// If active start the sound
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if ( m_fActive )
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{
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SoundFlags_t flags = SND_NOFLAGS; //SND_SPAWNING;
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// If we are loading a saved game, we can't write into the init/signon buffer here, so just issue
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// as a regular sound message...
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//if ( gpGlobals->eLoadType == MapLoad_Transition ||
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//gpGlobals->eLoadType == MapLoad_LoadGame ||
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//g_pGameRules->InRoundRestart() )
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//{
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//flags = SND_NOFLAGS;
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//}
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SendSound( flags );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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else
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return BaseClass::KeyValue( szKeyName, szValue );
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return true;
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}
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