43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
#include "cbase.h"
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#include "asw_jukebox.h"
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#include "entityinput.h"
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#include "entityoutput.h"
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#include "asw_gamerules.h"
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LINK_ENTITY_TO_CLASS( asw_jukebox, CASW_Jukebox );
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BEGIN_DATADESC( CASW_Jukebox )
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DEFINE_KEYFIELD( m_fFadeInTime, FIELD_FLOAT, "FadeInTime" ),
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DEFINE_KEYFIELD( m_fFadeOutTime, FIELD_FLOAT, "FadeOutTime" ),
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DEFINE_KEYFIELD( m_szDefaultMusic, FIELD_STRING, "DefaultMusic" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StartMusic", InputMusicStart ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StopMusic", InputMusicStop ),
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END_DATADESC()
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void CASW_Jukebox::InputMusicStart( inputdata_t &inputdata )
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{
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// Send each client the music start event
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IGameEvent * event = gameeventmanager->CreateEvent( "jukebox_play_random" );
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if ( event )
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{
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event->SetFloat( "fadeintime", m_fFadeInTime );
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event->SetString( "defaulttrack", m_szDefaultMusic );
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gameeventmanager->FireEvent( event );
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// Stop stim music if it's playing
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ASWGameRules()->m_fPreventStimMusicTime = 5.0f;
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}
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}
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void CASW_Jukebox::InputMusicStop( inputdata_t &inputdata )
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{
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// Tell each client to stop the music
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IGameEvent * event = gameeventmanager->CreateEvent( "jukebox_stop" );
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if ( event )
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{
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event->SetFloat( "fadeouttime", m_fFadeOutTime );
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gameeventmanager->FireEvent( event );
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}
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} |