//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: This module implements the IVoiceServer interface. // // $NoKeywords: $ //=============================================================================// #include "quakedef.h" #include "server.h" #include "ivoiceserver.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" class CVoiceServer : public IVoiceServer { public: virtual bool GetClientListening(int iReceiver, int iSender) { // Make into client indices.. --iReceiver; --iSender; if(iReceiver < 0 || iReceiver >= sv.GetClientCount() || iSender < 0 || iSender >= sv.GetClientCount() ) return false; return sv.GetClient(iSender)->IsHearingClient( iReceiver ); } virtual bool SetClientListening(int iReceiver, int iSender, bool bListen) { // Make into client indices.. --iReceiver; --iSender; if(iReceiver < 0 || iReceiver >= sv.GetClientCount() || iSender < 0 || iSender >= sv.GetClientCount() ) return false; CGameClient *cl = sv.Client(iSender); cl->m_VoiceStreams.Set( iReceiver, bListen?1:0 ); return true; } virtual bool SetClientProximity(int iReceiver, int iSender, bool bUseProximity) { // Make into client indices.. --iReceiver; --iSender; if(iReceiver < 0 || iReceiver >= sv.GetClientCount() || iSender < 0 || iSender >= sv.GetClientCount() ) return false; CGameClient *cl = sv.Client(iSender); cl->m_VoiceProximity.Set( iReceiver, bUseProximity ); return true; } }; EXPOSE_SINGLE_INTERFACE(CVoiceServer, IVoiceServer, INTERFACEVERSION_VOICESERVER);