2009-08-22 13:16:20 +02:00
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/*
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* ============================================================================
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*
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* Zombie:Reloaded
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*
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* File: voice.inc
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* Type: Module
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* Description: Alter listening/speaking states of humans/zombies.
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*
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* Copyright (C) 2009 Greyscale, Richard Helgeby
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ============================================================================
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*/
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2009-08-26 09:07:01 +02:00
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/**
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* Updates every round with the value of the cvar.
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*/
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new bool:g_bVoice;
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/**
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* The round is starting.
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*/
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VoiceOnRoundStart()
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{
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new bool:voice = GetConVarBool(g_hCvarsList[CVAR_VOICE]);
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// If the cvar has changed, then reset the voice permissions.
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if (g_bVoice != voice)
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{
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VoiceReset();
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}
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// Update g_bVoice with new value.
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g_bVoice = voice;
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}
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/**
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* The round is ending.
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*/
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VoiceOnRoundEnd()
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{
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// If voice module is disabled, then stop.
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if (!g_bVoice)
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{
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return;
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}
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// Allow everyone to listen/speak with each other.
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VoiceAllTalk();
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}
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2009-08-22 13:16:20 +02:00
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/**
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* Client is spawning into the game.
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*
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* @param client The client index.
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*/
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VoiceOnClientSpawn(client)
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{
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// Give client proper verbal permissions.
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VoiceUpdateClient(client);
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}
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/**
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* Client has been infected.
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*
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* @param client The client index.
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*/
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VoiceOnClientInfected(client)
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{
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// Give client proper verbal permissions.
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VoiceUpdateClient(client);
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}
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/**
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* Client has been turned back human.
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*
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* @param client The client index.
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*/
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VoiceOnClientHuman(client)
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{
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// Give client proper verbal permissions.
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VoiceUpdateClient(client);
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}
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2009-08-26 09:07:01 +02:00
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/**
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* Set the receiver ability to listen to the sender.
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* Note: This function is from sdktools_voice, it fails if iSender is muted.
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*
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* @param iReceiver The listener index.
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* @param iSender The sender index.
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* @return True if successful otherwise false.
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*/
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stock bool:VoiceSetClientListening(iReceiver, iSender, bool:bListen)
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{
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// If the sender is muted, then return false.
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if (VoiceIsClientMuted(iSender))
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{
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return false;
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}
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SetClientListening(iReceiver, iSender, bListen);
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return true;
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}
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2009-08-22 13:16:20 +02:00
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/**
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* Allow all clients to listen and speak with each other.
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*/
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stock VoiceAllTalk()
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{
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// x = Receiver index.
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// y = Sender index.
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for (new x = 1; x <= MaxClients; x++)
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{
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// If receiver isn't in-game, then stop.
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if (!IsClientInGame(x))
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{
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continue;
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}
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for (new y = 1; y <= MaxClients; y++)
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{
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// If sender isn't in-game, then stop.
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if (!IsClientInGame(y))
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{
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continue;
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}
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// No need to alter listening/speaking flags between one client.
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if (x == y)
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{
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continue;
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}
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2009-08-26 09:07:01 +02:00
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// Receiver (x) can now hear the sender (y), only if sender isn't muted.
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VoiceSetClientListening(x, y, true);
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2009-08-22 13:16:20 +02:00
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}
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}
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}
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/**
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* Set which team the client is allowed to listen/speak with.
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*
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* @param client The client index.
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* @param zombie True to permit verbal communication to zombies only, false for humans only.
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*/
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stock VoiceSetClientTeam(client, bool:zombie)
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{
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// x = Client index.
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for (new x = 1; x <= MaxClients; x++)
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{
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// If sender isn't in-game, then stop.
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if (!IsClientInGame(x))
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{
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continue;
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}
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2009-08-30 20:47:01 +02:00
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// No need to alter listening/speaking flags between one client.
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if (client == x)
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{
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continue;
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}
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2009-08-22 13:16:20 +02:00
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// Client can only listen/speak if the sender is on their team.
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new bool:canlisten = (zombie == InfectIsClientInfected(x));
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2009-08-26 09:07:01 +02:00
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// (Dis)allow clients to listen/speak with each other, don't touch if the sender is muted.
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VoiceSetClientListening(client, x, canlisten);
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VoiceSetClientListening(x, client, canlisten);
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2009-08-22 13:16:20 +02:00
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}
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}
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/**
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* Update a client's listening/speaking status.
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*
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* @param client The client index.
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*/
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stock VoiceUpdateClient(client)
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{
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2009-08-26 09:07:01 +02:00
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// If voice module is disabled, then stop.
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if (!g_bVoice)
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{
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return;
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}
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2009-08-22 13:16:20 +02:00
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// Set the client's listening/speaking status to their current team.
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VoiceSetClientTeam(client, InfectIsClientInfected(client));
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}
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2009-08-26 09:07:01 +02:00
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/**
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* This function returns if the client is muted.
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*
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* @param client The client index.
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* @return True if the client is muted, false if not.
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*/
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stock bool:VoiceIsClientMuted(client)
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{
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// Return true if the mute flag isn't on the client.
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return bool:(GetClientListeningFlags(client) & VOICE_MUTED);
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}
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/**
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* Reset voice listening/speaking permissions back to normal according to sv_alltalk.
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*/
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stock VoiceReset()
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{
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// Is alltalk enabled?
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new bool:alltalk = GetConVarBool(FindConVar("sv_alltalk"));
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// Determine new voice flags based off of alltalk.
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new voiceflags = alltalk ? VOICE_SPEAKALL | VOICE_LISTENALL : VOICE_TEAM | VOICE_LISTENTEAM;
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// x = Client index.
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for (new x = 1; x <= MaxClients; x++)
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{
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// If client isn't in-game, then stop.
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if (!IsClientInGame(x))
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{
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continue;
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}
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// Apply new voice flags.
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SetClientListeningFlags(x, voiceflags);
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}
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}
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