Fixed newlines.

This commit is contained in:
richard 2009-08-22 13:16:20 +02:00
parent cd25e4e16c
commit 6bf210a2e3

View File

@ -1,131 +1,131 @@
/* /*
* ============================================================================ * ============================================================================
* *
* Zombie:Reloaded * Zombie:Reloaded
* *
* File: voice.inc * File: voice.inc
* Type: Module * Type: Module
* Description: Alter listening/speaking states of humans/zombies. * Description: Alter listening/speaking states of humans/zombies.
* *
* Copyright (C) 2009 Greyscale, Richard Helgeby * Copyright (C) 2009 Greyscale, Richard Helgeby
* *
* This program is free software: you can redistribute it and/or modify * This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by * it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version. * (at your option) any later version.
* *
* This program is distributed in the hope that it will be useful, * This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of * but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details. * GNU General Public License for more details.
* *
* You should have received a copy of the GNU General Public License * You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>. * along with this program. If not, see <http://www.gnu.org/licenses/>.
* *
* ============================================================================ * ============================================================================
*/ */
/** /**
* Client is spawning into the game. * Client is spawning into the game.
* *
* @param client The client index. * @param client The client index.
*/ */
VoiceOnClientSpawn(client) VoiceOnClientSpawn(client)
{ {
// Give client proper verbal permissions. // Give client proper verbal permissions.
VoiceUpdateClient(client); VoiceUpdateClient(client);
} }
/** /**
* Client has been infected. * Client has been infected.
* *
* @param client The client index. * @param client The client index.
*/ */
VoiceOnClientInfected(client) VoiceOnClientInfected(client)
{ {
// Give client proper verbal permissions. // Give client proper verbal permissions.
VoiceUpdateClient(client); VoiceUpdateClient(client);
} }
/** /**
* Client has been turned back human. * Client has been turned back human.
* *
* @param client The client index. * @param client The client index.
*/ */
VoiceOnClientHuman(client) VoiceOnClientHuman(client)
{ {
// Give client proper verbal permissions. // Give client proper verbal permissions.
VoiceUpdateClient(client); VoiceUpdateClient(client);
} }
/** /**
* Allow all clients to listen and speak with each other. * Allow all clients to listen and speak with each other.
*/ */
stock VoiceAllTalk() stock VoiceAllTalk()
{ {
// x = Receiver index. // x = Receiver index.
// y = Sender index. // y = Sender index.
for (new x = 1; x <= MaxClients; x++) for (new x = 1; x <= MaxClients; x++)
{ {
// If receiver isn't in-game, then stop. // If receiver isn't in-game, then stop.
if (!IsClientInGame(x)) if (!IsClientInGame(x))
{ {
continue; continue;
} }
for (new y = 1; y <= MaxClients; y++) for (new y = 1; y <= MaxClients; y++)
{ {
// If sender isn't in-game, then stop. // If sender isn't in-game, then stop.
if (!IsClientInGame(y)) if (!IsClientInGame(y))
{ {
continue; continue;
} }
// No need to alter listening/speaking flags between one client. // No need to alter listening/speaking flags between one client.
if (x == y) if (x == y)
{ {
continue; continue;
} }
// Receiver (x) can now hear the sender (y). // Receiver (x) can now hear the sender (y).
SetClientListening(x, y, true); SetClientListening(x, y, true);
} }
} }
} }
/** /**
* Set which team the client is allowed to listen/speak with. * Set which team the client is allowed to listen/speak with.
* *
* @param client The client index. * @param client The client index.
* @param zombie True to permit verbal communication to zombies only, false for humans only. * @param zombie True to permit verbal communication to zombies only, false for humans only.
*/ */
stock VoiceSetClientTeam(client, bool:zombie) stock VoiceSetClientTeam(client, bool:zombie)
{ {
// x = Client index. // x = Client index.
for (new x = 1; x <= MaxClients; x++) for (new x = 1; x <= MaxClients; x++)
{ {
// If sender isn't in-game, then stop. // If sender isn't in-game, then stop.
if (!IsClientInGame(x)) if (!IsClientInGame(x))
{ {
continue; continue;
} }
// Client can only listen/speak if the sender is on their team. // Client can only listen/speak if the sender is on their team.
new bool:canlisten = (zombie == InfectIsClientInfected(x)); new bool:canlisten = (zombie == InfectIsClientInfected(x));
// (Dis)allow clients to listen/speak with each other. // (Dis)allow clients to listen/speak with each other.
SetClientListening(client, x, canlisten); SetClientListening(client, x, canlisten);
SetClientListening(x, client, canlisten); SetClientListening(x, client, canlisten);
} }
} }
/** /**
* Update a client's listening/speaking status. * Update a client's listening/speaking status.
* *
* @param client The client index. * @param client The client index.
*/ */
stock VoiceUpdateClient(client) stock VoiceUpdateClient(client)
{ {
// Set the client's listening/speaking status to their current team. // Set the client's listening/speaking status to their current team.
VoiceSetClientTeam(client, InfectIsClientInfected(client)); VoiceSetClientTeam(client, InfectIsClientInfected(client));
} }