diff --git a/game/server/gameinterface.cpp b/game/server/gameinterface.cpp index 36c0385a..0cfd50cc 100644 --- a/game/server/gameinterface.cpp +++ b/game/server/gameinterface.cpp @@ -2623,7 +2623,7 @@ bool CServerGameClients::ClientConnect( edict_t *pEdict, const char *pszName, co // Purpose: Called when a player is fully active (i.e. ready to receive messages) // Input : *pEntity - the player //----------------------------------------------------------------------------- -void CServerGameClients::ClientActive( edict_t *pEdict, bool bLoadGame ) +void CServerGameClients::ClientActive( edict_t *pEdict, bool bLoadGame, bool bUnknown) { MDLCACHE_CRITICAL_SECTION(); diff --git a/game/server/gameinterface.h b/game/server/gameinterface.h index a59380be..cd5fd5b6 100644 --- a/game/server/gameinterface.h +++ b/game/server/gameinterface.h @@ -29,7 +29,7 @@ class CServerGameClients : public IServerGameClients { public: virtual bool ClientConnect( edict_t *pEntity, char const* pszName, char const* pszAddress, char *reject, int maxrejectlen ) OVERRIDE; - virtual void ClientActive( edict_t *pEntity, bool bLoadGame ) OVERRIDE; + virtual void ClientActive( edict_t *pEntity, bool bLoadGame, bool bUnknown ) OVERRIDE; virtual void ClientDisconnect( edict_t *pEntity ) OVERRIDE; virtual void ClientPutInServer( edict_t *pEntity, const char *playername ) OVERRIDE; virtual void ClientCommand( edict_t *pEntity, const CCommand &args ) OVERRIDE; diff --git a/public/SoundEmitterSystem/isoundemittersystembase.h b/public/SoundEmitterSystem/isoundemittersystembase.h index 46d2a5cb..58711e07 100644 --- a/public/SoundEmitterSystem/isoundemittersystembase.h +++ b/public/SoundEmitterSystem/isoundemittersystembase.h @@ -16,6 +16,7 @@ #include "soundflags.h" #include "mathlib/compressed_vector.h" #include "appframework/IAppSystem.h" +#include "stddef.h" #define SOUNDEMITTERSYSTEM_INTERFACE_VERSION "VSoundEmitter002" @@ -43,11 +44,16 @@ struct CSoundParameters pitchhigh = PITCH_NORM; soundlevel = SNDLVL_NORM; // 75dB - soundname[ 0 ] = 0; play_to_owner_only = false; - count = 0; + count = 0; + soundname[ 0 ] = 0; delay_msec = 0; + + //for some info on these, read https://developer.valvesoftware.com/wiki/Music_track + m_fBPM = 0.0f; + m_fSignature = 0.0f; + m_fFadeTime = 0.0f; } int channel; @@ -60,8 +66,14 @@ struct CSoundParameters int count; char soundname[ 128 ]; int delay_msec; + + float m_fBPM; //0xA4 + float m_fSignature; //0xA8 + float m_fFadeTime; //0xAC }; +COMPILE_TIME_ASSERT(sizeof(CSoundParameters) == 0xB0); //this is the size we must have + // A bit of a hack, but these are just utility function which are implemented in the SouneParametersInternal.cpp file which all users of this lib also compile const char *SoundLevelToString( soundlevel_t level ); const char *ChannelToString( int channel ); diff --git a/public/eiface.h b/public/eiface.h index 3597062b..0f415308 100644 --- a/public/eiface.h +++ b/public/eiface.h @@ -693,7 +693,7 @@ public: // Client is going active // If bLoadGame is true, don't spawn the player because its state is already setup. - virtual void ClientActive( edict_t *pEntity, bool bLoadGame ) = 0; + virtual void ClientActive(edict_t* pEntity, bool bLoadGame, bool bUnknown) = 0; // Client is disconnecting from server virtual void ClientDisconnect( edict_t *pEntity ) = 0;