Converted NormalSHook to typeset and added old prototype.
New prototype was added in PR #247
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@ -336,37 +336,45 @@ typedef AmbientSHook = function Action (
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float &delay
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float &delay
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);
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);
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/**
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typeset NormalSHook
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* Called when a sound is going to be emitted to one or more clients.
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{
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* NOTICE: all params can be overwritten to modify the default behavior.
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// Called when a sound is going to be emitted to one or more clients.
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*
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// NOTICE: all params can be overwritten to modify the default behavior.
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* @param clients Array of client indexes.
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//
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* @param numClients Number of clients in the array (modify this value if you add/remove elements from the client array).
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// @param clients Array of client indexes.
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* @param sample Sound file name relative to the "sounds" folder.
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// @param numClients Number of clients in the array (modify this value if you add/remove elements from the client array).
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* @param entity Entity emitting the sound.
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// @param sample Sound file name relative to the "sounds" folder.
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* @param channel Channel emitting the sound.
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// @param entity Entity emitting the sound.
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* @param volume Sound volume.
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// @param channel Channel emitting the sound.
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* @param level Sound level.
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// @param volume Sound volume.
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* @param pitch Sound pitch.
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// @param level Sound level.
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* @param flags Sound flags.
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// @param pitch Sound pitch.
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* @param soundEntry Game sound entry name. (Used in engines newer than Portal 2)
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// @param flags Sound flags.
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* @param seed Sound seed. (Used in engines newer than Portal 2)
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// @param soundEntry Game sound entry name. (Used in engines newer than Portal 2)
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* @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it,
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// @param seed Sound seed. (Used in engines newer than Portal 2)
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* Plugin_Changed when any parameter has been modified.
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// @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it,
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*/
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// Plugin_Changed when any parameter has been modified.
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typedef NormalSHook = function Action (
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function Action (int clients[64], int &numClients, char sample[PLATFORM_MAX_PATH],
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int clients[64],
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int &entity, int &channel, float &volume, int &level, int &pitch, int &flags,
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int &numClients,
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char soundEntry[PLATFORM_MAX_PATH], int &seed);
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char sample[PLATFORM_MAX_PATH],
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int &entity,
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// Called when a sound is going to be emitted to one or more clients.
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int &channel,
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// NOTICE: all params can be overwritten to modify the default behaviour.
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float &volume,
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//
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int &level,
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// @param clients Array of client indexes.
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int &pitch,
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// @param numClients Number of clients in the array (modify this value if you add/remove elements from the client array).
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int &flags,
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// @param sample Sound file name relative to the "sounds" folder.
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char soundEntry[PLATFORM_MAX_PATH],
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// @param entity Entity emitting the sound.
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int &seed
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// @param channel Channel emitting the sound.
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);
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// @param volume Sound volume.
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// @param level Sound level.
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// @param pitch Sound pitch.
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// @param flags Sound flags.
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// @return Plugin_Continue to allow the sound to be played, Plugin_Stop to block it,
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// Plugin_Changed when any parameter has been modified.
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function Action (int clients[64], int &numClients, char sample[PLATFORM_MAX_PATH],
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int &entity, int &channel, float &volume, int &level, int &pitch, int &flags);
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};
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/**
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/**
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* Hooks all played ambient sounds.
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* Hooks all played ambient sounds.
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