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发表于 2008-11-22 22:08:59
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来自 中国–安徽–合肥
这是个CS播放音乐插件的原码!
我希望加上观察者也自动播放音乐的代码!
/* AMX Mod X script.
Loading Music II plugin
(c) Copyright 2006-2007, Simon Logic slspam@land.ru
This file is provided AS IS (no warranties).
Original idea by White Panther (plugin ConnectSound).
Preamble:
* this plugin is intended to completely replace all the following
plugins: Loading Song (by Torch), Loading Song Advanced (by eFrigid) &
Loading Sound (by [OSA]Odin). This plugin will never replace
Loading Music (by Andrax2000) cause i don't like that concept.
Info:
* plugin for playing sound file or music track during connection to the
server, first team selection (under CS only) or during spectator mode.
Features:
* support for mp3/wav files
* playlist support ($AMXMODX/config/loading_music.ini or hardcoded by
g_sDefaultPlaylist array)
* support for separate playlist for each map (usage: just create
a playlist $AMXMODX/config/loading_music/<mapname>.ini)
* support for separate playlist for each group of maps (usage: just
create a playlist $AMXMODX/config/loading_music/<prefix>_.ini)
* up to 30 filenames (can be changed by MAX_TRACKS macro in the script)
* playlist-random/playlist-single-file/single-file playback modes
* precaching of any file within $AMXMODX/sound/ folder (in playlist
playback mode only)
* fadeout effect for mp3 tracks
* and more...
Notes:
* mp3/wav files can be placed anywhere within $MODDIR/, but only under
$MODDIR/sound/ folder they will be precached
* external playlist editing rules see inside .ini file supplied
with plugin
Requirements:
* any mod (preferably HLDM/CS/CZ)
* AMX/X 1.7x (or higher)
* Fakemeta module
New cvars:
* amx_loading_track <number|filename> (default=-1)
sets playback mode:
-1 - random order
0 - play nothing (disable plugin)
N - play single file from playlist (N=1..30)
filename - name of file to play ignoring the playlist (it's
a single-file playback mode); if this file is under precache dir
it won't be precached yet
* amx_loading_loop <0|1|2> (default=0)
customizes loop mode playback:
0 - play mp3/wav until a player starts to play
1 - play mp3 once till the end; play wav as described above
2 - play mp3/wav forever (strongly do not recommend
if 'amx_loading_flags' cvar has no flag 'a')
* amx_loading_delay <float> (default=0.0)
if your clients often complain about silence while connecting to your
server try to set this cvar to non-zero number to delay (in sec)
playback after connection event has been triggered
* amx_loading_flags <flags> (default=abc)
a - play mp3 files only on player connection/spectating; otherwise
wav files are possible (strongly do not recommend to turn this flag
OFF because you may get an unstoppable ambient cyclic sound during
the game)
b - play mp3 on spectate; otherwise stop playing track when player
goes to spectator
c - (CS specific) play wav files only on team select; otherwise
connection track will continue playing (under CS it can be turned off
by the game; try using flag 'd' to fix this issue)
d - (CS specific) restart a track on team select to fix a CS bug;
has minor priority than flag 'c'
e - don't play a spectator track on dead players (consider to use it
if you enabled flag 'b')
Known issues:
* mp3 track will continue playing if player disconnects before
he is spawned for the first time; in such a case client should manually
execute 'mp3 stop' or 'stopsound' command in console to stop playing a
track (impossible to fix)
* on loading you may notice a short gap while music is playing;
it's a client related problem (impossible to fix)
TODO:
* apply fadeout effect for wav files
Credits:
* White Panther for the idea
History:
1.2.9 [2007-05-05]
! fixed a bug when the last player in team was dead after new round a track
was played on him till the end; this bug occasionally occured under CS
when flag 'b' was active
+ added new flag 'e' to not play a track on dead players when they
temporarily become a spectators
1.2.8 [2007-03-31]
! fixed improper storing of file extension
! fixed a potential bug when mp3 files under 'sound' folder were not been
precached
1.2.7 [2007-03-23]
+ added support for separate config files for maps by prefix
(again req. by arkshine)
1.2.6 [2007-03-06]
+ added support for separate config files for each map (req. by arkshine)
1.2.5 [2007-02-15]
+ added public cvar 'version_loading_music2'
1.2.4 [2007-01-26]
! fixed a bug when wav samples were heard by every player on team
selection
1.2.3 [2007-01-04]
* made a comprehensive revision of sound system
! fixed wav samples (now they are played as loops by the game)
! numerous fixes
+ new cvar 'amx_loading_flags'
- removed cvar 'amx_loading_fix'
1.2.2 [2006-12-13]
* renamed plugin again because of existence of 'Loading Music'
+ new cvar 'amx_loading_loop'
+ new cvar 'amx_loading_fix'
+ precaching of any file within $MODDIR/sound/ folder
1.2.1 [2006-12-11]
* plugin converted for AMX/X (originally was for AMX 0.9.9 and higher)
* use pcvar instead of cvar
* no more hardcoded config dir (actually for AMX 0.9.9 there is no method
to detect this)
1.2.0 [2006-12-10]
* plugin is renamed from 'Loading Sound' to 'Loading Music'
* strip GoGoGo voice feature for non-CS mods; it's gone to separate
plugin called 'GoGoGo Voice'
* plugin now uses engine's fadeout system
! client mp3* cvars no more controlled by server
- cvar 'sv_mp3volume' removed
- FADEOUT, FADEOUT_TIME, FADEOUT_INTERVAL are removed
+ support for .wav files
+ custom playlist support
+ 'amx_loading_track' cvar
1.1.0 [2006-11-29]
* code is totally rewritten
! music now stops/fades out on player spawn
+ play voice 'gogogo' on player spawn (non-CS mod only);
you need to put (copy from CS sound folder) com_go.wav into
$MODDIR\sound\radio\ folder ($MODDIR can be valve, tfc
+ cvar 'sv_mp3volume'
+ added other customization params within script: FADEOUT, FADEOUT_TIME,
FADEOUT_INTERVAL (need to recompile the plugin after one has changed
them); they are not cvars yet because i'm unable to think out real good
cvar names for them right now
1.0.0 [?] by White Panther
* initial release
*/
#include <amxmodx>
#include <amxmisc>
#include <fakemeta>
#pragma tabsize 4
#define MY_PLUGIN_NAME "Loading Music II"
#define MY_PLUGIN_VERSION "1.2.9"
#define MY_PLUGIN_AUTHOR "Simon Logic"
#define MAX_PLAYERS 32
// max available players on server
#define MAX_TRACKS 30
// max tracks in playlist
#define MAX_TRACKNAME_LENGTH 64
// max track filename
// loop modes...
#define LOOP_NO 0
#define LOOP_MP3_SPEC 1
#define LOOP_4EVER 2
#define FORCE_NONE 0
#define FORCE_MP3 1
#define FORCE_WAV 2
#define FL_FORCE_MP3_ON_CONNECT (1 << 0)
#define FL_PLAY_ON_SPECTATE (1 << 1)
#define FL_FORCE_WAV_ON_SELECT (1 << 2)
#define FL_RESTART_ON_SELECT (1 << 3)
#define FL_DONT_PLAY_ON_DEAD (1 << 4)
// delay to start a track on team select (experimental values)...
#define ON_TEAMSELECT_DELAY_WAV 0.2
#define ON_TEAMSELECT_DELAY_MP3 0.3
#define EMIT_WAV_CHANNEL CHAN_STATIC
// do not change until you know what you're doing!
//#define _DEBUG
// debug mode
enum e_sound_engine {
seNone = 0,
seMp3, // mp3: client cmd 'mp3 play'
seSpk, // wav: client cmd 'spk'
seEmit // wav: EmitSound()
}
// track struct
enum t_track {
bool:b_wav, // flag: file is wav
bool:b_cached, // flag: file is cached
bool:b_exists, // flag: file exists on server
s_filename[MAX_TRACKNAME_LENGTH+1]
}
// player struct
enum t_player {
i_track, // track number playing on player
e_sound_engine:t_engine
}
new const
g_sConfFileName[] = "loading_music.ini",
g_sAuxConfDir[] = "loading_music",
g_sWavDir[] = "sound", // it's also a precache dir
g_sWavExt[] = "wav"
new const g_iWavDirLen = sizeof(g_sWavDir) - 1
// hardcoded playlist
new const g_sDefaultPlaylist[][] = {
"media/Half-Life17"
}
new bool:g_bUnderCS
new g_iTrackCount // number of registered tracks
new g_iWavCount // number of wav tracks (for better randomization)
new g_iMp3Count // number of mp3 tracks (for better randomization)
new g_iTrackPlay = -1 // -1 - random, 0 - depends on custom track data
new g_arrMusicFiles[MAX_TRACKS+1][t_track]
new g_arrPlayer[MAX_PLAYERS+1][t_player]
new g_cvarAmxLoadingTrack
new g_cvarAmxLoadingLoop
new g_cvarAmxLoadingDelay
new g_cvarAmxLoadingFlags
// speedup parsing a little...
forward bool:isNumber(const var[])
forward bool:addTrack(const index, const filename[], bool:can_precache=true)
//-----------------------------------------------------------------------------
public plugin_precache()
{
readConfigFile()
if(!g_iTrackCount) {
// try to use hardcoded default playlist
for(new i=0; i<sizeof(g_sDefaultPlaylist); i++)
if(addTrack(g_iTrackCount+1, g_sDefaultPlaylist, true))
g_iTrackCount++
}
}
//-----------------------------------------------------------------------------
public plugin_init()
{
g_bUnderCS = bool:cstrike_running()
for(new i=0; i<sizeof(g_arrPlayer); i++)
g_arrPlayer[i_track] = -1
register_plugin(MY_PLUGIN_NAME, MY_PLUGIN_VERSION, MY_PLUGIN_AUTHOR)
if(g_bUnderCS) {
// NOTE: this event can be called on MOTD also, but only once till
// player spawn; this is a perfect behaviour for current plugin
register_event("TeamInfo", "onTeamSelecting", "a", "2&UNASSIGNED")
}
register_event("ResetHUD", "onPlayerSpawn", "be")
register_event("Spectator", "onSpectate", "a")
register_cvar("version_loading_music2", MY_PLUGIN_VERSION, FCVAR_SERVER|FCVAR_SPONLY)
g_cvarAmxLoadingTrack = register_cvar("amx_loading_track", "-1")
g_cvarAmxLoadingLoop = register_cvar("amx_loading_loop", "0", FCVAR_SERVER)
g_cvarAmxLoadingDelay = register_cvar("amx_loading_delay", "0.0")
g_cvarAmxLoadingFlags = register_cvar("amx_loading_flags", "abc")
server_print("[AMXX] Plugin %s initialized for %s mod", MY_PLUGIN_NAME, g_bUnderCS ? "CS": "HLDM")
return PLUGIN_CONTINUE
}
//-----------------------------------------------------------------------------
public plugin_cfg()
{
new sVal[MAX_TRACKNAME_LENGTH+1]
get_pcvar_string(g_cvarAmxLoadingTrack, sVal, MAX_TRACKNAME_LENGTH)
if(isNumber(sVal)) {
g_iTrackPlay = str_to_num(sVal)
} else {
g_iTrackPlay = 0
addTrack(0, sVal, false)
}
return PLUGIN_CONTINUE
}
//-----------------------------------------------------------------------------
stock musicStart(id, track_to_continue=-1, can_emit=true, force_mode=FORCE_NONE)
{
new i = -1
#if defined _DEBUG
log_amx("musicStart(id=%d, track_to_continue=%d, can_emit=%d, force=%d)", id, track_to_continue, can_emit, force_mode)
#endif
if(track_to_continue >= 0)
i = track_to_continue // we're forced to restart a track
else {
if(g_arrPlayer[id][i_track] >= 0) {
#if defined _DEBUG
log_amx("already playing on %d track %d", id, g_arrPlayer[id][i_track])
#endif
return // already playing
}
if(g_iTrackPlay < 0) {
// play random track
if(g_iTrackCount)
i = random_num(1, g_iTrackCount)
else
return
if(force_mode != FORCE_NONE) {
new iStart; iStart = i
new iSkip
if(force_mode == FORCE_MP3)
{
if(!g_iMp3Count)
i = -1 // there is no mp3 file in playlist
else {
iSkip = random_num(1, g_iMp3Count)
for(;;) {
if(!g_arrMusicFiles[b_wav]) {
if(!--iSkip) break
}
if(++i > g_iTrackCount)
i = 1
if(i == iStart) {
i = -1 // there is no mp3 file in playlist
break
}
}
}
}
else
{
if(!g_iWavCount)
i = -1 // there is no wav file in playlist
else {
iSkip = random_num(1, g_iWavCount)
for(;;) {
if(g_arrMusicFiles[b_wav]) {
if(!--iSkip) break
}
if(++i > g_iTrackCount)
i = 1
if(i == iStart) {
i = -1 // there is no wav file in playlist
break
}
}
}
}
}
} else if(!g_iTrackPlay) {
// play custom track
i = 0
} else if(g_iTrackPlay <= g_iTrackCount) {
// play track by its index
i = g_iTrackPlay
}
}
if(i < 0 || (force_mode == FORCE_MP3 && g_arrMusicFiles[b_wav])
|| (force_mode == FORCE_WAV && !g_arrMusicFiles[b_wav])) {
g_arrPlayer[id][i_track] = -1
return
}
#if defined _DEBUG
assert 0 <= i < sizeof(g_arrMusicFiles)
log_amx("play on player[%d] track %d: '%s'", id, i, g_arrMusicFiles[s_filename])
#endif
// NOTE: 'play' command inserts ambient sound with attenuation
// NOTE: 'spk' command plays on STATIC channel
if(g_arrMusicFiles[b_wav])
{
// NOTE: just leave as is because it can be useful in future,
// so 'can_emit' is not used right now
/*
if(can_emit && g_arrMusicFiles[b_cached] && is_user_connected(id))
{
// NOTE: emit_sound is heard by ALL players
emit_sound(id, EMIT_WAV_CHANNEL, g_arrMusicFiles[s_filename], VOL_NORM, ATTN_NONE, 0, PITCH_NORM)
g_arrPlayer[id][t_engine] = seEmit
#if defined _DEBUG
log_amx("emit_sound(id=%d, chan=%d, file='%s')", id, EMIT_WAV_CHANNEL, g_arrMusicFiles[s_filename])
#endif
}
else
{
#if defined _DEBUG
g_arrPlayer[id][t_engine] = seSpk
log_amx("spk/play %s", g_arrMusicFiles[s_filename])
#endif
}
*/
// HACK: set seEmit in honour to stop wav playback by emit_sound()
// (see musicStop() for reference)
g_arrPlayer[id][t_engine] = seEmit
client_cmd(id, "spk %s", g_arrMusicFiles[s_filename])
}
else
{
if(get_pcvar_num(g_cvarAmxLoadingLoop) == LOOP_4EVER)
client_cmd(id, "mp3 loop %s", g_arrMusicFiles[s_filename])
else
client_cmd(id, "mp3 play %s", g_arrMusicFiles[s_filename])
g_arrPlayer[id][t_engine] = seMp3
}
g_arrPlayer[id][i_track] = i
}
//-----------------------------------------------------------------------------
public taskStartMusic(params[4]) // params = {player_id, restart_track, can_emit, force_mode}
{
new id = params[0]
if(params[1])
// restore playback under CS
musicStart(id, g_arrPlayer[id][i_track], .can_emit=params[2], .force_mode=params[3])
else {
if(g_arrPlayer[id][i_track] < 0)
musicStart(id, .force_mode=params[3])
}
}
//-----------------------------------------------------------------------------
public client_connect(id)
{
g_arrPlayer[id][i_track] = -1
if(is_user_bot(id))
return PLUGIN_CONTINUE
new iForceMode
iForceMode = getPCvarAsFlags(g_cvarAmxLoadingFlags) & FL_FORCE_MP3_ON_CONNECT ? FORCE_MP3 : FORCE_NONE
new Float:fDelay
fDelay = get_pcvar_float(g_cvarAmxLoadingDelay)
if(fDelay >= 0.1) {
new arr[4]; arr[0] = id; arr[1] = -1; arr[2] = false; arr[3] = iForceMode
set_task(fDelay, "taskStartMusic", id, arr, sizeof(arr))
} else
musicStart(id, .can_emit=false, .force_mode=iForceMode)
return PLUGIN_CONTINUE
}
//-----------------------------------------------------------------------------
public client_disconnect(id)
{
#if defined _DEBUG
log_amx("client_disconnect(%d)", id)
#endif
if(is_user_bot(id))
return PLUGIN_CONTINUE
if(task_exists(id))
remove_task(id)
musicStop(id) // has no effect on client but reinit plugin structures
return PLUGIN_CONTINUE
}
//-----------------------------------------------------------------------------
public onSpectate()
{
new id = read_data(1)
if(is_user_bot(id))
return
#if defined _DEBUG
log_amx("onSpectate(%d)", id)
#endif
new bool:bDontPlay = true
new iFlags = getPCvarAsFlags(g_cvarAmxLoadingFlags)
if(iFlags & FL_PLAY_ON_SPECTATE) {
if(iFlags & FL_DONT_PLAY_ON_DEAD) {
// check if player a real spectator
if(pev_valid(id) && (pev(id, pev_flags) & FL_SPECTATOR))
bDontPlay = false
}
else
bDontPlay = false
}
if(bDontPlay)
{
if(task_exists(id))
remove_task(id)
musicStop(id)
}
else
{
if(task_exists(id))
return // already launched a track
new arr[4]; arr[0] = id; arr[1] = -1; arr[2] = true; arr[3] = FORCE_MP3
set_task(0.1, "taskStartMusic", id, arr, sizeof(arr))
musicStop(id, true)
}
}
//-----------------------------------------------------------------------------
public onTeamSelecting() // CS only
{
new id; id = read_data(1)
if(is_user_bot(id))
return
#if defined _DEBUG
log_amx("onTeamSelecting(%d)", id)
#endif
if(task_exists(id))
remove_task(id)
new iFlags; iFlags = getPCvarAsFlags(g_cvarAmxLoadingFlags)
if(iFlags & FL_FORCE_WAV_ON_SELECT) {
new arr[4];
arr[0] = id; arr[1] = -1;
arr[2] = true; arr[3] = FORCE_WAV
set_task(ON_TEAMSELECT_DELAY_WAV, "taskStartMusic", id, arr, sizeof(arr))
musicStop(id, true)
}
else if(iFlags & FL_RESTART_ON_SELECT) {
new arr[4]
arr[0] = id; arr[1] = g_arrPlayer[id][i_track];
arr[2] = true; arr[3] = FORCE_NONE
set_task(ON_TEAMSELECT_DELAY_MP3, "taskStartMusic", id, arr, sizeof(arr))
}
}
//-----------------------------------------------------------------------------
public onPlayerSpawn(id)
{
if(is_user_bot(id))
return PLUGIN_CONTINUE
#if defined _DEBUG
log_amx("onPlayerSpawn(%d)", id)
#endif
if(task_exists(id))
remove_task(id)
musicStop(id)
return PLUGIN_CONTINUE
}
//-----------------------------------------------------------------------------
musicStop(id, ignore_loop = false)
{
#if defined _DEBUG
log_amx("musicStop(id=%d, ignore_loop=%d)", id, ignore_loop)
#endif
static i; i = g_arrPlayer[id][i_track]
if(i >= 0 && !is_user_connected(id)) {
g_arrPlayer[id][i_track] = -1
g_arrPlayer[id][t_engine] = seNone
return
}
if(i < 0) {
g_arrPlayer[id][t_engine] = seNone
return
}
static iLoopMode
if(ignore_loop)
iLoopMode = LOOP_NO
else
iLoopMode = get_pcvar_num(g_cvarAmxLoadingLoop)
if(iLoopMode != LOOP_4EVER) {
if(g_arrMusicFiles[b_wav])
{
// TODO: discover how to use 'soundfade' command
if(g_arrPlayer[id][t_engine] == seEmit) {
emit_sound(id, EMIT_WAV_CHANNEL, g_arrMusicFiles[s_filename], 0.0, 0.0, SND_STOP, PITCH_NORM)
#if defined _DEBUG
log_amx("emit_sound(%d, SND_STOP)", id)
#endif
}
else {
// this should never be called in current release
client_cmd(id, "stopsound")
#if defined _DEBUG
log_amx("stopsound")
#endif
}
g_arrPlayer[id][i_track] = -1
}
else
if(iLoopMode != LOOP_MP3_SPEC) {
#if defined _DEBUG
log_amx("cd fadeout on player[%d]", id)
#endif
client_cmd(id, "cd fadeout")
g_arrPlayer[id][i_track] = -1
}
}
if(g_arrPlayer[id][i_track] < 0)
g_arrPlayer[id][t_engine] = seNone
}
//-----------------------------------------------------------------------------
readConfigFile()
{
new bool:bCustom
new i, iRetLength
new sConfigDir[64], sPath[255], sBuffer[MAX_TRACKNAME_LENGTH+1]
g_iTrackCount = 0
get_configsdir(sConfigDir , sizeof(sConfigDir)-1)
get_mapname(sBuffer, MAX_TRACKNAME_LENGTH)
formatex(sPath, sizeof(sPath)-1, "%s/%s/%s.ini", sConfigDir, g_sAuxConfDir, sBuffer)
if(!file_exists(sPath)) {
// get map prefix...
i = contain(sBuffer, "_")
if(i >= 0) {
sBuffer[i+1] = 0
formatex(sPath, sizeof(sPath)-1, "%s/%s/%s.ini", sConfigDir, g_sAuxConfDir, sBuffer)
bCustom = bool:file_exists(sPath)
}
if(!bCustom) {
formatex(sPath, sizeof(sPath)-1, "%s/%s", sConfigDir, g_sConfFileName)
if(!file_exists(sPath)) {
log_amx("File not found: ^"%s^"", sPath)
return
}
}
} else
bCustom = true
if(bCustom)
log_amx("Using custom playlist: ^"%s^"", sPath)
i = 0
while(read_file(sPath, i, sBuffer, MAX_TRACKNAME_LENGTH, iRetLength))
{
i++
if(sBuffer[0] == ';' || !iRetLength) continue
if(addTrack(g_iTrackCount + 1, sBuffer))
{
g_iTrackCount++
if(g_iTrackCount >= MAX_TRACKS) break
}
}
}
//-----------------------------------------------------------------------------
stock bool:isNumber(const var[])
{
new i = var[0] == '-' ? 1 : 0
for(; var; i++)
if(!('0' <= var <= '9'))
return false
return true
}
//-----------------------------------------------------------------------------
stock getFileExt(const filename[], ext[], len)
{
new i
for(i=strlen(filename)-1; (i >= 0) && (filename != '/') && (filename != '\'); i--)
{
if(filename == '.') {
new j;
for(++i,j=0; filename && j<len; i++,j++)
ext[j] = filename
ext[j] = 0
return true
}
}
ext[0] = 0
return false
}
//-----------------------------------------------------------------------------
// index - track id
// filename - relative to $moddir path
// can_precache - allow precaching
stock bool:addTrack(const index, const filename[], bool:can_precache=true)
{
#if defined _DEBUG
log_amx("addTrack(index=%d, file=%s, can=%d)", index, filename, can_precache)
#endif
new bPrecache = false
static sExt[sizeof(g_sWavExt)]
#if defined _DEBUG
assert 0 <= index < sizeof(g_arrMusicFiles)
#endif
getFileExt(filename, sExt, sizeof(sExt)-1)
g_arrMusicFiles[index][b_wav] = bool:equali(sExt, g_sWavExt)
if(can_precache && (strlen(filename) > g_iWavDirLen)
&& (filename[g_iWavDirLen] == '\' || filename[g_iWavDirLen] == '/'))
{ // it's possible that file is placed within precache dir = > check it...
bPrecache = bool:equali(filename, g_sWavDir, g_iWavDirLen)
// NOTE: short filename is required for wav files only
if(bPrecache && g_arrMusicFiles[index][b_wav])
cutLeftStr(g_arrMusicFiles[index][s_filename], filename, g_iWavDirLen + 1)
else
copy(g_arrMusicFiles[index][s_filename], MAX_TRACKNAME_LENGTH, filename)
}
else
copy(g_arrMusicFiles[index][s_filename], MAX_TRACKNAME_LENGTH, filename)
// normalize path
replaceChars(g_arrMusicFiles[index][s_filename], '\', '/')
#if defined _DEBUG
log_amx("g_arrMusicFiles[%d][s_filename] = %s", index, g_arrMusicFiles[index][s_filename])
#endif
/* NOTE: if sound file does not exist in current $MODDIR it can
be still searched in other mods when playing by client side,
thus i do not block adding a track to playlist
*/
if(bPrecache) {
if(file_exists(filename)) {
if(g_arrMusicFiles[index][b_wav]) {
precache_sound(g_arrMusicFiles[index][s_filename])
} else {
precache_generic(g_arrMusicFiles[index][s_filename])
}
g_arrMusicFiles[index][b_cached] = true
} else {
log_amx("File not found: ^"%s^"", filename)
g_arrMusicFiles[index][b_exists] = false
g_arrMusicFiles[index][b_cached] = false
}
} else {
g_arrMusicFiles[index][b_exists] = true // assume client has this file
g_arrMusicFiles[index][b_cached] = false
}
if(g_arrMusicFiles[index][b_wav])
g_iWavCount++
else
g_iMp3Count++
return true
}
//-----------------------------------------------------------------------------
stock replaceChars(str[], what, with)
{
for(new i=0; str; i++)
if(str == what)
str = with
}
//-----------------------------------------------------------------------------
stock cutLeftStr(dest[], const src[], start=0)
{
// NOTE: make sure strlen(dest) >= strlen(src)
new z = 0
for(new i=start; src; i++) {
dest[z] = src
z++
}
dest[z] = 0
}
//-----------------------------------------------------------------------------
stock getPCvarAsFlags(pcvar)
{
new sValue[27]
get_pcvar_string(pcvar, sValue, sizeof(sValue) - 1)
return read_flags(sValue)
}
//----------------------------------------------------------------------------- |
|