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authornavewindre <nw@moneybot.cc>2023-11-13 14:28:08 +0100
committernavewindre <nw@moneybot.cc>2023-11-13 14:28:08 +0100
commitda518fdc0f32839730ccdee8098b59c6f842d93f (patch)
treed6f856a6148c0b4d5819f88f068b7287b8044513 /sourcemod-1.5-dev/scripting/include/sdktools_gamerules.inc
parentbc678b10830cdaef64bcc592ca2524ebe0fcdc45 (diff)
ya
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+/**
+ * vim: set ts=4 :
+ * =============================================================================
+ * SourceMod (C)2004-2011 AlliedModders LLC. All rights reserved.
+ * =============================================================================
+ *
+ * This file is part of the SourceMod/SourcePawn SDK.
+ *
+ * This program is free software; you can redistribute it and/or modify it under
+ * the terms of the GNU General Public License, version 3.0, as published by the
+ * Free Software Foundation.
+ *
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
+ * details.
+ *
+ * You should have received a copy of the GNU General Public License along with
+ * this program. If not, see <http://www.gnu.org/licenses/>.
+ *
+ * As a special exception, AlliedModders LLC gives you permission to link the
+ * code of this program (as well as its derivative works) to "Half-Life 2," the
+ * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
+ * by the Valve Corporation. You must obey the GNU General Public License in
+ * all respects for all other code used. Additionally, AlliedModders LLC grants
+ * this exception to all derivative works. AlliedModders LLC defines further
+ * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
+ * or <http://www.sourcemod.net/license.php>.
+ *
+ * Version: $Id$
+ */
+
+#if defined _sdktools_gamerules_included
+ #endinput
+#endif
+#define _sdktools_gamerules_included
+
+enum RoundState {
+ // initialize the game, create teams
+ RoundState_Init,
+
+ //Before players have joined the game. Periodically checks to see if enough players are ready
+ //to start a game. Also reverts to this when there are no active players
+ RoundState_Pregame,
+
+ //The game is about to start, wait a bit and spawn everyone
+ RoundState_StartGame,
+
+ //All players are respawned, frozen in place
+ RoundState_Preround,
+
+ //Round is on, playing normally
+ RoundState_RoundRunning,
+
+ //Someone has won the round
+ RoundState_TeamWin,
+
+ //Noone has won, manually restart the game, reset scores
+ RoundState_Restart,
+
+ //Noone has won, restart the game
+ RoundState_Stalemate,
+
+ //Game is over, showing the scoreboard etc
+ RoundState_GameOver,
+
+ //Game is over, doing bonus round stuff
+ RoundState_Bonus,
+
+ //Between rounds
+ RoundState_BetweenRounds,
+};
+
+/**
+ * Retrieves an integer value from a property of the gamerules entity.
+ *
+ * @param prop Property name.
+ * @param size Number of bytes to read (valid values are 1, 2, or 4).
+ * This value is auto-detected, and the size parameter is
+ * only used as a fallback in case detection fails.
+ * @param element Element # (starting from 0) if property is an array.
+ * @return Value at the given property offset.
+ * @error Not supported.
+ */
+native GameRules_GetProp(const String:prop[], size=4, element=0);
+
+/**
+ * Sets an integer value for a property of the gamerules entity.
+ *
+ * @param prop Property name.
+ * @param value Value to set.
+ * @param size Number of bytes to write (valid values are 1, 2, or 4).
+ * This value is auto-detected, and the size parameter is
+ * only used as a fallback in case detection fails.
+ * @param element Element # (starting from 0) if property is an array.
+ * @param changeState If true, change will be sent over the network.
+ * @error Not supported.
+ * @noreturn
+ */
+native GameRules_SetProp(const String:prop[], any:value, size=4, element=0, bool:changeState=false);
+
+/**
+ * Retrieves a float value from a property of the gamerules entity.
+ *
+ * @param prop Property name.
+ * @param element Element # (starting from 0) if property is an array.
+ * @return Value at the given property offset.
+ * @error Not supported.
+ */
+native Float:GameRules_GetPropFloat(const String:prop[], element=0);
+
+/**
+ * Sets a float value for a property of the gamerules entity.
+ *
+ * @param prop Property name.
+ * @param value Value to set.
+ * @param element Element # (starting from 0) if property is an array.
+ * @param changeState If true, change will be sent over the network.
+ * @noreturn
+ * @error Not supported.
+ */
+native GameRules_SetPropFloat(const String:prop[], Float:value, element=0, bool:changeState=false);
+
+/**
+ * Retrieves a entity index from a property of the gamerules entity.
+ *
+ * @param prop Property name.
+ * @param element Element # (starting from 0) if property is an array.
+ * @return Entity index at the given property.
+ * If there is no entity, or the entity is not valid,
+ * then -1 is returned.
+ * @error Not supported.
+ */
+native GameRules_GetPropEnt(const String:prop[], element=0);
+
+/**
+ * Sets an entity index for a property of the gamerules entity.
+ *
+ * @param prop Property name.
+ * @param other Entity index to set, or -1 to unset.
+ * @param element Element # (starting from 0) if property is an array.
+ * @param changeState If true, change will be sent over the network.
+ * @noreturn
+ * @error Not supported.
+ */
+native GameRules_SetPropEnt(const String:prop[], other, element=0, bool:changeState=false);
+
+/**
+ * Retrieves a vector of floats from the gamerules entity, given a named network property.
+ *
+ * @param prop Property name.
+ * @param vec Vector buffer to store data in.
+ * @param element Element # (starting from 0) if property is an array.
+ * @noreturn
+ * @error Not supported.
+ */
+native GameRules_GetPropVector(const String:prop[], Float:vec[3], element=0);
+
+/**
+ * Sets a vector of floats in the gamerules entity, given a named network property.
+ *
+ * @param prop Property name.
+ * @param vec Vector to set.
+ * @param element Element # (starting from 0) if property is an array.
+ * @param changeState If true, change will be sent over the network.
+ * @noreturn
+ * @error Not supported.
+ */
+native GameRules_SetPropVector(const String:prop[], const Float:vec[3], element=0, bool:changeState=false);
+
+/**
+ * Gets a gamerules property as a string.
+ *
+ * @param prop Property to use.
+ * @param buffer Destination string buffer.
+ * @param maxlen Maximum length of output string buffer.
+ * @return Number of non-null bytes written.
+ * @error Not supported.
+ */
+native GameRules_GetPropString(const String:prop[], String:buffer[], maxlen);
+
+/**
+ * Sets a gamerules property as a string.
+ *
+ * @param prop Property to use.
+ * @param buffer String to set.
+ * @param changeState If true, change will be sent over the network.
+ * @return Number of non-null bytes written.
+ * @error Not supported.
+ */
+native GameRules_SetPropString(const String:prop[], const String:buffer[], bool:changeState=false);
+
+/**
+ * Gets the current round state.
+ *
+ * @return Round state.
+ * @error Game doesn't support round state.
+ */
+stock RoundState:GameRules_GetRoundState()
+{
+ return RoundState:GameRules_GetProp("m_iRoundState");
+}