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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_trace.inc
parentbc678b10830cdaef64bcc592ca2524ebe0fcdc45 (diff)
ya
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+/**
+ * vim: set ts=4 :
+ * =============================================================================
+ * SourceMod (C)2004-2008 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_trace_included
+ #endinput
+#endif
+#define _sdktools_trace_included
+
+#define CONTENTS_EMPTY 0 /**< No contents. */
+#define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */
+#define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */
+#define CONTENTS_AUX 0x4
+#define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */
+#define CONTENTS_SLIME 0x10
+#define CONTENTS_WATER 0x20
+#define CONTENTS_MIST 0x40
+#define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */
+#define LAST_VISIBLE_CONTENTS 0x80
+#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
+#define CONTENTS_TESTFOGVOLUME 0x100
+#define CONTENTS_UNUSED5 0x200
+#define CONTENTS_UNUSED6 0x4000
+#define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */
+#define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */
+#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */
+#define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */
+#define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */
+#define CONTENTS_PLAYERCLIP 0x10000
+#define CONTENTS_MONSTERCLIP 0x20000
+
+/**
+ * @section currents can be added to any other contents, and may be mixed
+ */
+#define CONTENTS_CURRENT_0 0x40000
+#define CONTENTS_CURRENT_90 0x80000
+#define CONTENTS_CURRENT_180 0x100000
+#define CONTENTS_CURRENT_270 0x200000
+#define CONTENTS_CURRENT_UP 0x400000
+#define CONTENTS_CURRENT_DOWN 0x800000
+
+/**
+ * @endsection
+ */
+
+#define CONTENTS_ORIGIN 0x1000000 /**< removed before bsping an entity. */
+#define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */
+#define CONTENTS_DEBRIS 0x4000000
+#define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */
+#define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */
+#define CONTENTS_LADDER 0x20000000
+#define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */
+
+/**
+ * @section Trace masks.
+ */
+#define MASK_ALL (0xFFFFFFFF)
+#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */
+#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */
+#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */
+#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */
+#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */
+#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */
+#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */
+#define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players, but with monsters added. */
+#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */
+#define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE) /**< non-raycasted weapons see this as solid (includes grates) */
+#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */
+#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */
+#define MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE) /**< everything normally solid for player movement, except monsters (world+brush only) */
+#define MASK_NPCSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< everything normally solid for npc movement, except monsters (world+brush only) */
+#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */
+#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */
+
+/**
+ * @endsection
+ */
+
+enum RayType
+{
+ RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */
+ RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */
+};
+
+funcenum TraceEntityFilter
+{
+ /**
+ * Called on entity filtering.
+ *
+ * @param entity Entity index.
+ * @param contentsMask Contents Mask.
+ * @return True to allow the current entity to be hit, otherwise false.
+ */
+ bool:public(entity, contentsMask),
+
+ /**
+ * Called on entity filtering.
+ *
+ * @param entity Entity index.
+ * @param contentsMask Contents Mask.
+ * @param data Data value, if used.
+ * @return True to allow the current entity to be hit, otherwise false.
+ */
+ bool:public(entity, contentsMask, any:data),
+};
+
+/**
+ * Get the contents mask and the entity index at the given position.
+ *
+ * @param pos World position to test.
+ * @param entindex Entity index found at the given position (by reference).
+ * @return Contents mask.
+ */
+native TR_GetPointContents(const Float:pos[3], &entindex=-1);
+
+/**
+ * Get the point contents testing only the given entity index.
+ *
+ * @param entindex Entity index to test.
+ * @param pos World position.
+ * @return Contents mask.
+ */
+native TR_GetPointContentsEnt(entindex, const Float:pos[3]);
+
+/**
+ * Starts up a new trace ray using a global trace result.
+ *
+ * @param pos Starting position of the ray.
+ * @param vec Depending on RayType, it will be used as the
+ * ending point, or the direction angle.
+ * @param flags Trace flags.
+ * @param rtype Method to calculate the ray direction.
+ * @noreturn
+ */
+native TR_TraceRay(const Float:pos[3],
+ const Float:vec[3],
+ flags,
+ RayType:rtype);
+
+/**
+ * Starts up a new trace hull using a global trace result.
+ *
+ * @param pos Starting position of the ray.
+ * @param vec Ending position of the ray.
+ * @param mins Hull minimum size.
+ * @param maxs Hull maximum size.
+ * @param flags Trace flags.
+ * @noreturn
+ */
+native TR_TraceHull(const Float:pos[3],
+ const Float:vec[3],
+ const Float:mins[3],
+ const Float:maxs[3],
+ flags);
+
+/**
+ * Starts up a new trace ray using a global trace result and a customized
+ * trace ray filter.
+ *
+ * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter
+ * function is currently not allowed and may not work.
+ *
+ * @param pos Starting position of the ray.
+ * @param vec Depending on RayType, it will be used as the ending
+ * point, or the direction angle.
+ * @param flags Trace flags.
+ * @param rtype Method to calculate the ray direction.
+ * @param filter Function to use as a filter.
+ * @param data Arbitrary data value to pass through to the filter
+ * function.
+ * @noreturn
+ */
+native TR_TraceRayFilter(const Float:pos[3],
+ const Float:vec[3],
+ flags,
+ RayType:rtype,
+ TraceEntityFilter:filter,
+ any:data=0);
+
+/**
+ * Starts up a new trace hull using a global trace result and a customized
+ * trace ray filter.
+ *
+ * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter
+ * function is currently not allowed and may not work.
+ *
+ * @param pos Starting position of the ray.
+ * @param vec Depending on RayType, it will be used as the ending
+ * point, or the direction angle.
+ * @param mins Hull minimum size.
+ * @param maxs Hull maximum size.
+ * @param flags Trace flags.
+ * @param filter Function to use as a filter.
+ * @param data Arbitrary data value to pass through to the filter
+ * function.
+ * @noreturn
+ */
+native TR_TraceHullFilter(const Float:pos[3],
+ const Float:vec[3],
+ const Float:mins[3],
+ const Float:maxs[3],
+ flags,
+ TraceEntityFilter:filter,
+ any:data=0);
+
+/**
+ * Starts up a new trace ray using a new trace result.
+ *
+ * @param pos Starting position of the ray.
+ * @param vec Depending on RayType, it will be used as the ending
+ * point, or the direction angle.
+ * @param flags Trace flags.
+ * @param rtype Method to calculate the ray direction.
+ * @return Ray trace handle, which must be closed via CloseHandle().
+ */
+native Handle:TR_TraceRayEx(const Float:pos[3],
+ const Float:vec[3],
+ flags,
+ RayType:rtype);
+
+/**
+ * Starts up a new trace hull using a new trace result.
+ *
+ * @param pos Starting position of the ray.
+ * @param vec Ending position of the ray.
+ * @param mins Hull minimum size.
+ * @param maxs Hull maximum size.
+ * @param flags Trace flags.
+ * @return Ray trace handle, which must be closed via CloseHandle().
+ */
+native Handle:TR_TraceHullEx(const Float:pos[3],
+ const Float:vec[3],
+ const Float:mins[3],
+ const Float:maxs[3],
+ flags);
+
+/**
+ * Starts up a new trace ray using a new trace result and a customized
+ * trace ray filter.
+ *
+ * Calling TR_Trace*Filter or TR_TraceRay*Ex from inside a filter
+ * function is currently not allowed and may not work.
+ *
+ * @param pos Starting position of the ray.
+ * @param vec Depending on RayType, it will be used as the ending
+ * point, or the direction angle.
+ * @param flags Trace flags.
+ * @param rtype Method to calculate the ray direction.
+ * @param filter Function to use as a filter.
+ * @param data Arbitrary data value to pass through to the filter function.
+ * @return Ray trace handle, which must be closed via CloseHandle().
+ */
+native Handle:TR_TraceRayFilterEx(const Float:pos[3],
+ const Float:vec[3],
+ flags,
+ RayType:rtype,
+ TraceEntityFilter:filter,
+ any:data=0);
+
+/**
+ * Starts up a new trace hull using a new trace result and a customized
+ * trace ray filter.
+ *
+ * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter
+ * function is currently not allowed and may not work.
+ *
+ * @param pos Starting position of the ray.
+ * @param vec Ending position of the ray.
+ * @param mins Hull minimum size.
+ * @param maxs Hull maximum size.
+ * @param flags Trace flags.
+ * @param filter Function to use as a filter.
+ * @param data Arbitrary data value to pass through to the filter function.
+ * @return Ray trace handle, which must be closed via CloseHandle().
+ */
+native Handle:TR_TraceHullFilterEx(const Float:pos[3],
+ const Float:vec[3],
+ const Float:mins[3],
+ const Float:maxs[3],
+ flags,
+ TraceEntityFilter:filter,
+ any:data=0);
+
+/**
+ * Returns the time fraction from a trace result (1.0 means no collision).
+ *
+ * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
+ * @return Time fraction value of the trace.
+ * @error Invalid Handle.
+ */
+native Float:TR_GetFraction(Handle:hndl=INVALID_HANDLE);
+
+/**
+ * Returns the collision position of a trace result.
+ *
+ * @param pos Vector buffer to store data in.
+ * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
+ * @noreturn
+ * @error Invalid Handle.
+ */
+native TR_GetEndPosition(Float:pos[3], Handle:hndl=INVALID_HANDLE);
+
+/**
+ * Returns the entity index that collided with the trace.
+ *
+ * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
+ * @return Entity index or -1 for no collision.
+ * @error Invalid Handle.
+ */
+native TR_GetEntityIndex(Handle:hndl=INVALID_HANDLE);
+
+/**
+ * Returns if there was any kind of collision along the trace ray.
+ *
+ * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
+ * @return True if any collision found, otherwise false.
+ * @error Invalid Handle.
+ */
+native bool:TR_DidHit(Handle:hndl=INVALID_HANDLE);
+
+/**
+ * Returns in which body hit group the trace collided if any.
+ *
+ * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
+ * @return Body hit group.
+ * @error Invalid Handle.
+ */
+native TR_GetHitGroup(Handle:hndl=INVALID_HANDLE);
+
+/**
+ * Find the normal vector to the collison plane of a trace.
+ *
+ * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
+ * @param normal Vector buffer to store the vector normal to the collision plane
+ * @noreturn
+ * @error Invalid Handle
+ */
+native TR_GetPlaneNormal(Handle:hndl, Float:normal[3]);
+
+/**
+ * Tests a point to see if it's outside any playable area
+ *
+ * @param pos Vector buffer to store data in.
+ * @return True if outside world, otherwise false.
+ */
+native TR_PointOutsideWorld(Float:pos[3]); \ No newline at end of file