diff options
| author | aura <nw@moneybot.cc> | 2026-02-17 23:42:09 +0100 |
|---|---|---|
| committer | aura <nw@moneybot.cc> | 2026-02-17 23:42:09 +0100 |
| commit | 5e2eb7d67ae933b7566f1944d0bb7744da03d586 (patch) | |
| tree | 054acff1113270a9cd07933df760f3768c1b6853 /sourcemod-1.5-dev/scripting/include/timers.inc | |
| parent | 341db13a008dc12bb22ceb50452d93d01476308c (diff) | |
move source stuff to its own folder
Diffstat (limited to 'sourcemod-1.5-dev/scripting/include/timers.inc')
| -rw-r--r-- | sourcemod-1.5-dev/scripting/include/timers.inc | 211 |
1 files changed, 0 insertions, 211 deletions
diff --git a/sourcemod-1.5-dev/scripting/include/timers.inc b/sourcemod-1.5-dev/scripting/include/timers.inc deleted file mode 100644 index dbaeb14..0000000 --- a/sourcemod-1.5-dev/scripting/include/timers.inc +++ /dev/null @@ -1,211 +0,0 @@ -/** - * 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 _timers_included - #endinput -#endif -#define _timers_included - -#include <datapack> - -#define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */ -#define TIMER_FLAG_NO_MAPCHANGE (1<<1) /**< Timer will not carry over mapchanges */ -#define TIMER_HNDL_CLOSE (1<<9) /**< Deprecated define, replaced by below */ -#define TIMER_DATA_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its data when finished */ - -/** - * Any of the following prototypes will work for a timed function. - */ -funcenum Timer -{ - /** - * Called when the timer interval has elapsed. - * - * @param timer Handle to the timer object. - * @param hndl Handle passed to CreateTimer() when timer was created. - * @return Plugin_Stop to stop a repeating timer, any other value for - * default behavior. - */ - Action:public(Handle:timer, Handle:hndl), - - /** - * Called when the timer interval has elapsed. - * - * @param timer Handle to the timer object. - * @param data Data passed to CreateTimer() when timer was created. - * @return Plugin_Stop to stop a repeating timer, any other value for - * default behavior. - */ - Action:public(Handle:timer, any:data), - - /** - * Called when the timer interval has elapsed. - * - * @param timer Handle to the timer object. - * @return Plugin_Stop to stop a repeating timer, any other value for - * default behavior. - */ - Action:public(Handle:timer), -}; - -/** - * Creates a basic timer. Calling CloseHandle() on a timer will end the timer. - * - * @param interval Interval from the current game time to execute the given function. - * @param func Function to execute once the given interval has elapsed. - * @param data Handle or value to pass through to the timer callback function. - * @param flags Flags to set (such as repeatability or auto-Handle closing). - * @return Handle to the timer object. You do not need to call CloseHandle(). - * If the timer could not be created, INVALID_HANDLE will be returned. - */ -native Handle:CreateTimer(Float:interval, Timer:func, any:data=INVALID_HANDLE, flags=0); - -/** - * Kills a timer. Use this instead of CloseHandle() if you need more options. - * - * @param timer Timer Handle to kill. - * @param autoClose If autoClose is true, the data that was passed to CreateTimer() will - * be closed as a handle if TIMER_DATA_HNDL_CLOSE was not specified. - * @noreturn - */ -native KillTimer(Handle:timer, bool:autoClose=false); - -/** - * Manually triggers a timer so its function will be called. - * - * @param timer Timer Handle to trigger. - * @param reset If reset is true, the elapsed time counter is reset - * so the full interval must pass again. - * @noreturn - */ -native TriggerTimer(Handle:timer, bool:reset=false); - -/** - * Returns the simulated game time. - * - * This time is internally maintained by SourceMod and is based on the game - * tick count and tick rate. Unlike GetGameTime(), it will increment past - * map changes and while no players are connected. Unlike GetEngineTime(), - * it will not increment based on the system clock (i.e. it is still bound - * to the ticking process). - * - * @return Time based on the game tick count. - */ -native Float:GetTickedTime(); - -/** - * Returns an estimate of the time left before the map ends. If the server - * has not processed any frames yet (i.e. no players have joined the map yet), - * then the time left returned will always be infinite. - * - * @param timeleft Variable to store the time, in seconds. If the - * value is less than 0, the time limit is infinite. - * @return True if the operation is supported, false otherwise. - */ -native bool:GetMapTimeLeft(&timeleft); - -/** - * Retrieves the current map time limit. If the server has not processed any - * frames yet (i.e. no players have joined the map yet), then the time limit - * returned will always be 0. - * - * @param time Set to the number of total seconds in the map time - * limit, or 0 if there is no time limit set. - * @return True on success, false if operation is not supported. - */ -native bool:GetMapTimeLimit(&time); - -/** - * Extends the map time limit in a way that will notify all plugins. - * - * @param time Number of seconds to extend map time limit by. - * The number can be negative to decrease the time limit. - * If 0, the map will be set to have no time limit. - * @return True on success, false if operation is not supported. - */ -native bool:ExtendMapTimeLimit(time); - -/** - * Returns the number of seconds in between game server ticks. - * - * Note: A tick, in this context, is a frame. - * - * @return Number of seconds in between ticks. - */ -native Float:GetTickInterval(); - -/** - * Notification that the map's time left has changed via a change in the time - * limit or a change in the game rules (such as mp_restartgame). This is useful - * for plugins trying to create timers based on the time left in the map. - * - * Calling ExtendMapTimeLimit() from here, without proper precaution, will - * cause infinite recursion. - * - * If the operation is not supported, this will never be called. - - * If the server has not yet processed any frames (i.e. no players have joined - * the map yet), then this will be called once the server begins ticking, even - * if there is no time limit set. - */ -forward OnMapTimeLeftChanged(); - -/** - * Returns whether or not the server is processing frames or not. - * - * The server does not process frames until at least one client joins the game. - * Once the first player has in, even if that player, leaves, the server's - * timers and entities will work. - * - * @return True if the server is ticking, false otherwise. - */ -native bool:IsServerProcessing(); - -/** - * Creates a timer associated with a new datapack, and returns the datapack. - * @note The datapack is automatically freed when the timer ends. - * @note The position of the datapack is not reset or changed for the timer function. - * - * @param interval Interval from the current game time to execute the given function. - * @param func Function to execute once the given interval has elapsed. - * @param datapack The newly created datapack is passed though this by-reference - * parameter to the timer callback function. - * @param flags Timer flags. - * @return Handle to the timer object. You do not need to call CloseHandle(). - */ -stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:datapack, flags=0) -{ - datapack = CreateDataPack(); - flags |= TIMER_DATA_HNDL_CLOSE; - return CreateTimer(interval, func, datapack, flags); -} - |
