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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/timers.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 _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);
+}
+