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authoraura <nw@moneybot.cc>2026-02-17 23:42:09 +0100
committeraura <nw@moneybot.cc>2026-02-17 23:42:09 +0100
commit5e2eb7d67ae933b7566f1944d0bb7744da03d586 (patch)
tree054acff1113270a9cd07933df760f3768c1b6853 /sourcemod/scripting/include/sdktools_tempents.inc
parent341db13a008dc12bb22ceb50452d93d01476308c (diff)
move source stuff to its own folder
Diffstat (limited to 'sourcemod/scripting/include/sdktools_tempents.inc')
-rw-r--r--sourcemod/scripting/include/sdktools_tempents.inc232
1 files changed, 0 insertions, 232 deletions
diff --git a/sourcemod/scripting/include/sdktools_tempents.inc b/sourcemod/scripting/include/sdktools_tempents.inc
deleted file mode 100644
index 4da84e2..0000000
--- a/sourcemod/scripting/include/sdktools_tempents.inc
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@@ -1,232 +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 _sdktools_tempents_included
- #endinput
-#endif
-#define _sdktools_tempents_included
-
-/**
- * Called when a temp entity is going to be sent.
- *
- * @param te_name TE name.
- * @param Players Array containing target player indexes.
- * @param numClients Number of players in the array.
- * @param delay Delay in seconds to send the TE.
- * @return Plugin_Continue to allow the transmission of the TE, Plugin_Stop to block it.
- */
-typedef TEHook = function Action (const char[] te_name, const int[] Players, int numClients, float delay);
-
-/**
- * Hooks a temp entity.
- *
- * @param te_name TE name to hook.
- * @param hook Function to use as a hook.
- * @error Temp Entity name not available or invalid function hook.
- */
-native void AddTempEntHook(const char[] te_name, TEHook hook);
-
-/**
- * Removes a temp entity hook.
- *
- * @param te_name TE name to unhook.
- * @param hook Function used for the hook.
- * @error Temp Entity name not available or invalid function hook.
- */
-native void RemoveTempEntHook(const char[] te_name, TEHook hook);
-
-/**
- * Starts a temp entity transmission.
- *
- * @param te_name TE name.
- * @error Temp Entity name not available.
- */
-native void TE_Start(const char[] te_name);
-
-/**
- * Checks if a certain TE property exists.
- *
- * @param prop Property to use.
- * @return True if the property exists, otherwise false.
- */
-native bool TE_IsValidProp(const char[] prop);
-
-/**
- * Sets an integer value in the current temp entity.
- *
- * @param prop Property to use.
- * @param value Integer value to set.
- * @error Property not found.
- */
-native void TE_WriteNum(const char[] prop, int value);
-
-/**
- * Reads an integer value in the current temp entity.
- *
- * @param prop Property to use.
- * @return Property value.
- * @error Property not found.
- */
-native int TE_ReadNum(const char[] prop);
-
-/**
- * Sets a floating point number in the current temp entity.
- *
- * @param prop Property to use.
- * @param value Floating point number to set.
- * @error Property not found.
- */
-native void TE_WriteFloat(const char[] prop, float value);
-
-/**
- * Reads a floating point number in the current temp entity.
- *
- * @param prop Property to use.
- * @return Property value.
- * @error Property not found.
- */
-native float TE_ReadFloat(const char[] prop);
-
-/**
- * Sets a vector in the current temp entity.
- *
- * @param prop Property to use.
- * @param vector Vector to set.
- * @error Property not found.
- */
-native void TE_WriteVector(const char[] prop, const float vector[3]);
-
-/**
- * Reads a vector in the current temp entity.
- *
- * @param prop Property to use.
- * @param vector Vector to read.
- * @error Property not found.
- */
-native void TE_ReadVector(const char[] prop, float vector[3]);
-
-/**
- * Sets a QAngle in the current temp entity.
- *
- * @param prop Property to use.
- * @param angles Angles to set.
- * @error Property not found.
- */
-native void TE_WriteAngles(const char[] prop, const float angles[3]);
-
-/**
- * Sets an array of floats in the current temp entity.
- *
- * @param prop Property to use.
- * @param array Array of values to copy.
- * @param arraySize Number of values to copy.
- * @error Property not found.
- */
-native void TE_WriteFloatArray(const char[] prop, const float[] array, int arraySize);
-
-/**
- * Sends the current temp entity to one or more clients.
- *
- * @param clients Array containing player indexes to broadcast to.
- * @param numClients Number of players in the array.
- * @param delay Delay in seconds to send the TE.
- * @error Invalid client index or client not in game.
- */
-native void TE_Send(const int[] clients, int numClients, float delay=0.0);
-
-/**
- * Sets an encoded entity index in the current temp entity.
- * (This is usually used for m_nStartEntity and m_nEndEntity).
- *
- * @param prop Property to use.
- * @param value Value to set.
- * @error Property not found.
- */
-stock void TE_WriteEncodedEnt(const char[] prop, int value)
-{
- int encvalue = (value & 0x0FFF) | ((1 & 0xF)<<12);
- TE_WriteNum(prop, encvalue);
-}
-
-/**
- * Broadcasts the current temp entity to all clients.
- * @note See TE_Start().
- *
- * @param delay Delay in seconds to send the TE.
- */
-stock void TE_SendToAll(float delay=0.0)
-{
- int total = 0;
- int[] clients = new int[MaxClients];
- for (int i=1; i<=MaxClients; i++)
- {
- if (IsClientInGame(i))
- {
- clients[total++] = i;
- }
- }
- TE_Send(clients, total, delay);
-}
-
-/**
- * Sends the current TE to only a client.
- * @note See TE_Start().
- *
- * @param client Client to send to.
- * @param delay Delay in seconds to send the TE.
- * @error Invalid client index or client not in game.
- */
-stock void TE_SendToClient(int client, float delay=0.0)
-{
- int players[1];
-
- players[0] = client;
-
- TE_Send(players, 1, delay);
-}
-
-/**
- * Sends the current TE to all clients that are in
- * visible or audible range of the origin.
- * @note See TE_Start().
- * @note See GetClientsInRange()
- *
- * @param origin Coordinates from which to test range.
- * @param rangeType Range type to use for filtering clients.
- * @param delay Delay in seconds to send the TE.
- */
-stock void TE_SendToAllInRange(const float origin[3], ClientRangeType rangeType, float delay=0.0)
-{
- int[] clients = new int[MaxClients];
- int total = GetClientsInRange(origin, rangeType, clients, MaxClients);
- TE_Send(clients, total, delay);
-}