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Diffstat (limited to 'sourcemod-1.5-dev/scripting/include/halflife.inc')
| -rw-r--r-- | sourcemod-1.5-dev/scripting/include/halflife.inc | 625 |
1 files changed, 0 insertions, 625 deletions
diff --git a/sourcemod-1.5-dev/scripting/include/halflife.inc b/sourcemod-1.5-dev/scripting/include/halflife.inc deleted file mode 100644 index c734e90..0000000 --- a/sourcemod-1.5-dev/scripting/include/halflife.inc +++ /dev/null @@ -1,625 +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 _halflife_included - #endinput -#endif -#define _halflife_included - -#define SOURCE_SDK_UNKNOWN 0 /**< Could not determine the engine version */ -#define SOURCE_SDK_ORIGINAL 10 /**< Original Source engine (still used by "The Ship") */ -#define SOURCE_SDK_DARKMESSIAH 15 /**< Modified version of original engine used by Dark Messiah (no SDK) */ -#define SOURCE_SDK_EPISODE1 20 /**< SDK+Engine released after Episode 1 */ -#define SOURCE_SDK_EPISODE2 30 /**< SDK+Engine released after Episode 2/Orange Box */ -#define SOURCE_SDK_BLOODYGOODTIME 32 /**< Modified version of ep2 engine used by Bloody Good Time (no SDK) */ -#define SOURCE_SDK_EYE 33 /**< Modified version of ep2 engine used by E.Y.E Divine Cybermancy (no SDK) */ -#define SOURCE_SDK_CSS 34 /**< Sometime-older version of Source 2009 SDK+Engine, used for Counter-Strike: Source */ -#define SOURCE_SDK_EPISODE2VALVE 35 /**< SDK+Engine released after Episode 2/Orange Box, "Source 2009" or "Source MP" */ -#define SOURCE_SDK_LEFT4DEAD 40 /**< Engine released after Left 4 Dead (no SDK yet) */ -#define SOURCE_SDK_LEFT4DEAD2 50 /**< Engine released after Left 4 Dead 2 (no SDK yet) */ -#define SOURCE_SDK_ALIENSWARM 60 /**< SDK+Engine released after Alien Swarm */ -#define SOURCE_SDK_CSGO 80 /**< Engine released after CS:GO (no SDK yet) */ -#define SOURCE_SDK_DOTA 90 /**< Engine released after Dota 2 (no SDK) */ - -#define MOTDPANEL_TYPE_TEXT 0 /**< Treat msg as plain text */ -#define MOTDPANEL_TYPE_INDEX 1 /**< Msg is auto determined by the engine */ -#define MOTDPANEL_TYPE_URL 2 /**< Treat msg as an URL link */ -#define MOTDPANEL_TYPE_FILE 3 /**< Treat msg as a filename to be openned */ - -enum DialogType -{ - DialogType_Msg = 0, /**< just an on screen message */ - DialogType_Menu, /**< an options menu */ - DialogType_Text, /**< a richtext dialog */ - DialogType_Entry, /**< an entry box */ - DialogType_AskConnect /**< ask the client to connect to a specified IP */ -}; - -enum EngineVersion -{ - Engine_Unknown, /**< Could not determine the engine version */ - Engine_Original, /**< Original Source Engine (used by The Ship) */ - Engine_SourceSDK2006, /**< Episode 1 Source Engine (second major SDK) */ - Engine_SourceSDK2007, /**< Orange Box Source Engine (third major SDK) */ - Engine_Left4Dead, /**< Left 4 Dead */ - Engine_DarkMessiah, /**< Dark Messiah Multiplayer (based on original engine) */ - Engine_Left4Dead2 = 7, /**< Left 4 Dead 2 */ - Engine_AlienSwarm, /**< Alien Swarm (and Alien Swarm SDK) */ - Engine_BloodyGoodTime, /**< Bloody Good Time */ - Engine_EYE, /**< E.Y.E Divine Cybermancy */ - Engine_Portal2, /**< Portal 2 */ - Engine_CSGO, /**< Counter-Strike: Global Offensive */ - Engine_CSS, /**< Counter-Strike: Source */ - Engine_DOTA, /**< Dota 2 */ - Engine_HL2DM, /**< Half-Life 2 Deathmatch */ - Engine_DODS, /**< Day of Defeat: Source */ - Engine_TF2, /**< Team Fortress 2 */ - Engine_NuclearDawn, /**< Nuclear Dawn */ - Engine_SDK2013, /**< Source SDK 2013 */ - Engine_Blade, /**< Blade Symphony */ - Engine_Insurgency, /**< Insurgency (2013 Retail version)*/ - Engine_Contagion, /**< Contagion */ -}; - -#define INVALID_ENT_REFERENCE 0xFFFFFFFF - -/** - * Logs a generic message to the HL2 logs. - * - * @param format String format. - * @param ... Format arguments. - * @noreturn - */ -native LogToGame(const String:format[], any:...); - -/** - * Sets the seed value for the global Half-Life 2 Random Stream. - * - * @param seed Seed value. - * @noreturn - */ -native SetRandomSeed(seed); - -/** - * Returns a random floating point number from the Half-Life 2 Random Stream. - * - * @param fMin Minimum random bound. - * @param fMax Maximum random bound. - * @return A random number between (inclusive) fMin and fMax. - */ -native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0); - -/** - * Returns a random number from the Half-Life 2 Random Stream. - * - * @param nmin Minimum random bound. - * @param nmax Maximum random bound. - * @return A random number between (inclusive) nmin and nmax. - */ -native GetRandomInt(nmin, nmax); - -/** - * Returns whether a map is valid or not. - * - * @param map Map name, excluding .bsp extension. - * @return True if valid, false otherwise. - */ -native bool:IsMapValid(const String:map[]); - -/** - * Returns whether the server is dedicated. - * - * @return True if dedicated, false otherwise. - */ -native bool:IsDedicatedServer(); - -/** - * Returns a high-precision time value for profiling the engine. - * - * @return A floating point time value. - */ -native Float:GetEngineTime(); - -/** - * Returns the game time based on the game tick. - * - * @return Game tick time. - */ -native Float:GetGameTime(); - -/** - * Returns the game's internal tick count. - * - * @return Game tick count. - */ -native GetGameTickCount(); - -/** - * Returns the game description from the mod. - * - * @param buffer Buffer to store the description. - * @param maxlength Maximum size of the buffer. - * @param original If true, retrieves the original game description, - * ignoring any potential hooks from plugins. - * @return Number of bytes written to the buffer (UTF-8 safe). - */ -native GetGameDescription(String:buffer[], maxlength, bool:original=false); - -/** - * Returns the name of the game's directory. - * - * @param buffer Buffer to store the directory name. - * @param maxlength Maximum size of the buffer. - * - * return Number of bytes written to the buffer (UTF-8 safe). - */ -native GetGameFolderName(String:buffer[], maxlength); - -/** - * Returns the current map name. - * - * @param buffer Buffer to store map name. - * @param maxlength Maximum length of buffer. - * @return Number of bytes written (UTF-8 safe). - */ -native GetCurrentMap(String:buffer[], maxlength); - -/** - * Precaches a given model. - * - * @param model Name of the model to precache. - * @param preload If preload is true the file will be precached before level startup. - * @return Returns the model index, 0 for error. - */ -native PrecacheModel(const String:model[], bool:preload=false); - -/** - * Precaches a given sentence file. - * - * @param file Name of the sentence file to precache. - * @param preload If preload is true the file will be precached before level startup. - * @return Returns a sentence file index. - */ -native PrecacheSentenceFile(const String:file[], bool:preload=false); - -/** - * Precaches a given decal. - * - * @param decal Name of the decal to precache. - * @param preload If preload is true the file will be precached before level startup. - * @return Returns a decal index. - */ -native PrecacheDecal(const String:decal[], bool:preload=false); - -/** - * Precaches a given generic file. - * - * @param generic Name of the generic file to precache. - * @param preload If preload is true the file will be precached before level startup. - * @return Returns a generic file index. - */ -native PrecacheGeneric(const String:generic[], bool:preload=false); - -/** - * Returns if a given model is precached. - * - * @param model Name of the model to check. - * @return True if precached, false otherwise. - */ -native bool:IsModelPrecached(const String:model[]); - -/** - * Returns if a given decal is precached. - * - * @param decal Name of the decal to check. - * @return True if precached, false otherwise. - */ -native bool:IsDecalPrecached(const String:decal[]); - -/** - * Returns if a given generic file is precached. - * - * @param generic Name of the generic file to check. - * @return True if precached, false otherwise. - */ -native bool:IsGenericPrecached(const String:generic[]); - -/** - * Precaches a given sound. - * - * @param sound Name of the sound to precache. - * @param preload If preload is true the file will be precached before level startup. - * @return True if successfully precached, false otherwise. - */ -native bool:PrecacheSound(const String:sound[], bool:preload=false); - -/** - * Returns if a given sound is precached. - * - * @param sound Name of the sound to check. - * @return True if precached, false otherwise. - */ -native bool:IsSoundPrecached(const String:sound[]); - -/** - * Creates different types of ingame messages. - * - * @param client Index of the client. - * @param kv KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information). - * @param type Message type to display ingame. - * @noreturn - * @error Invalid client index, or client not connected. - */ -native CreateDialog(client, Handle:kv, DialogType:type); - -/** - * Guesses the SDK version a mod was compiled against. If nothing - * specific is known about the game, the engine version is used instead. - * - * The return values are guaranteed to increase chronologically (that is, - * a later release will have a higher value). - * - * @return SOURCE_SDK version code. - */ -#pragma deprecated See GetEngineVersion() -native GuessSDKVersion(); - -/** - * Gets the engine version that the currently-loaded SM core was compiled against. - * - * The engine version values are not guaranteed to be in any particular order, - * and should only be compared by (in)equality. - * - * @return An EngineVersion value. - */ -native EngineVersion:GetEngineVersion(); - -/** - * Prints a message to a specific client in the chat area. - * - * @param client Client index. - * @param format Formatting rules. - * @param ... Variable number of format parameters. - * @noreturn - * @error If the client is not connected an error will be thrown. - */ -native PrintToChat(client, const String:format[], any:...); - -/** - * Prints a message to all clients in the chat area. - * - * @param format Formatting rules. - * @param ... Variable number of format parameters. - * @noreturn - */ -stock PrintToChatAll(const String:format[], any:...) -{ - decl String:buffer[192]; - - for (new i = 1; i <= MaxClients; i++) - { - if (IsClientInGame(i)) - { - SetGlobalTransTarget(i); - VFormat(buffer, sizeof(buffer), format, 2); - PrintToChat(i, "%s", buffer); - } - } -} - -/** - * Prints a message to a specific client in the center of the screen. - * - * @param client Client index. - * @param format Formatting rules. - * @param ... Variable number of format parameters. - * @noreturn - * @error If the client is not connected an error will be thrown. - */ -native PrintCenterText(client, const String:format[], any:...); - -/** - * Prints a message to all clients in the center of the screen. - * - * @param format Formatting rules. - * @param ... Variable number of format parameters. - * @noreturn - */ -stock PrintCenterTextAll(const String:format[], any:...) -{ - decl String:buffer[192]; - - for (new i = 1; i <= MaxClients; i++) - { - if (IsClientInGame(i)) - { - SetGlobalTransTarget(i); - VFormat(buffer, sizeof(buffer), format, 2); - PrintCenterText(i, "%s", buffer); - } - } -} - -/** - * Prints a message to a specific client with a hint box. - * - * @param client Client index. - * @param format Formatting rules. - * @param ... Variable number of format parameters. - * @noreturn - * @error If the client is not connected an error will be thrown. - */ -native PrintHintText(client, const String:format[], any:...); - -/** - * Prints a message to all clients with a hint box. - * - * @param format Formatting rules. - * @param ... Variable number of format parameters. - * @noreturn - */ -stock PrintHintTextToAll(const String:format[], any:...) -{ - decl String:buffer[192]; - - for (new i = 1; i <= MaxClients; i++) - { - if (IsClientInGame(i)) - { - SetGlobalTransTarget(i); - VFormat(buffer, sizeof(buffer), format, 2); - PrintHintText(i, "%s", buffer); - } - } -} - -/** - * Shows a VGUI panel to a specific client. - * - * @param client Client index. - * @param name Panel type name (Check viewport_panel_names.h to see a list of - * some panel names). - * @param Kv KeyValues handle with all the data for the panel setup (Depends - * on the panel type and may be unused). - * @param show True to show the panel, or false to remove it from the client screen. - * @noreturn - * @error If the client is not connected an error will be thrown. - */ -native ShowVGUIPanel(client, const String:name[], Handle:Kv=INVALID_HANDLE, bool:show=true); - -/** - * Creates a HUD synchronization object. This object is used to automatically assign and - * re-use channels for a set of messages. - * - * The HUD has a hardcoded number of channels (usually 6) for displaying - * text. You can use any channel for any area of the screen. Text on - * different channels can overlap, but text on the same channel will - * erase the old text first. This overlapping and overwriting gets problematic. - * - * A HUD synchronization object automatically selects channels for you based on - * the following heuristics: - * - If channel X was last used by the object, and hasn't been modified again, - * channel X gets re-used. - * - Otherwise, a new channel is chosen based on the least-recently-used channel. - * - * This ensures that if you display text on a sync object, that the previous text - * displayed on it will always be cleared first. This is because your new text - * will either overwrite the old text on the same channel, or because another - * channel has already erased your text. - * - * Note that messages can still overlap if they are on different synchronization - * objects, or they are displayed to manual channels. - * - * These are particularly useful for displaying repeating or refreshing HUD text, in - * addition to displaying multiple message sets in one area of the screen (for example, - * center-say messages that may pop up randomly that you don't want to overlap each - * other). - * - * @return New HUD synchronization object. - * The Handle can be closed with CloseHandle(). - * If HUD text is not supported on this mod, then - * INVALID_HANDLE is returned. - */ -native Handle:CreateHudSynchronizer(); - -/** - * Sets the HUD parameters for drawing text. These parameters are stored - * globally, although nothing other than this function and SetHudTextParamsEx - * modify them. - * - * You must call this function before drawing text. If you are drawing - * text to multiple clients, you can set the parameters once, since - * they won't be modified. However, as soon as you pass control back - * to other plugins, you must reset the parameters next time you draw. - * - * @param x x coordinate, from 0 to 1. -1.0 is the center. - * @param y y coordinate, from 0 to 1. -1.0 is the center. - * @param holdTime Number of seconds to hold the text. - * @param r Red color value. - * @param g Green color value. - * @param b Blue color value. - * @param a Alpha transparency value. - * @param effect 0/1 causes the text to fade in and fade out. - * 2 causes the text to flash[?]. - * @param fxTime Duration of chosen effect (may not apply to all effects). - * @param fadeIn Number of seconds to spend fading in. - * @param fadeOut Number of seconds to spend fading out. - * @noreturn - */ -native SetHudTextParams(Float:x, Float:y, Float:holdTime, r, g, b, a, effect = 0, - Float:fxTime=6.0, Float:fadeIn=0.1, Float:fadeOut=0.2); - -/** - * Sets the HUD parameters for drawing text. These parameters are stored - * globally, although nothing other than this function and SetHudTextParams - * modify them. - * - * This is the same as SetHudTextParams(), except it lets you set the alternate - * color for when effects require it. - * - * @param x x coordinate, from 0 to 1. -1.0 is the center. - * @param y y coordinate, from 0 to 1. -1.0 is the center. - * @param holdTime Number of seconds to hold the text. - * @param color1 First color set, array values being [red, green, blue, alpha] - * @param color2 Second color set, array values being [red, green, blue, alpha] - * @param effect 0/1 causes the text to fade in and fade out. - * 2 causes the text to flash[?]. - * @param fxTime Duration of chosen effect (may not apply to all effects). - * @param fadeIn Number of seconds to spend fading in. - * @param fadeOut Number of seconds to spend fading out. - * @noreturn - */ -native SetHudTextParamsEx(Float:x, Float:y, Float:holdTime, color1[4], - color2[4]={255,255,255,0}, effect = 0, Float:fxTime=6.0, - Float:fadeIn=0.1, Float:fadeOut=0.2); - -/** - * Shows a synchronized HUD message to a client. - * - * As of this writing, only TF, HL2MP, and SourceForts support HUD Text. - * - * @param client Client index to send the message to. - * @param sync Synchronization object. - * @param message Message text or formatting rules. - * @param ... Message formatting parameters. - * @return -1 on failure, anything else on success. - * This function fails if the mod does not support it. - * @error Client not in-game, or sync object not valid. - */ -native ShowSyncHudText(client, Handle:sync, const String:message[], any:...); - -/** - * Clears the text on a synchronized HUD channel. - * - * This is not the same as sending "" because it guarantees that it won't - * overwrite text on another channel. For example, consider the scenario: - * - * 1. Your synchronized message goes to channel 3. - * 2. Someone else's non-synchronized message goes to channel 3. - * - * If you were to simply send "" on your synchronized message, - * then someone else's text could be overwritten. - * - * @param client Client index to send the message to. - * @param sync Synchronization object. - * @noreturn - * @error Client not in-game, or sync object not valid. - */ -native ClearSyncHud(client, Handle:sync); - -/** - * Shows a HUD message to a client on the given channel. - * - * As of this writing, only TF, HL2MP, and SourceForts support HUD Text. - * - * @param client Client index to send the message to. - * @param channel A channel number. - * If -1, then a channel will automatically be selected - * based on the least-recently-used channel. If the - * channel is any other number, it will be modulo'd with - * the channel count to get a final channel number. - * @param message Message text or formatting rules. - * @param ... Message formatting parameters. - * @return -1 on failure (lack of mod support). - * Any other return value is the channel number that was - * used to render the text. - */ -native ShowHudText(client, channel, const String:message[], any:...); - -/** - * Shows a MOTD panel to a specific client. - * - * @param client Client index. - * @param title Title of the panel (printed on the top border of the window). - * @param msg Contents of the panel, it can be treated as an url, filename or plain text - * depending on the type parameter (WARNING: msg has to be 192 bytes maximum!) - * @param type Determines the way to treat the message body of the panel. - * @noreturn - * @error If the client is not connected an error will be thrown. - */ -stock ShowMOTDPanel(client, const String:title[], const String:msg[], type=MOTDPANEL_TYPE_INDEX) -{ - decl String:num[3]; - new Handle:Kv = CreateKeyValues("data"); - IntToString(type, num, sizeof(num)); - - KvSetString(Kv, "title", title); - KvSetString(Kv, "type", num); - KvSetString(Kv, "msg", msg); - ShowVGUIPanel(client, "info", Kv); - CloseHandle(Kv); -} - -/** - * Displays a panel asking the client to connect to a specified IP. - * - * @param client Client index. - * @param time Duration to hold the panel on the client's screen. - * @param ip Destination IP. - * @param password Password to connect to the destination IP. The client will be able to see this. - * @noreturn - */ -stock DisplayAskConnectBox(client, Float:time, const String:ip[], const String:password[] = "") -{ - decl String:destination[288]; - FormatEx(destination, sizeof(destination), "%s/%s", ip, password); - new Handle:Kv = CreateKeyValues("data"); - KvSetFloat(Kv, "time", time); - KvSetString(Kv, "title", destination); - CreateDialog(client, Kv, DialogType_AskConnect); - CloseHandle(Kv); -} - -/** - * Converts an entity index into a serial encoded entity reference. - * - * @param entity Entity index. - * @return Entity reference. - */ -native EntIndexToEntRef(entity); - -/** - * Retrieves the entity index from a reference. - * - * @param ref Entity reference. - * @return Entity index. - */ -native EntRefToEntIndex(ref); - -/** - * Converts a reference into a backwards compatible version. - * - * @param ref Entity reference. - * @return Bcompat reference. - */ -native MakeCompatEntRef(ref); - |
