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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 _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);
-