diff options
Diffstat (limited to 'sourcemod-1.5-dev/scripting/include/sdktools_gamerules.inc')
| -rw-r--r-- | sourcemod-1.5-dev/scripting/include/sdktools_gamerules.inc | 202 |
1 files changed, 0 insertions, 202 deletions
diff --git a/sourcemod-1.5-dev/scripting/include/sdktools_gamerules.inc b/sourcemod-1.5-dev/scripting/include/sdktools_gamerules.inc deleted file mode 100644 index 6a5f7ba..0000000 --- a/sourcemod-1.5-dev/scripting/include/sdktools_gamerules.inc +++ /dev/null @@ -1,202 +0,0 @@ -/** - * vim: set ts=4 : - * ============================================================================= - * SourceMod (C)2004-2011 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_gamerules_included - #endinput -#endif -#define _sdktools_gamerules_included - -enum RoundState { - // initialize the game, create teams - RoundState_Init, - - //Before players have joined the game. Periodically checks to see if enough players are ready - //to start a game. Also reverts to this when there are no active players - RoundState_Pregame, - - //The game is about to start, wait a bit and spawn everyone - RoundState_StartGame, - - //All players are respawned, frozen in place - RoundState_Preround, - - //Round is on, playing normally - RoundState_RoundRunning, - - //Someone has won the round - RoundState_TeamWin, - - //Noone has won, manually restart the game, reset scores - RoundState_Restart, - - //Noone has won, restart the game - RoundState_Stalemate, - - //Game is over, showing the scoreboard etc - RoundState_GameOver, - - //Game is over, doing bonus round stuff - RoundState_Bonus, - - //Between rounds - RoundState_BetweenRounds, -}; - -/** - * Retrieves an integer value from a property of the gamerules entity. - * - * @param prop Property name. - * @param size Number of bytes to read (valid values are 1, 2, or 4). - * This value is auto-detected, and the size parameter is - * only used as a fallback in case detection fails. - * @param element Element # (starting from 0) if property is an array. - * @return Value at the given property offset. - * @error Not supported. - */ -native GameRules_GetProp(const String:prop[], size=4, element=0); - -/** - * Sets an integer value for a property of the gamerules entity. - * - * @param prop Property name. - * @param value Value to set. - * @param size Number of bytes to write (valid values are 1, 2, or 4). - * This value is auto-detected, and the size parameter is - * only used as a fallback in case detection fails. - * @param element Element # (starting from 0) if property is an array. - * @param changeState If true, change will be sent over the network. - * @error Not supported. - * @noreturn - */ -native GameRules_SetProp(const String:prop[], any:value, size=4, element=0, bool:changeState=false); - -/** - * Retrieves a float value from a property of the gamerules entity. - * - * @param prop Property name. - * @param element Element # (starting from 0) if property is an array. - * @return Value at the given property offset. - * @error Not supported. - */ -native Float:GameRules_GetPropFloat(const String:prop[], element=0); - -/** - * Sets a float value for a property of the gamerules entity. - * - * @param prop Property name. - * @param value Value to set. - * @param element Element # (starting from 0) if property is an array. - * @param changeState If true, change will be sent over the network. - * @noreturn - * @error Not supported. - */ -native GameRules_SetPropFloat(const String:prop[], Float:value, element=0, bool:changeState=false); - -/** - * Retrieves a entity index from a property of the gamerules entity. - * - * @param prop Property name. - * @param element Element # (starting from 0) if property is an array. - * @return Entity index at the given property. - * If there is no entity, or the entity is not valid, - * then -1 is returned. - * @error Not supported. - */ -native GameRules_GetPropEnt(const String:prop[], element=0); - -/** - * Sets an entity index for a property of the gamerules entity. - * - * @param prop Property name. - * @param other Entity index to set, or -1 to unset. - * @param element Element # (starting from 0) if property is an array. - * @param changeState If true, change will be sent over the network. - * @noreturn - * @error Not supported. - */ -native GameRules_SetPropEnt(const String:prop[], other, element=0, bool:changeState=false); - -/** - * Retrieves a vector of floats from the gamerules entity, given a named network property. - * - * @param prop Property name. - * @param vec Vector buffer to store data in. - * @param element Element # (starting from 0) if property is an array. - * @noreturn - * @error Not supported. - */ -native GameRules_GetPropVector(const String:prop[], Float:vec[3], element=0); - -/** - * Sets a vector of floats in the gamerules entity, given a named network property. - * - * @param prop Property name. - * @param vec Vector to set. - * @param element Element # (starting from 0) if property is an array. - * @param changeState If true, change will be sent over the network. - * @noreturn - * @error Not supported. - */ -native GameRules_SetPropVector(const String:prop[], const Float:vec[3], element=0, bool:changeState=false); - -/** - * Gets a gamerules property as a string. - * - * @param prop Property to use. - * @param buffer Destination string buffer. - * @param maxlen Maximum length of output string buffer. - * @return Number of non-null bytes written. - * @error Not supported. - */ -native GameRules_GetPropString(const String:prop[], String:buffer[], maxlen); - -/** - * Sets a gamerules property as a string. - * - * @param prop Property to use. - * @param buffer String to set. - * @param changeState If true, change will be sent over the network. - * @return Number of non-null bytes written. - * @error Not supported. - */ -native GameRules_SetPropString(const String:prop[], const String:buffer[], bool:changeState=false); - -/** - * Gets the current round state. - * - * @return Round state. - * @error Game doesn't support round state. - */ -stock RoundState:GameRules_GetRoundState() -{ - return RoundState:GameRules_GetProp("m_iRoundState"); -} |
