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Diffstat (limited to 'sourcemod-1.5-dev/scripting/include/sdktools_trace.inc')
| -rw-r--r-- | sourcemod-1.5-dev/scripting/include/sdktools_trace.inc | 374 |
1 files changed, 0 insertions, 374 deletions
diff --git a/sourcemod-1.5-dev/scripting/include/sdktools_trace.inc b/sourcemod-1.5-dev/scripting/include/sdktools_trace.inc deleted file mode 100644 index 845a566..0000000 --- a/sourcemod-1.5-dev/scripting/include/sdktools_trace.inc +++ /dev/null @@ -1,374 +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_trace_included - #endinput -#endif -#define _sdktools_trace_included - -#define CONTENTS_EMPTY 0 /**< No contents. */ -#define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */ -#define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */ -#define CONTENTS_AUX 0x4 -#define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */ -#define CONTENTS_SLIME 0x10 -#define CONTENTS_WATER 0x20 -#define CONTENTS_MIST 0x40 -#define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */ -#define LAST_VISIBLE_CONTENTS 0x80 -#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1)) -#define CONTENTS_TESTFOGVOLUME 0x100 -#define CONTENTS_UNUSED5 0x200 -#define CONTENTS_UNUSED6 0x4000 -#define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */ -#define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */ -#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */ -#define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */ -#define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */ -#define CONTENTS_PLAYERCLIP 0x10000 -#define CONTENTS_MONSTERCLIP 0x20000 - -/** - * @section currents can be added to any other contents, and may be mixed - */ -#define CONTENTS_CURRENT_0 0x40000 -#define CONTENTS_CURRENT_90 0x80000 -#define CONTENTS_CURRENT_180 0x100000 -#define CONTENTS_CURRENT_270 0x200000 -#define CONTENTS_CURRENT_UP 0x400000 -#define CONTENTS_CURRENT_DOWN 0x800000 - -/** - * @endsection - */ - -#define CONTENTS_ORIGIN 0x1000000 /**< removed before bsping an entity. */ -#define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */ -#define CONTENTS_DEBRIS 0x4000000 -#define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */ -#define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */ -#define CONTENTS_LADDER 0x20000000 -#define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */ - -/** - * @section Trace masks. - */ -#define MASK_ALL (0xFFFFFFFF) -#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */ -#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */ -#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */ -#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */ -#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */ -#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */ -#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */ -#define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players, but with monsters added. */ -#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */ -#define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE) /**< non-raycasted weapons see this as solid (includes grates) */ -#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */ -#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */ -#define MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE) /**< everything normally solid for player movement, except monsters (world+brush only) */ -#define MASK_NPCSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< everything normally solid for npc movement, except monsters (world+brush only) */ -#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */ -#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */ - -/** - * @endsection - */ - -enum RayType -{ - RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */ - RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */ -}; - -funcenum TraceEntityFilter -{ - /** - * Called on entity filtering. - * - * @param entity Entity index. - * @param contentsMask Contents Mask. - * @return True to allow the current entity to be hit, otherwise false. - */ - bool:public(entity, contentsMask), - - /** - * Called on entity filtering. - * - * @param entity Entity index. - * @param contentsMask Contents Mask. - * @param data Data value, if used. - * @return True to allow the current entity to be hit, otherwise false. - */ - bool:public(entity, contentsMask, any:data), -}; - -/** - * Get the contents mask and the entity index at the given position. - * - * @param pos World position to test. - * @param entindex Entity index found at the given position (by reference). - * @return Contents mask. - */ -native TR_GetPointContents(const Float:pos[3], &entindex=-1); - -/** - * Get the point contents testing only the given entity index. - * - * @param entindex Entity index to test. - * @param pos World position. - * @return Contents mask. - */ -native TR_GetPointContentsEnt(entindex, const Float:pos[3]); - -/** - * Starts up a new trace ray using a global trace result. - * - * @param pos Starting position of the ray. - * @param vec Depending on RayType, it will be used as the - * ending point, or the direction angle. - * @param flags Trace flags. - * @param rtype Method to calculate the ray direction. - * @noreturn - */ -native TR_TraceRay(const Float:pos[3], - const Float:vec[3], - flags, - RayType:rtype); - -/** - * Starts up a new trace hull using a global trace result. - * - * @param pos Starting position of the ray. - * @param vec Ending position of the ray. - * @param mins Hull minimum size. - * @param maxs Hull maximum size. - * @param flags Trace flags. - * @noreturn - */ -native TR_TraceHull(const Float:pos[3], - const Float:vec[3], - const Float:mins[3], - const Float:maxs[3], - flags); - -/** - * Starts up a new trace ray using a global trace result and a customized - * trace ray filter. - * - * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter - * function is currently not allowed and may not work. - * - * @param pos Starting position of the ray. - * @param vec Depending on RayType, it will be used as the ending - * point, or the direction angle. - * @param flags Trace flags. - * @param rtype Method to calculate the ray direction. - * @param filter Function to use as a filter. - * @param data Arbitrary data value to pass through to the filter - * function. - * @noreturn - */ -native TR_TraceRayFilter(const Float:pos[3], - const Float:vec[3], - flags, - RayType:rtype, - TraceEntityFilter:filter, - any:data=0); - -/** - * Starts up a new trace hull using a global trace result and a customized - * trace ray filter. - * - * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter - * function is currently not allowed and may not work. - * - * @param pos Starting position of the ray. - * @param vec Depending on RayType, it will be used as the ending - * point, or the direction angle. - * @param mins Hull minimum size. - * @param maxs Hull maximum size. - * @param flags Trace flags. - * @param filter Function to use as a filter. - * @param data Arbitrary data value to pass through to the filter - * function. - * @noreturn - */ -native TR_TraceHullFilter(const Float:pos[3], - const Float:vec[3], - const Float:mins[3], - const Float:maxs[3], - flags, - TraceEntityFilter:filter, - any:data=0); - -/** - * Starts up a new trace ray using a new trace result. - * - * @param pos Starting position of the ray. - * @param vec Depending on RayType, it will be used as the ending - * point, or the direction angle. - * @param flags Trace flags. - * @param rtype Method to calculate the ray direction. - * @return Ray trace handle, which must be closed via CloseHandle(). - */ -native Handle:TR_TraceRayEx(const Float:pos[3], - const Float:vec[3], - flags, - RayType:rtype); - -/** - * Starts up a new trace hull using a new trace result. - * - * @param pos Starting position of the ray. - * @param vec Ending position of the ray. - * @param mins Hull minimum size. - * @param maxs Hull maximum size. - * @param flags Trace flags. - * @return Ray trace handle, which must be closed via CloseHandle(). - */ -native Handle:TR_TraceHullEx(const Float:pos[3], - const Float:vec[3], - const Float:mins[3], - const Float:maxs[3], - flags); - -/** - * Starts up a new trace ray using a new trace result and a customized - * trace ray filter. - * - * Calling TR_Trace*Filter or TR_TraceRay*Ex from inside a filter - * function is currently not allowed and may not work. - * - * @param pos Starting position of the ray. - * @param vec Depending on RayType, it will be used as the ending - * point, or the direction angle. - * @param flags Trace flags. - * @param rtype Method to calculate the ray direction. - * @param filter Function to use as a filter. - * @param data Arbitrary data value to pass through to the filter function. - * @return Ray trace handle, which must be closed via CloseHandle(). - */ -native Handle:TR_TraceRayFilterEx(const Float:pos[3], - const Float:vec[3], - flags, - RayType:rtype, - TraceEntityFilter:filter, - any:data=0); - -/** - * Starts up a new trace hull using a new trace result and a customized - * trace ray filter. - * - * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter - * function is currently not allowed and may not work. - * - * @param pos Starting position of the ray. - * @param vec Ending position of the ray. - * @param mins Hull minimum size. - * @param maxs Hull maximum size. - * @param flags Trace flags. - * @param filter Function to use as a filter. - * @param data Arbitrary data value to pass through to the filter function. - * @return Ray trace handle, which must be closed via CloseHandle(). - */ -native Handle:TR_TraceHullFilterEx(const Float:pos[3], - const Float:vec[3], - const Float:mins[3], - const Float:maxs[3], - flags, - TraceEntityFilter:filter, - any:data=0); - -/** - * Returns the time fraction from a trace result (1.0 means no collision). - * - * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. - * @return Time fraction value of the trace. - * @error Invalid Handle. - */ -native Float:TR_GetFraction(Handle:hndl=INVALID_HANDLE); - -/** - * Returns the collision position of a trace result. - * - * @param pos Vector buffer to store data in. - * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. - * @noreturn - * @error Invalid Handle. - */ -native TR_GetEndPosition(Float:pos[3], Handle:hndl=INVALID_HANDLE); - -/** - * Returns the entity index that collided with the trace. - * - * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. - * @return Entity index or -1 for no collision. - * @error Invalid Handle. - */ -native TR_GetEntityIndex(Handle:hndl=INVALID_HANDLE); - -/** - * Returns if there was any kind of collision along the trace ray. - * - * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. - * @return True if any collision found, otherwise false. - * @error Invalid Handle. - */ -native bool:TR_DidHit(Handle:hndl=INVALID_HANDLE); - -/** - * Returns in which body hit group the trace collided if any. - * - * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. - * @return Body hit group. - * @error Invalid Handle. - */ -native TR_GetHitGroup(Handle:hndl=INVALID_HANDLE); - -/** - * Find the normal vector to the collison plane of a trace. - * - * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. - * @param normal Vector buffer to store the vector normal to the collision plane - * @noreturn - * @error Invalid Handle - */ -native TR_GetPlaneNormal(Handle:hndl, Float:normal[3]); - -/** - * Tests a point to see if it's outside any playable area - * - * @param pos Vector buffer to store data in. - * @return True if outside world, otherwise false. - */ -native TR_PointOutsideWorld(Float:pos[3]);
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