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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 _timers_included
- #endinput
-#endif
-#define _timers_included
-
-#include <datapack>
-
-#define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */
-#define TIMER_FLAG_NO_MAPCHANGE (1<<1) /**< Timer will not carry over mapchanges */
-#define TIMER_HNDL_CLOSE (1<<9) /**< Deprecated define, replaced by below */
-#define TIMER_DATA_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its data when finished */
-
-/**
- * Any of the following prototypes will work for a timed function.
- */
-funcenum Timer
-{
- /**
- * Called when the timer interval has elapsed.
- *
- * @param timer Handle to the timer object.
- * @param hndl Handle passed to CreateTimer() when timer was created.
- * @return Plugin_Stop to stop a repeating timer, any other value for
- * default behavior.
- */
- Action:public(Handle:timer, Handle:hndl),
-
- /**
- * Called when the timer interval has elapsed.
- *
- * @param timer Handle to the timer object.
- * @param data Data passed to CreateTimer() when timer was created.
- * @return Plugin_Stop to stop a repeating timer, any other value for
- * default behavior.
- */
- Action:public(Handle:timer, any:data),
-
- /**
- * Called when the timer interval has elapsed.
- *
- * @param timer Handle to the timer object.
- * @return Plugin_Stop to stop a repeating timer, any other value for
- * default behavior.
- */
- Action:public(Handle:timer),
-};
-
-/**
- * Creates a basic timer. Calling CloseHandle() on a timer will end the timer.
- *
- * @param interval Interval from the current game time to execute the given function.
- * @param func Function to execute once the given interval has elapsed.
- * @param data Handle or value to pass through to the timer callback function.
- * @param flags Flags to set (such as repeatability or auto-Handle closing).
- * @return Handle to the timer object. You do not need to call CloseHandle().
- * If the timer could not be created, INVALID_HANDLE will be returned.
- */
-native Handle:CreateTimer(Float:interval, Timer:func, any:data=INVALID_HANDLE, flags=0);
-
-/**
- * Kills a timer. Use this instead of CloseHandle() if you need more options.
- *
- * @param timer Timer Handle to kill.
- * @param autoClose If autoClose is true, the data that was passed to CreateTimer() will
- * be closed as a handle if TIMER_DATA_HNDL_CLOSE was not specified.
- * @noreturn
- */
-native KillTimer(Handle:timer, bool:autoClose=false);
-
-/**
- * Manually triggers a timer so its function will be called.
- *
- * @param timer Timer Handle to trigger.
- * @param reset If reset is true, the elapsed time counter is reset
- * so the full interval must pass again.
- * @noreturn
- */
-native TriggerTimer(Handle:timer, bool:reset=false);
-
-/**
- * Returns the simulated game time.
- *
- * This time is internally maintained by SourceMod and is based on the game
- * tick count and tick rate. Unlike GetGameTime(), it will increment past
- * map changes and while no players are connected. Unlike GetEngineTime(),
- * it will not increment based on the system clock (i.e. it is still bound
- * to the ticking process).
- *
- * @return Time based on the game tick count.
- */
-native Float:GetTickedTime();
-
-/**
- * Returns an estimate of the time left before the map ends. If the server
- * has not processed any frames yet (i.e. no players have joined the map yet),
- * then the time left returned will always be infinite.
- *
- * @param timeleft Variable to store the time, in seconds. If the
- * value is less than 0, the time limit is infinite.
- * @return True if the operation is supported, false otherwise.
- */
-native bool:GetMapTimeLeft(&timeleft);
-
-/**
- * Retrieves the current map time limit. If the server has not processed any
- * frames yet (i.e. no players have joined the map yet), then the time limit
- * returned will always be 0.
- *
- * @param time Set to the number of total seconds in the map time
- * limit, or 0 if there is no time limit set.
- * @return True on success, false if operation is not supported.
- */
-native bool:GetMapTimeLimit(&time);
-
-/**
- * Extends the map time limit in a way that will notify all plugins.
- *
- * @param time Number of seconds to extend map time limit by.
- * The number can be negative to decrease the time limit.
- * If 0, the map will be set to have no time limit.
- * @return True on success, false if operation is not supported.
- */
-native bool:ExtendMapTimeLimit(time);
-
-/**
- * Returns the number of seconds in between game server ticks.
- *
- * Note: A tick, in this context, is a frame.
- *
- * @return Number of seconds in between ticks.
- */
-native Float:GetTickInterval();
-
-/**
- * Notification that the map's time left has changed via a change in the time
- * limit or a change in the game rules (such as mp_restartgame). This is useful
- * for plugins trying to create timers based on the time left in the map.
- *
- * Calling ExtendMapTimeLimit() from here, without proper precaution, will
- * cause infinite recursion.
- *
- * If the operation is not supported, this will never be called.
-
- * If the server has not yet processed any frames (i.e. no players have joined
- * the map yet), then this will be called once the server begins ticking, even
- * if there is no time limit set.
- */
-forward OnMapTimeLeftChanged();
-
-/**
- * Returns whether or not the server is processing frames or not.
- *
- * The server does not process frames until at least one client joins the game.
- * Once the first player has in, even if that player, leaves, the server's
- * timers and entities will work.
- *
- * @return True if the server is ticking, false otherwise.
- */
-native bool:IsServerProcessing();
-
-/**
- * Creates a timer associated with a new datapack, and returns the datapack.
- * @note The datapack is automatically freed when the timer ends.
- * @note The position of the datapack is not reset or changed for the timer function.
- *
- * @param interval Interval from the current game time to execute the given function.
- * @param func Function to execute once the given interval has elapsed.
- * @param datapack The newly created datapack is passed though this by-reference
- * parameter to the timer callback function.
- * @param flags Timer flags.
- * @return Handle to the timer object. You do not need to call CloseHandle().
- */
-stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:datapack, flags=0)
-{
- datapack = CreateDataPack();
- flags |= TIMER_DATA_HNDL_CLOSE;
- return CreateTimer(interval, func, datapack, flags);
-}
-