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-/**
- * vim: set ts=4 sw=4 tw=99 noet :
- * =============================================================================
- * SourceMod (C)2004-2014 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 _events_included
- #endinput
-#endif
-#define _events_included
-
-/**
- * Event hook modes determining how hooking should be handled
- */
-enum EventHookMode
-{
- EventHookMode_Pre, //< Hook callback fired before event is fired */
- EventHookMode_Post, //< Hook callback fired after event is fired */
- EventHookMode_PostNoCopy //< Hook callback fired after event is fired, but event data won't be copied */
-};
-
-/**
- * Hook function types for events.
- */
-typeset EventHook
-{
- // Called when a game event is fired.
- //
- // @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
- // this event has set the hook mode EventHookMode_PostNoCopy.
- // @param name String containing the name of the event.
- // @param dontBroadcast True if event was not broadcast to clients, false otherwise.
- // May not correspond to the real value. Use the property BroadcastDisabled.
- // @return Ignored for post hooks. Plugin_Handled will block event if hooked as pre.
- ///
- function Action (Event event, const char[] name, bool dontBroadcast);
-
- //
- // Called when a game event is fired.
- //
- // @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
- // this event has set the hook mode EventHookMode_PostNoCopy.
- // @param name String containing the name of the event.
- // @param dontBroadcast True if event was not broadcast to clients, false otherwise.
- ///
- function void (Event event, const char[] name, bool dontBroadcast);
-};
-
-methodmap Event < Handle
-{
- // Fires a game event.
- //
- // This function closes the event Handle after completing.
- //
- // @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
- public native void Fire(bool dontBroadcast=false);
-
- // Fires a game event to only the specified client.
- //
- // Unlike Fire, this function DOES NOT close the event Handle.
- //
- // @param client Index of client to receive the event..
- public native void FireToClient(int client);
-
- // Cancels a previously created game event that has not been fired. This
- // is necessary to avoid leaking memory when an event isn't fired.
- public native void Cancel();
-
- // Returns the boolean value of a game event's key.
- //
- // @param key Name of event key.
- // @param defValue Optional default value to use if the key is not found.
- // @return The boolean value of the specified event key.
- public native bool GetBool(const char[] key, bool defValue=false);
-
- // Sets the boolean value of a game event's key.
- //
- // @param key Name of event key.
- // @param value New boolean value.
- public native void SetBool(const char[] key, bool value);
-
- // Returns the integer value of a game event's key.
- //
- // @param key Name of event key.
- // @param defValue Optional default value to use if the key is not found.
- // @return The integer value of the specified event key.
- public native int GetInt(const char[] key, int defValue=0);
-
- // Sets the integer value of a game event's key.
- //
- // Integer value refers to anything that can be reduced to an integer.
- // The various size specifiers, such as "byte" and "short" are still
- // integers, and only refer to how much data will actually be sent
- // over the network (if applicable).
- //
- // @param key Name of event key.
- // @param value New integer value.
- public native void SetInt(const char[] key, int value);
-
- // Returns the floating point value of a game event's key.
- //
- // @param key Name of event key.
- // @param defValue Optional default value to use if the key is not found.
- // @return The floating point value of the specified event key.
- public native float GetFloat(const char[] key, float defValue=0.0);
-
- // Sets the floating point value of a game event's key.
- //
- // @param key Name of event key.
- // @param value New floating point value.
- public native void SetFloat(const char[] key, float value);
-
- // Retrieves the string value of a game event's key.
- //
- // @param key Name of event key.
- // @param value Buffer to store the value of the specified event key.
- // @param maxlength Maximum length of string buffer.
- // @param defValue Optional default value to use if the key is not found.
- public native void GetString(const char[] key, char[] value, int maxlength, const char[] defvalue="");
-
- // Sets the string value of a game event's key.
- //
- // @param key Name of event key.
- // @param value New string value.
- public native void SetString(const char[] key, const char[] value);
-
- // Retrieves the name of a game event.
- //
- // @param name Buffer to store the name of the event.
- // @param maxlength Maximum length of string buffer.
- public native void GetName(char[] name, int maxlength);
-
- // Sets whether an event's broadcasting will be disabled or not.
- //
- // This has no effect on events Handles that are not from HookEvent
- // or HookEventEx callbacks.
- property bool BroadcastDisabled {
- public native set(bool dontBroadcast);
- public native get();
- }
-}
-
-/**
- * Creates a hook for when a game event is fired.
- *
- * @param name Name of event.
- * @param callback An EventHook function pointer.
- * @param mode Optional EventHookMode determining the type of hook.
- * @error Invalid event name or invalid callback function.
- */
-native void HookEvent(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
-
-/**
- * Creates a hook for when a game event is fired.
- *
- * @param name Name of event.
- * @param callback An EventHook function pointer.
- * @param mode Optional EventHookMode determining the type of hook.
- * @return True if event exists and was hooked successfully, false otherwise.
- * @error Invalid callback function.
- */
-native bool HookEventEx(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
-
-/**
- * Removes a hook for when a game event is fired.
- *
- * @param name Name of event.
- * @param callback An EventHook function pointer.
- * @param mode Optional EventHookMode determining the type of hook.
- * @error Invalid callback function or no active hook for specified event.
- */
-native void UnhookEvent(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
-
-/**
- * Creates a game event to be fired later.
- *
- * The Handle should not be closed via CloseHandle(). It must be closed via
- * event.Fire() or event.Cancel().
- *
- * @param name Name of event.
- * @param force If set to true, this forces the event to be created even if it's not being hooked.
- * Note that this will not force it if the event doesn't exist at all.
- * @return Handle to event. INVALID_HANDLE is returned if the event doesn't exist or isn't
- * being hooked (unless force is true).
- */
-native Event CreateEvent(const char[] name, bool force=false);
-
-/**
- * Fires a game event.
- *
- * This function closes the event Handle after completing.
- *
- * @param event Handle to the event.
- * @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
- * @error Invalid or corrupt Handle.
- */
-native void FireEvent(Handle event, bool dontBroadcast=false);
-
-/**
- * Cancels a previously created game event that has not been fired.
- *
- * @param event Handled to the event.
- * @error Invalid or corrupt Handle.
- */
-native void CancelCreatedEvent(Handle event);
-
-/**
- * Returns the boolean value of a game event's key.
- *
- * @param event Handle to the event.
- * @param key Name of event key.
- * @param defValue Optional default value to use if the key is not found.
- * @return The boolean value of the specified event key.
- * @error Invalid or corrupt Handle.
- */
-native bool GetEventBool(Handle event, const char[] key, bool defValue=false);
-
-/**
- * Sets the boolean value of a game event's key.
- *
- * @param event Handle to the event.
- * @param key Name of event key.
- * @param value New boolean value.
- * @error Invalid or corrupt Handle.
- */
-native void SetEventBool(Handle event, const char[] key, bool value);
-
-/**
- * Returns the integer value of a game event's key.
- *
- * @param event Handle to the event.
- * @param key Name of event key.
- * @param defValue Optional default value to use if the key is not found.
- * @return The integer value of the specified event key.
- * @error Invalid or corrupt Handle.
- */
-native int GetEventInt(Handle event, const char[] key, int defValue=0);
-
-/**
- * Sets the integer value of a game event's key.
- *
- * Integer value refers to anything that can be reduced to an integer.
- * The various size specifiers, such as "byte" and "short" are still
- * integers, and only refer to how much data will actually be sent
- * over the network (if applicable).
- *
- * @param event Handle to the event.
- * @param key Name of event key.
- * @param value New integer value.
- * @error Invalid or corrupt Handle.
- */
-native void SetEventInt(Handle event, const char[] key, int value);
-
-/**
- * Returns the floating point value of a game event's key.
- *
- * @param event Handle to the event.
- * @param key Name of event key.
- * @param defValue Optional default value to use if the key is not found.
- * @return The floating point value of the specified event key.
- * @error Invalid or corrupt Handle.
- */
-native float GetEventFloat(Handle event, const char[] key, float defValue=0.0);
-
-/**
- * Sets the floating point value of a game event's key.
- *
- * @param event Handle to the event.
- * @param key Name of event key.
- * @param value New floating point value.
- * @error Invalid or corrupt Handle.
- */
-native void SetEventFloat(Handle event, const char[] key, float value);
-
-/**
- * Retrieves the string value of a game event's key.
- *
- * @param event Handle to the event.
- * @param key Name of event key.
- * @param value Buffer to store the value of the specified event key.
- * @param maxlength Maximum length of string buffer.
- * @param defValue Optional default value to use if the key is not found.
- * @error Invalid or corrupt Handle.
- */
-native void GetEventString(Handle event, const char[] key, char[] value, int maxlength, const char[] defvalue="");
-
-/**
- * Sets the string value of a game event's key.
- *
- * @param event Handle to the event.
- * @param key Name of event key.
- * @param value New string value.
- * @error Invalid or corrupt Handle.
- */
-native void SetEventString(Handle event, const char[] key, const char[] value);
-
-/**
- * Retrieves the name of a game event.
- *
- * @param event Handle to the event.
- * @param name Buffer to store the name of the event.
- * @param maxlength Maximum length of string buffer.
- * @error Invalid or corrupt Handle.
- */
-native void GetEventName(Handle event, char[] name, int maxlength);
-
-/**
- * Sets whether an event's broadcasting will be disabled or not.
- *
- * This has no effect on events Handles that are not from HookEvent
- * or HookEventEx callbacks.
- *
- * @param event Handle to an event from an event hook.
- * @param dontBroadcast True to disable broadcasting, false otherwise.
- * @error Invalid Handle.
- */
-native void SetEventBroadcast(Handle event, bool dontBroadcast);