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diff --git a/sourcemod/scripting/include/sdktools_gamerules.inc b/sourcemod/scripting/include/sdktools_gamerules.inc
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-/**
- * 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 Prop type is not an integer, or lack of mod support.
- */
-native int GameRules_GetProp(const char[] prop, int size=4, int 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 This parameter is ignored.
- * @error Prop type is not an integer, or lack of mod support.
- */
-native void GameRules_SetProp(const char[] prop, any value, int size=4, int 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 Prop type is not a float, or lack of mod support.
- */
-native float GameRules_GetPropFloat(const char[] prop, int 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 This parameter is ignored.
- * @error Prop type is not a float, or lack of mod support.
- */
-native void GameRules_SetPropFloat(const char[] prop, float value, int 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 Prop type is not an entity, or lack of mod support.
- */
-native int GameRules_GetPropEnt(const char[] prop, int 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 This parameter is ignored.
- * @error Prop type is not an entity, invalid entity, or lack of mod support.
- */
-native void GameRules_SetPropEnt(const char[] prop, int other, int 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.
- * @error Prop type is not a vector, or lack of mod support.
- */
-native void GameRules_GetPropVector(const char[] prop, float vec[3], int 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 This parameter is ignored.
- * @error Prop type is not a vector, or lack of mod support.
- */
-native void GameRules_SetPropVector(const char[] prop, const float vec[3], int 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.
- * @param element Element # (starting from 0) if property is an array.
- * @return Number of non-null bytes written.
- * @error Prop type is not a string, or lack of mod support.
- */
-native int GameRules_GetPropString(const char[] prop, char[] buffer, int maxlen, int element=0);
-
-/**
- * Sets a gamerules property as a string.
- *
- * @param prop Property to use.
- * @param buffer String to set.
- * @param changeState This parameter is ignored.
- * @param element Element # (starting from 0) if property is an array.
- * @return Number of non-null bytes written.
- * @error Prop type is not a string, or lack of mod support.
- */
-native int GameRules_SetPropString(const char[] prop, const char[] buffer, bool changeState=false, int element=0);
-
-/**
- * Gets the current round state.
- *
- * @return Round state.
- * @error Game doesn't support round state.
- */
-stock RoundState GameRules_GetRoundState()
-{
- return view_as<RoundState>(GameRules_GetProp("m_iRoundState"));
-}