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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 _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 bsp-ing 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
- */
-
-/**
- * @section Surface flags.
- */
-
-#define SURF_LIGHT 0x0001 /**< value will hold the light strength */
-#define SURF_SKY2D 0x0002 /**< don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox */
-#define SURF_SKY 0x0004 /**< don't draw, but add to skybox */
-#define SURF_WARP 0x0008 /**< turbulent water warp */
-#define SURF_TRANS 0x0010
-#define SURF_NOPORTAL 0x0020 /**< the surface can not have a portal placed on it */
-#define SURF_TRIGGER 0x0040 /**< This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders */
-#define SURF_NODRAW 0x0080 /**< don't bother referencing the texture */
-
-#define SURF_HINT 0x0100 /**< make a primary bsp splitter */
-
-#define SURF_SKIP 0x0200 /**< completely ignore, allowing non-closed brushes */
-#define SURF_NOLIGHT 0x0400 /**< Don't calculate light */
-#define SURF_BUMPLIGHT 0x0800 /**< calculate three lightmaps for the surface for bumpmapping */
-#define SURF_NOSHADOWS 0x1000 /**< Don't receive shadows */
-#define SURF_NODECALS 0x2000 /**< Don't receive decals */
-#define SURF_NOCHOP 0x4000 /**< Don't subdivide patches on this surface */
-#define SURF_HITBOX 0x8000 /**< surface is part of a hitbox */
-
-/**
- * @endsection
- */
-
-/**
- * @section Partition masks.
- */
-
-#define PARTITION_SOLID_EDICTS (1 << 1) /**< every edict_t that isn't SOLID_TRIGGER or SOLID_NOT (and static props) */
-#define PARTITION_TRIGGER_EDICTS (1 << 2) /**< every edict_t that IS SOLID_TRIGGER */
-#define PARTITION_NON_STATIC_EDICTS (1 << 5) /**< everything in solid & trigger except the static props, includes SOLID_NOTs */
-#define PARTITION_STATIC_PROPS (1 << 7)
-
-/**
- * @endsection
- */
-
-/**
- * @section Displacement flags.
- */
-
-#define DISPSURF_FLAG_SURFACE (1<<0)
-#define DISPSURF_FLAG_WALKABLE (1<<1)
-#define DISPSURF_FLAG_BUILDABLE (1<<2)
-#define DISPSURF_FLAG_SURFPROP1 (1<<3)
-#define DISPSURF_FLAG_SURFPROP2 (1<<4)
-
-/**
- * @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. */
-};
-
-typeset 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.
- */
- function bool (int entity, int 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.
- */
- function bool (int entity, int contentsMask, any data);
-};
-
-typeset TraceEntityEnumerator
-{
- /**
- * Called for each entity enumerated with EnumerateEntities*.
- *
- * @param entity Entity index.
- * @return True to continue enumerating, otherwise false.
- */
- function bool (int entity);
-
- /**
- * Called for each entity enumerated with EnumerateEntities*.
- *
- * @param entity Entity index.
- * @param data Data value, if used.
- * @return True to continue enumerating, otherwise false. */
- function bool (int entity, 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 int TR_GetPointContents(const float pos[3], int &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.
- * @error Invalid entity.
- */
-native int TR_GetPointContentsEnt(int 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.
- */
-native void TR_TraceRay(const float pos[3],
- const float vec[3],
- int 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.
- */
-native void TR_TraceHull(const float pos[3],
- const float vec[3],
- const float mins[3],
- const float maxs[3],
- int flags);
-
-/**
- * Enumerates over entities along a ray. This may find entities that are
- * close to the ray but do not actually intersect it. Use TR_Clip*RayToEntity
- * with TR_DidHit to check if the ray actually intersects the entity.
- *
- * @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 mask Mask to use for the trace. See PARTITION_* flags.
- * @param rtype Method to calculate the ray direction.
- * @param enumerator Function to use as enumerator. For each entity found
- * along the ray, this function is called.
- * @param data Arbitrary data value to pass through to the enumerator.
- */
-native void TR_EnumerateEntities(const float pos[3],
- const float vec[3],
- int mask,
- RayType rtype,
- TraceEntityEnumerator enumerator,
- any data=0);
-
-/**
- * Enumerates over entities along a ray hull. This may find entities that are
- * close to the ray but do not actually intersect it. Use TR_Clip*RayToEntity
- * with TR_DidHit to check if the ray actually intersects the entity.
- *
- * @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 mask Mask to use for the trace. See PARTITION_* flags.
- * @param enumerator Function to use as enumerator. For each entity found
- * along the ray, this function is called.
- * @param data Arbitrary data value to pass through to the enumerator.
- */
-native void TR_EnumerateEntitiesHull(const float pos[3],
- const float vec[3],
- const float mins[3],
- const float maxs[3],
- int mask,
- TraceEntityEnumerator enumerator,
- any data=0);
-
-/**
- * Enumerates over entities in a sphere.
- *
- * @param pos Starting position of the ray.
- * @param radius Radius of the ray.
- * @param mask Mask to use for the trace. See PARTITION_* flags.
- * @param enumerator Function to use as enumerator. For each entity found
- * along the ray, this function is called.
- * @param data Arbitrary data value to pass through to the enumerator.
- */
-native void TR_EnumerateEntitiesSphere(const float pos[3],
- float radius,
- int mask,
- TraceEntityEnumerator enumerator,
- any data=0);
-
-/**
- * Enumerates over entities in a box.
- *
- * @param mins Box minimum size.
- * @param maxs Box maximum size.
- * @param mask Mask to use for the trace. See PARTITION_* flags.
- * @param enumerator Function to use as enumerator. For each entity found
- * along the box, this function is called.
- * @param data Arbitrary data value to pass through to the enumerator.
- */
-native void TR_EnumerateEntitiesBox(const float mins[3],
- const float maxs[3],
- int mask,
- TraceEntityEnumerator enumerator,
- any data=0);
-
-/**
- * Enumerates over entities at point.
- *
- * @param pos Position of the point.
- * @param mask Mask to use for the trace. See PARTITION_* flags.
- * @param enumerator Function to use as enumerator. For each entity found
- * along the point, this function is called.
- * @param data Arbitrary data value to pass through to the enumerator.
- */
-native void TR_EnumerateEntitiesPoint(const float pos[3],
- int mask,
- TraceEntityEnumerator enumerator,
- any data=0);
-
-/**
- * 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.
- */
-native void TR_TraceRayFilter(const float pos[3],
- const float vec[3],
- int 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 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.
- */
-native void TR_TraceHullFilter(const float pos[3],
- const float vec[3],
- const float mins[3],
- const float maxs[3],
- int flags,
- TraceEntityFilter filter,
- any data=0);
-
-/**
- * Clips a ray to a particular entity.
- *
- * @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 entity Entity to clip to.
- * @error Invalid entity.
- */
-native void TR_ClipRayToEntity(const float pos[3],
- const float vec[3],
- int flags,
- RayType rtype,
- int entity);
-
-/**
- * Clips a ray hull to a particular entity.
- *
- * @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 entity Entity to clip to.
- * @error Invalid entity.
- */
-native void TR_ClipRayHullToEntity(const float pos[3],
- const float vec[3],
- const float mins[3],
- const float maxs[3],
- int flags,
- int entity);
-
-/**
- * Clips the current global ray (or hull) to a particular entity.
- *
- * @param flags Trace flags.
- * @param entity Entity to clip to.
- * @error Invalid entity.
- */
-native void TR_ClipCurrentRayToEntity(int flags, int entity);
-
-/**
- * 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],
- int 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],
- int 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],
- int 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],
- int flags,
- TraceEntityFilter filter,
- any data=0);
-
-/**
- * Clips a ray to a particular entity.
- *
- * @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 entity Entity to clip to.
- * @return Ray trace handle, which must be closed via CloseHandle().
- * @error Invalid entity.
- */
-native Handle TR_ClipRayToEntityEx(const float pos[3],
- const float vec[3],
- int flags,
- RayType rtype,
- int entity);
-
-/**
- * Clips a ray hull to a particular entity.
- *
- * @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 entity Entity to clip to.
- * @return Ray trace handle, which must be closed via CloseHandle().
- * @error Invalid entity.
- */
-native Handle TR_ClipRayHullToEntityEx(const float pos[3],
- const float vec[3],
- const float mins[3],
- const float maxs[3],
- int flags,
- int entity);
-
-/**
- * Clips the current global ray (or hull) to a particular entity.
- *
- * @param flags Trace flags.
- * @param entity Entity to clip to.
- * @return Ray trace handle, which must be closed via CloseHandle().
- * @error Invalid entity.
- */
-native Handle TR_ClipCurrentRayToEntityEx(int flags, int entity);
-
-/**
- * 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 time fraction from a trace result when it left a solid.
- * Only valid if trace started in solid
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @return Time fraction left solid value of the trace.
- * @error Invalid Handle.
- */
-native float TR_GetFractionLeftSolid(Handle hndl=INVALID_HANDLE);
-
-/**
- * Returns the starting position of a trace.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @param pos Vector buffer to store data in.
- * @error Invalid Handle.
- */
-native void TR_GetStartPosition(Handle hndl, float pos[3]);
-
-/**
- * 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.
- * @error Invalid Handle.
- */
-native void 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 int TR_GetEntityIndex(Handle hndl=INVALID_HANDLE);
-
-/**
- * Returns the displacement flags for the surface that was hit. See DISPSURF_FLAG_*.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @return Displacement flags.
- * @error Invalid Handle.
- */
-native int TR_GetDisplacementFlags(Handle hndl=INVALID_HANDLE);
-
-/**
- * Returns the name of the surface that was hit.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @param buffer Buffer to store surface name in
- * @param maxlen Maximum length of output buffer
- * @error Invalid Handle.
- */
-native void TR_GetSurfaceName(Handle hndl, char[] buffer, int maxlen);
-
-/**
- * Returns the surface properties index of the surface that was hit.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @return Surface props.
- * @error Invalid Handle.
- */
-native int TR_GetSurfaceProps(Handle hndl=INVALID_HANDLE);
-
-/**
- * Returns the surface flags. See SURF_*.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @return Surface flags.
- * @error Invalid Handle.
- */
-native int TR_GetSurfaceFlags(Handle hndl=INVALID_HANDLE);
-
-/**
- * Returns the index of the physics bone that was hit.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @return Physics bone index.
- * @error Invalid Handle.
- */
-native int TR_GetPhysicsBone(Handle hndl=INVALID_HANDLE);
-
-/**
- * Returns whether the entire trace was in a solid area.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @return True if entire trace was in a solid area, otherwise false.
- * @error Invalid Handle.
- */
-native bool TR_AllSolid(Handle hndl=INVALID_HANDLE);
-
-/**
- * Returns whether the initial point was in a solid area.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @return True if initial point was in a solid area, otherwise false.
- * @error Invalid Handle.
- */
-native bool TR_StartSolid(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 int TR_GetHitGroup(Handle hndl=INVALID_HANDLE);
-
-/**
- * Returns in which hitbox the trace collided if any.
- *
- * Note: if the entity that collided with the trace is the world entity,
- * then this function doesn't return an hitbox index but a static prop index.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @return Hitbox index (Or static prop index).
- * @error Invalid Handle.
- */
-native int TR_GetHitBoxIndex(Handle hndl=INVALID_HANDLE);
-
-/**
- * Find the normal vector to the collision 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
- * @error Invalid Handle
- */
-native void 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 bool TR_PointOutsideWorld(float pos[3]);