From da518fdc0f32839730ccdee8098b59c6f842d93f Mon Sep 17 00:00:00 2001 From: navewindre Date: Mon, 13 Nov 2023 14:28:08 +0100 Subject: ya --- sourcemod-1.5-dev/scripting/include/timers.inc | 211 +++++++++++++++++++++++++ 1 file changed, 211 insertions(+) create mode 100644 sourcemod-1.5-dev/scripting/include/timers.inc (limited to 'sourcemod-1.5-dev/scripting/include/timers.inc') diff --git a/sourcemod-1.5-dev/scripting/include/timers.inc b/sourcemod-1.5-dev/scripting/include/timers.inc new file mode 100644 index 0000000..dbaeb14 --- /dev/null +++ b/sourcemod-1.5-dev/scripting/include/timers.inc @@ -0,0 +1,211 @@ +/** + * 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 . + * + * 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 . + * + * Version: $Id$ + */ + +#if defined _timers_included + #endinput +#endif +#define _timers_included + +#include + +#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); +} + -- cgit v1.2.3