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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 .
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*
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* 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 >.
*
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* Version : $Id $
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*/
#if defined _sdktools_trace_included
#endinput
#endif
#define _sdktools_trace_included
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#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
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/**
* @ section currents can be added to any other contents , and may be mixed
*/
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#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
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/**
* @ endsection
*/
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#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. */
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/**
* @ section Trace masks .
*/
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#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)
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/**
* @ endsection
*/
enum RayType
{
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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. */
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};
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typeset TraceEntityFilter
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{
/**
* Called on entity filtering .
*
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* @ param entity Entity index .
* @ param contentsMask Contents Mask .
* @ return True to allow the current entity to be hit , otherwise false .
*/
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function bool ( int entity , int contentsMask );
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/**
* Called on entity filtering .
*
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* @ 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 .
*/
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function bool ( int entity , int contentsMask , any data );
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};
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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 );
}
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/**
* Get the contents mask and the entity index at the given position .
*
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* @ param pos World position to test .
* @ param entindex Entity index found at the given position ( by reference ) .
* @ return Contents mask .
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*/
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native int TR_GetPointContents ( const float pos [ 3 ], int & entindex =- 1 );
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/**
* Get the point contents testing only the given entity index .
*
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* @ param entindex Entity index to test .
* @ param pos World position .
* @ return Contents mask .
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*/
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native int TR_GetPointContentsEnt ( int entindex , const float pos [ 3 ]);
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/**
* Starts up a new trace ray using a global trace result .
*
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* @ 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 .
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*/
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native void TR_TraceRay ( const float pos [ 3 ],
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const float vec [ 3 ],
int flags ,
RayType rtype );
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/**
* Starts up a new trace hull using a global trace result .
*
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* @ 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 .
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*/
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native void TR_TraceHull ( const float pos [ 3 ],
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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 );
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/**
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* Starts up a new trace ray using a global trace result and a customized
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* trace ray filter .
*
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* Calling TR_Trace * Filter or TR_Trace * FilterEx from inside a filter
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* function is currently not allowed and may not work .
*
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* @ 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 .
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*/
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native void TR_TraceRayFilter ( const float pos [ 3 ],
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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
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* trace ray filter .
*
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* Calling TR_Trace * Filter or TR_Trace * FilterEx from inside a filter
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* function is currently not allowed and may not work .
*
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* @ 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 .
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*/
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native void TR_TraceHullFilter ( const float pos [ 3 ],
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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 .
*/
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 .
*/
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 .
*/
native void TR_ClipCurrentRayToEntity ( int flags , int entity );
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/**
* Starts up a new trace ray using a new trace result .
*
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* @ 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 () .
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*/
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native Handle TR_TraceRayEx ( const float pos [ 3 ],
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const float vec [ 3 ],
int flags ,
RayType rtype );
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/**
* Starts up a new trace hull using a new trace result .
*
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* @ 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 () .
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*/
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native Handle TR_TraceHullEx ( const float pos [ 3 ],
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const float vec [ 3 ],
const float mins [ 3 ],
const float maxs [ 3 ],
int flags );
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/**
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* Starts up a new trace ray using a new trace result and a customized
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* trace ray filter .
*
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* Calling TR_Trace * Filter or TR_TraceRay * Ex from inside a filter
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* function is currently not allowed and may not work .
*
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* @ 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
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* trace ray filter .
*
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* Calling TR_Trace * Filter or TR_Trace * FilterEx from inside a filter
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* function is currently not allowed and may not work .
*
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* @ 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 () .
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*/
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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 () .
*/
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 () .
*/
native Handle TR_ClipCurrentRayToEntityEx ( int flags , int entity );
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/**
* Returns the time fraction from a trace result ( 1.0 means no collision ) .
*
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* @ param hndl A trace Handle , or INVALID_HANDLE to use a global trace result .
* @ return Time fraction value of the trace .
* @ error Invalid Handle .
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*/
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native float TR_GetFraction ( Handle hndl = INVALID_HANDLE );
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/**
* 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 ]);
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/**
* Returns the collision position of a trace result .
*
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* @ 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 .
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*/
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native void TR_GetEndPosition ( float pos [ 3 ], Handle hndl = INVALID_HANDLE );
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/**
* Returns the entity index that collided with the trace .
*
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* @ 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 .
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*/
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native int TR_GetEntityIndex ( Handle hndl = INVALID_HANDLE );
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/**
* 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 );
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/**
* Returns if there was any kind of collision along the trace ray .
*
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* @ 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 .
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*/
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native bool TR_DidHit ( Handle hndl = INVALID_HANDLE );
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/**
* Returns in which body hit group the trace collided if any .
*
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* @ param hndl A trace Handle , or INVALID_HANDLE to use a global trace result .
* @ return Body hit group .
* @ error Invalid Handle .
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*/
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native int TR_GetHitGroup ( Handle hndl = INVALID_HANDLE );
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/**
* 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 );
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/**
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* Find the normal vector to the collision plane of a trace .
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*
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* @ 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
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*/
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native void TR_GetPlaneNormal ( Handle hndl , float normal [ 3 ]);
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/**
* Tests a point to see if it ' s outside any playable area
*
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* @ param pos Vector buffer to store data in .
* @ return True if outside world , otherwise false .
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*/
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native bool TR_PointOutsideWorld ( float pos [ 3 ]);