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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 >.
*
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* Version : $Id $
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*/
#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 bsping 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
*/
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. */
};
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typeset TraceEntityFilter
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{
/**
* Called on entity filtering .
*
* @ 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 .
*
* @ 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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};
/**
* 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 TR_GetPointContents ( const Float : pos [ 3 ], & 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 .
*/
native TR_GetPointContentsEnt ( 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 .
* @ noreturn
*/
native TR_TraceRay ( const Float : pos [ 3 ],
const Float : vec [ 3 ],
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 .
* @ noreturn
*/
native TR_TraceHull ( const Float : pos [ 3 ],
const Float : vec [ 3 ],
const Float : mins [ 3 ],
const Float : maxs [ 3 ],
flags );
/**
* 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 .
* @ noreturn
*/
native TR_TraceRayFilter ( const Float : pos [ 3 ],
const Float : vec [ 3 ],
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 Depending on RayType , it will be used as the ending
* point , or the direction angle .
* @ 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 .
* @ noreturn
*/
native TR_TraceHullFilter ( const Float : pos [ 3 ],
const Float : vec [ 3 ],
const Float : mins [ 3 ],
const Float : maxs [ 3 ],
flags ,
TraceEntityFilter : filter ,
any : data = 0 );
/**
* 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 ],
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 ],
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 ],
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 ],
flags ,
TraceEntityFilter : filter ,
any : data = 0 );
/**
* 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 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 .
* @ noreturn
* @ error Invalid Handle .
*/
native 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 TR_GetEntityIndex ( 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 TR_GetHitGroup ( Handle : hndl = INVALID_HANDLE );
/**
* Find the normal vector to the collison 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
* @ noreturn
* @ error Invalid Handle
*/
native TR_GetPlaneNormal ( Handle : hndl , Float : normal [ 3 ]);
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/**
* 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 .
*/
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native TR_PointOutsideWorld ( Float : pos [ 3 ]);