/**
* 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 _sdktools_included
#endinput
#endif
#define _sdktools_included
#include
#include
#include
#if !defined SDKTOOLS_DISABLE_SOUNDAPI
#include
#endif
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
enum SDKCallType
{
SDKCall_Static, /**< Static call */
SDKCall_Entity, /**< CBaseEntity call */
SDKCall_Player, /**< CBasePlayer call */
SDKCall_GameRules, /**< CGameRules call */
SDKCall_EntityList, /**< CGlobalEntityList call */
SDKCall_Raw, /**< |this| pointer with an arbitrary address */
};
enum SDKLibrary
{
SDKLibrary_Server, /**< server.dll/server_i486.so */
SDKLibrary_Engine, /**< engine.dll/engine_*.so */
};
enum SDKFuncConfSource
{
SDKConf_Virtual = 0, /**< Read a virtual index from the Offsets section */
SDKConf_Signature = 1, /**< Read a signature from the Signatures section */
SDKConf_Address = 2, /**< Read an address from the Addresses section */
};
enum SDKType
{
SDKType_CBaseEntity, /**< CBaseEntity (always as pointer) */
SDKType_CBasePlayer, /**< CBasePlayer (always as pointer) */
SDKType_Vector, /**< Vector (pointer, byval, or byref) */
SDKType_QAngle, /**< QAngles (pointer, byval, or byref) */
SDKType_PlainOldData, /**< Integer/generic data <=32bit (any) */
SDKType_Float, /**< Float (any) */
SDKType_Edict, /**< edict_t (always as pointer) */
SDKType_String, /**< NULL-terminated string (always as pointer) */
SDKType_Bool, /**< Boolean (any) */
};
enum SDKPassMethod
{
SDKPass_Pointer, /**< Pass as a pointer */
SDKPass_Plain, /**< Pass as plain data */
SDKPass_ByValue, /**< Pass an object by value */
SDKPass_ByRef, /**< Pass an object by reference */
};
#define VDECODE_FLAG_ALLOWNULL (1<<0) /**< Allow NULL for pointers */
#define VDECODE_FLAG_ALLOWNOTINGAME (1<<1) /**< Allow players not in game */
#define VDECODE_FLAG_ALLOWWORLD (1<<2) /**< Allow World entity */
#define VDECODE_FLAG_BYREF (1<<3) /**< Floats/ints by reference */
#define VENCODE_FLAG_COPYBACK (1<<0) /**< Copy back data once done */
/**
* Starts the preparation of an SDK call.
*
* @param type Type of function call this will be.
*/
native void StartPrepSDKCall(SDKCallType type);
/**
* Sets the virtual index of the SDK call if it is virtual.
*
* @param vtblidx Virtual table index.
*/
native void PrepSDKCall_SetVirtual(int vtblidx);
/**
* Finds an address in a library and sets it as the address to use for the SDK call.
*
* @param lib Library to use.
* @param signature Binary data to search for in the library. If it starts with '@',
* the bytes parameter is ignored and the signature is interpreted
* as a symbol lookup in the library.
* @param bytes Number of bytes in the binary search string.
* @return True on success, false if nothing was found.
*/
native bool PrepSDKCall_SetSignature(SDKLibrary lib, const char[] signature, int bytes);
/**
* Uses the given function address for the SDK call.
*
* @param addr Address of function to use.
* @return True on success, false on failure.
*/
native bool PrepSDKCall_SetAddress(Address addr);
/**
* Finds an address or virtual function index in a GameConfig file and sets it as
* the calling information for the SDK call.
*
* @param gameconf GameConfig Handle, or INVALID_HANDLE to use sdktools.games.txt.
* @param source Whether to look in Offsets or Signatures.
* @param name Name of the property to find.
* @return True on success, false if nothing was found.
*/
native bool PrepSDKCall_SetFromConf(Handle gameconf, SDKFuncConfSource source, const char[] name);
/**
* Sets the return information of an SDK call. Do not call this if there is no return data.
* This must be called if there is a return value (i.e. it is not necessarily safe to ignore
* the data).
*
* @param type Data type to convert to/from.
* @param pass How the data is passed in C++.
* @param decflags Flags on decoding from the plugin to C++.
* @param encflags Flags on encoding from C++ to the plugin.
*/
native void PrepSDKCall_SetReturnInfo(SDKType type, SDKPassMethod pass, int decflags=0, int encflags=0);
/**
* Adds a parameter to the calling convention. This should be called in normal ascending order.
*
* @param type Data type to convert to/from.
* @param pass How the data is passed in C++.
* @param decflags Flags on decoding from the plugin to C++.
* @param encflags Flags on encoding from C++ to the plugin.
*/
native void PrepSDKCall_AddParameter(SDKType type, SDKPassMethod pass, int decflags=0, int encflags=0);
/**
* Finalizes an SDK call preparation and returns the resultant Handle.
*
* @return A new SDKCall Handle on success, or INVALID_HANDLE on failure.
*/
native Handle EndPrepSDKCall();
/**
* Calls an SDK function with the given parameters.
*
* If the call type is Entity or Player, the index MUST ALWAYS be the FIRST parameter passed.
* If the call type is GameRules, then nothing special needs to be passed.
* If the return value is a Vector or QAngles, the SECOND parameter must be a Float[3].
* If the return value is a string, the THIRD parameter must be a String buffer, and the
* FOURTH parameter must be the maximum length.
* All parameters must be passed after the above is followed. Failure to follow these
* rules will result in crashes or wildly unexpected behavior!
*
* If the return value is a float or integer, the return value will be this value.
* If the return value is a CBaseEntity, CBasePlayer, or edict, the return value will
* always be the entity index, or -1 for NULL.
*
* @param call SDKCall Handle.
* @param ... Call Parameters.
* @return Simple return value, if any.
* @error Invalid Handle or internal decoding error.
*/
native any SDKCall(Handle call, any ...);
/**
* Returns the entity index of the player resource/manager entity.
*
* @return Index of resource entity or -1 if not found.
*/
native int GetPlayerResourceEntity();
#include
/**
* Do not edit below this line!
*/
public Extension __ext_sdktools =
{
name = "SDKTools",
file = "sdktools.ext",
#if defined AUTOLOAD_EXTENSIONS
autoload = 1,
#else
autoload = 0,
#endif
#if defined REQUIRE_EXTENSIONS
required = 1,
#else
required = 0,
#endif
};