/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2011 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 _entity_included
#endinput
#endif
#define _entity_included
/**
* Property types for entities.
*/
enum PropType
{
Prop_Send = 0, /**< This property is networked. */
Prop_Data = 1, /**< This property is for save game data fields. */
};
/**
* @section For more information on these, see the HL2SDK (public/edict.h)
*/
#define FL_EDICT_CHANGED (1<<0) /**< Game DLL sets this when the entity state changes
Mutually exclusive with FL_EDICT_PARTIAL_CHANGE. */
#define FL_EDICT_FREE (1<<1) /**< this edict if free for reuse */
#define FL_EDICT_FULL (1<<2) /**< this is a full server entity */
#define FL_EDICT_FULLCHECK (0<<0) /**< call ShouldTransmit() each time, this is a fake flag */
#define FL_EDICT_ALWAYS (1<<3) /**< always transmit this entity */
#define FL_EDICT_DONTSEND (1<<4) /**< don't transmit this entity */
#define FL_EDICT_PVSCHECK (1<<5) /**< always transmit entity, but cull against PVS */
#define FL_EDICT_PENDING_DORMANT_CHECK (1<<6)
#define FL_EDICT_DIRTY_PVS_INFORMATION (1<<7)
#define FL_FULL_EDICT_CHANGED (1<<8)
enum PropFieldType
{
PropField_Unsupported, /**< The type is unsupported. */
PropField_Integer, /**< Valid for SendProp and Data fields */
PropField_Float, /**< Valid for SendProp and Data fields */
PropField_Entity, /**< Valid for Data fields only (SendProp shows as int) */
PropField_Vector, /**< Valid for SendProp and Data fields */
PropField_String, /**< Valid for SendProp and Data fields */
PropField_String_T, /**< Valid for Data fields. Read only.
Note that the size of a string_t is dynamic, and
thus FindDataMapOffs() will return the constant size
of the string_t container (which is 32 bits right now).
*/
};
/**
* @endsection
*/
/**
* Returns the maximum number of networked entities.
*
* Note: For legacy reasons, this only returns the maximum
* networked entities (maximum edicts), rather than total
* maximum entities.
*
* @return Maximum number of networked entities.
*/
native int GetMaxEntities();
/**
* Returns the number of networked entities in the server.
*
* Note: For legacy reasons, this only returns the current count
* of networked entities (current edicts), rather than total
* count of current entities.
*
* @return Number of entities in the server.
*/
native int GetEntityCount();
/**
* Returns whether or not an entity is valid. Returns false
* if there is no matching CBaseEntity for this entity index.
*
* @param entity Index of the entity.
* @return True if valid, false otherwise.
*/
native bool IsValidEntity(int entity);
/**
* Returns whether or not an edict index is valid.
*
* @param edict Index of the edict.
* @return True if valid, false otherwise.
*/
native bool IsValidEdict(int edict);
/**
* Returns whether or not an entity has a valid networkable edict.
*
* @param edict Index of the entity.
* @return True if networkable, false if invalid or not networkable.
*/
native bool IsEntNetworkable(int entiy);
/**
* Creates a new edict (the basis of a networkable entity)
*
* @return Index of the edict, 0 on failure.
*/
native int CreateEdict();
/**
* Removes an edict from the world.
*
* @param edict Index of the edict.
* @error Invalid edict index.
*/
native void RemoveEdict(int edict);
/**
* Returns the flags on an edict. These are not the same as entity flags.
*
* @param edict Index of the entity.
* @return Edict flags.
* @error Invalid edict index.
*/
native int GetEdictFlags(int edict);
/**
* Sets the flags on an edict. These are not the same as entity flags.
*
* @param edict Index of the entity.
* @param flags Flags to set.
* @error Invalid edict index.
*/
native void SetEdictFlags(int edict, int flags);
/**
* Retrieves an edict classname.
*
* @param edict Index of the entity.
* @param clsname Buffer to store the classname.
* @param maxlength Maximum length of the buffer.
* @return True on success, false if there is no classname set.
*/
native bool GetEdictClassname(int edict, char[] clsname, int maxlength);
/**
* Retrieves an entity's networkable serverclass name.
* This is not the same as the classname and is used for networkable state changes.
*
* @param edict Index of the entity.
* @param clsname Buffer to store the serverclass name.
* @param maxlength Maximum length of the buffer.
* @return True on success, false if the edict is not networkable.
* @error Invalid edict index.
*/
native bool GetEntityNetClass(int edict, char[] clsname, int maxlength);
/**
* @section Entity offset functions
*
* Offsets should be specified in byte distance from the CBaseEntity
* structure, not short (double byte) or integer (four byte) multiples.
* It is somewhat common practice to use offsets aligned to their final
* type, and thus make sure you are not falling to this error in SourceMod.
* For example, if your "integer-aligned" offset was 119, your byte-aligned
* offset is 119*4, or 476.
* Specifying incorrect offsets or the incorrect data type for an offset
* can have fatal consequences. If you are hardcoding offsets, and the
* layout of CBaseEntity does not match, you can easily crash the server.
*
* The reasonable bounds for offsets is greater than or equal to 0 and
* below 32768. Offsets out of these bounds will throw an error. However,
* this does not represent any real range, it is simply a sanity check for
* illegal values. Any range outside of the CBaseEntity structure's private
* size will cause undefined behavior or even crash.
*/
/**
* Marks an entity as state changed. This can be useful if you set an offset
* and wish for it to be immediately changed over the network. By default this
* is not done for offset setting functions.
*
* @param edict Index to the edict.
* @param offset Offset to mark as changed. If 0,
* the entire edict is marked as changed.
* @error Invalid entity or offset out of bounds.
*/
native void ChangeEdictState(int edict, int offset = 0);
/**
* Peeks into an entity's object data and retrieves the integer value at
* the given offset.
*
* @param entity Edict index.
* @param offset Offset to use.
* @param size Number of bytes to read (valid values are 1, 2, or 4).
* @return Value at the given memory location.
* @error Invalid entity or offset out of reasonable bounds.
*/
native int GetEntData(int entity, int offset, int size=4);
/**
* Peeks into an entity's object data and sets the integer value at
* the given offset.
*
* @param entity Edict index.
* @param offset Offset to use.
* @param value Value to set.
* @param size Number of bytes to write (valid values are 1, 2, or 4).
* @param changeState If true, change will be sent over the network.
* @error Invalid entity or offset out of reasonable bounds.
*/
native void SetEntData(int entity, int offset, any value, int size=4, bool changeState=false);
/**
* Peeks into an entity's object data and retrieves the float value at
* the given offset.
*
* @param entity Edict index.
* @param offset Offset to use.
* @return Value at the given memory location.
* @error Invalid entity or offset out of reasonable bounds.
*/
native float GetEntDataFloat(int entity, int offset);
/**
* Peeks into an entity's object data and sets the float value at
* the given offset.
*
* @param entity Edict index.
* @param offset Offset to use.
* @param value Value to set.
* @param changeState If true, change will be sent over the network.
* @error Invalid entity or offset out of reasonable bounds.
*/
native void SetEntDataFloat(int entity, int offset, float value, bool changeState=false);
/**
* This function is deprecated. Use GetEntDataEnt2 instead, for
* reasons explained in the notes.
*
* Note: This function returns 0 on failure, which may be misleading,
* as the number 0 is also used for the world entity index.
*
* Note: This function makes no attempt to validate the returned
* entity, and in fact, it could be garbage or completely unexpected.
*
* @param entity Edict index.
* @param offset Offset to use.
* @return Entity index at the given location, or 0 if none.
* @error Invalid entity or offset out of reasonable bounds.
*/
#pragma deprecated Use GetEntDataEnt2() instead.
native int GetEntDataEnt(int entity, int offset);
/**
* This function is deprecated. Use SetEntDataEnt2 instead, for
* reasons explained in the notes.
*
* Note: This function uses 0 as an indicator to unset data, but
* 0 is also the world entity index. Thus, a property cannot
* be set to the world entity using this native.
*
* @param entity Edict index.
* @param offset Offset to use.
* @param other Entity index to set, or 0 to clear.
* @param changeState If true, change will be sent over the network.
* @error Invalid entity or offset out of reasonable bounds.
*/
#pragma deprecated Use SetEntDataEnt2() instead.
native void SetEntDataEnt(int entity, int offset, int other, bool changeState=false);
/**
* Peeks into an entity's object data and retrieves the entity index
* at the given offset.
*
* Note: This will only work on offsets that are stored as "entity
* handles" (which usually looks like m_h* in properties). These
* are not SourceMod Handles, but internal Source structures.
*
* @param entity Edict index.
* @param offset Offset to use.
* @return Entity index at the given location. If there is no entity,
* or the stored entity is invalid, then -1 is returned.
* @error Invalid input entity, or offset out of reasonable bounds.
*/
native int GetEntDataEnt2(int entity, int offset);
/**
* Peeks into an entity's object data and sets the entity index at the
* given offset.
*
* Note: This will only work on offsets that are stored as "entity
* handles" (which usually looks like m_h* in properties). These
* are not SourceMod Handles, but internal Source structures.
*
* @param entity Edict index.
* @param offset Offset to use.
* @param other Entity index to set, or -1 to clear.
* @param changeState If true, change will be sent over the network.
* @error Invalid input entity, or offset out of reasonable bounds.
*/
native void SetEntDataEnt2(int entity, int offset, int other, bool changeState=false);
/**
* Peeks into an entity's object data and retrieves the vector at the
* given offset.
* @note Both a Vector and a QAngle are three floats. This is a
* convenience function and will work with both types.
*
* @param entity Edict index.
* @param offset Offset to use.
* @param vec Vector buffer to store data in.
* @error Invalid entity or offset out of reasonable bounds.
*/
native void GetEntDataVector(int entity, int offset, float vec[3]);
/**
* Peeks into an entity's object data and sets the vector at the given
* offset.
* @note Both a Vector and a QAngle are three floats. This is a
* convenience function and will work with both types.
*
* @param entity Edict index.
* @param offset Offset to use.
* @param vec Vector to set.
* @param changeState If true, change will be sent over the network.
* @error Invalid entity or offset out of reasonable bounds.
*/
native void SetEntDataVector(int entity, int offset, const float vec[3], bool changeState=false);
/**
* Peeks into an entity's object data and retrieves the string at
* the given offset.
*
* @param entity Edict index.
* @param offset Offset to use.
* @param buffer Destination string buffer.
* @param maxlen Maximum length of output string buffer.
* @return Number of non-null bytes written.
* @error Invalid entity or offset out of reasonable bounds.
*/
native int GetEntDataString(int entity, int offset, char[] buffer, int maxlen);
/**
* Peeks into an entity's object data and sets the string at
* the given offset.
*
* @param entity Edict index.
* @param offset Offset to use.
* @param buffer String to set.
* @param maxlen Maximum length of bytes to write.
* @param changeState If true, change will be sent over the network.
* @return Number of non-null bytes written.
* @error Invalid entity or offset out of reasonable bounds.
*/
native int SetEntDataString(int entity, int offset, const char[] buffer, int maxlen, bool changeState=false);
/**
* @endsection
*/
/**
* Given a ServerClass name, finds a networkable send property offset.
* This information is cached for future calls.
*
* Note, this function may return offsets that do not work!
* If a property is nested beneath a parent object, the resulting offset
* will be invalid for direct use with data functions. Therefore, you
* should use FindSendPropInfo() instead. An example of such a property is
* CTFPlayer::DT_LocalPlayer.m_nDisguiseClass on Team Fortress.
*
* @param cls Classname.
* @param prop Property name.
* @return An offset, or -1 on failure.
*/
#pragma deprecated Use FindSendPropInfo instead, or HasEntProp if you just want to check for existence.
native int FindSendPropOffs(const char[] cls, const char[] prop);
/**
* Given a ServerClass name, finds a networkable send property offset.
* This information is cached for future calls.
*
* @param cls Classname.
* @param prop Property name.
* @param type Optional parameter to store the type.
* @param num_bits Optional parameter to store the number of bits the field
* uses, if applicable (otherwise 0 is stored). The number
* of bits varies for integers and floats, and is always 0
* for strings.
* @param local_offset Optional parameter to store the local offset, as
* FindSendPropOffs() would return.
* @return On success, returns an absolutely computed offset.
* If no offset is available, 0 is returned.
* If the property is not found, -1 is returned.
*/
native int FindSendPropInfo(const char[] cls,
const char[] prop,
PropFieldType &type=view_as(0),
int &num_bits=0,
int &local_offset=0);
/**
* Given an entity, finds a datamap property offset.
* This information is cached for future calls.
*
* @param entity Entity index.
* @param prop Property name.
* @param type Optional parameter to store the type.
* @param num_bits Optional parameter to store the number of bits the field
* uses. The bit count will either be 1 (for boolean) or
* divisible by 8 (including 0 if unknown).
* @return An offset, or -1 on failure.
*/
#pragma deprecated Use FindDataMapInfo instead, or HasEntProp if you just want to check for existence.
native int FindDataMapOffs(int entity,
const char[] prop,
PropFieldType &type=view_as(0),
int &num_bits=0);
/**
* Given an entity, finds a nested datamap property offset.
* This information is cached for future calls.
*
* @param entity Entity index.
* @param prop Property name.
* @param type Optional parameter to store the type.
* @param num_bits Optional parameter to store the number of bits the field
* uses. The bit count will either be 1 (for boolean) or
* divisible by 8 (including 0 if unknown).
* @param local_offset Optional parameter to store the local offset, as
* FindDataMapOffs() would return.
* @return An offset, or -1 on failure.
*/
native int FindDataMapInfo(int entity,
const char[] prop,
PropFieldType &type=view_as(0),
int &num_bits=0,
int &local_offset=0);
/**
* Wrapper function for finding a send property for a particular entity.
*
* @param ent Entity index.
* @param prop Property name.
* @param actual Defaults to false for backwards compatibility.
* If true, the newer FindSendPropInfo() function
* is used instead.
* @return An offset, or -1 on failure.
*/
stock int GetEntSendPropOffs(int ent, const char[] prop, bool actual=false)
{
char cls[64];
if (!GetEntityNetClass(ent, cls, sizeof(cls)))
{
return -1;
}
int local = -1;
int offset = FindSendPropInfo(cls, prop, _, _, local);
if (actual)
{
return offset;
} else {
return local;
}
}
/**
* Checks if an entity property exists on an entity.
*
* @param entity Entity/edict index.
* @param type Property type.
* @param prop Property name.
* @return Whether the property exists on the entity.
* @error Invalid entity.
*/
stock bool HasEntProp(int entity, PropType type, const char[] prop)
{
if (type == Prop_Data) {
return (FindDataMapInfo(entity, prop) != -1);
}
if (type != Prop_Send) {
return false;
}
char cls[64];
if (!GetEntityNetClass(entity, cls, sizeof(cls))) {
return false;
}
return (FindSendPropInfo(cls, prop) != -1);
}
/**
* Retrieves an integer value from an entity's property.
*
* This function is considered safer and more robust over GetEntData,
* because it performs strict offset checking and typing rules.
*
* @param entity Entity/edict index.
* @param type Property type.
* @param prop Property name.
* @param size Number of bytes to write (valid values are 1, 2, or 4).
* This value is auto-detected, and the size parameter is
* only used as a fallback in case detection fails.
* @param element Element # (starting from 0) if property is an array.
* @return Value at the given property offset.
* @error Invalid entity or property not found.
*/
native int GetEntProp(int entity, PropType type, const char[] prop, int size=4, int element=0);
/**
* Sets an integer value in an entity's property.
*
* This function is considered safer and more robust over SetEntData,
* because it performs strict offset checking and typing rules.
*
* @param entity Entity/edict index.
* @param type Property type.
* @param prop Property name.
* @param value Value to set.
* @param size Number of bytes to write (valid values are 1, 2, or 4).
* This value is auto-detected, and the size parameter is
* only used as a fallback in case detection fails.
* @param element Element # (starting from 0) if property is an array.
* @error Invalid entity or offset out of reasonable bounds.
*/
native void SetEntProp(int entity, PropType type, const char[] prop, any value, int size=4, int element=0);
/**
* Retrieves a float value from an entity's property.
*
* This function is considered safer and more robust over GetEntDataFloat,
* because it performs strict offset checking and typing rules.
*
* @param entity Entity/edict index.
* @param type Property type.
* @param prop Property name.
* @param element Element # (starting from 0) if property is an array.
* @return Value at the given property offset.
* @error Invalid entity or offset out of reasonable bounds.
*/
native float GetEntPropFloat(int entity, PropType type, const char[] prop, int element=0);
/**
* Sets a float value in an entity's property.
*
* This function is considered safer and more robust over SetEntDataFloat,
* because it performs strict offset checking and typing rules.
*
* @param entity Entity/edict index.
* @param type Property type.
* @param prop Property name.
* @param value Value to set.
* @param element Element # (starting from 0) if property is an array.
* @error Invalid entity or offset out of reasonable bounds.
*/
native void SetEntPropFloat(int entity, PropType type, const char[] prop, float value, int element=0);
/**
* Retrieves an entity index from an entity's property.
*
* This function is considered safer and more robust over GetEntDataEnt*,
* because it performs strict offset checking and typing rules.
*
* @param entity Entity/edict index.
* @param type Property type.
* @param prop Property name.
* @param element Element # (starting from 0) if property is an array.
* @return Entity index at the given property.
* If there is no entity, or the entity is not valid,
* then -1 is returned.
* @error Invalid entity or offset out of reasonable bounds.
*/
native int GetEntPropEnt(int entity, PropType type, const char[] prop, int element=0);
/**
* Sets an entity index in an entity's property.
*
* This function is considered safer and more robust over SetEntDataEnt*,
* because it performs strict offset checking and typing rules.
*
* @param entity Entity/edict index.
* @param type Property type.
* @param prop Property name.
* @param other Entity index to set, or -1 to unset.
* @param element Element # (starting from 0) if property is an array.
* @error Invalid entity or offset out of reasonable bounds.
*/
native void SetEntPropEnt(int entity, PropType type, const char[] prop, int other, int element=0);
/**
* Retrieves a vector of floats from an entity, given a named network property.
*
* This function is considered safer and more robust over GetEntDataVector,
* because it performs strict offset checking and typing rules.
*
* @param entity Entity/edict index.
* @param type Property type.
* @param prop Property name.
* @param vec Vector buffer to store data in.
* @param element Element # (starting from 0) if property is an array.
* @error Invalid entity, property not found, or property not
* actually a vector data type.
*/
native void GetEntPropVector(int entity, PropType type, const char[] prop, float vec[3], int element=0);
/**
* Sets a vector of floats in an entity, given a named network property.
*
* This function is considered safer and more robust over SetEntDataVector,
* because it performs strict offset checking and typing rules.
*
* @param entity Entity/edict index.
* @param type Property type.
* @param prop Property name.
* @param vec Vector to set.
* @param element Element # (starting from 0) if property is an array.
* @error Invalid entity, property not found, or property not
* actually a vector data type.
*/
native void SetEntPropVector(int entity, PropType type, const char[] prop, const float vec[3], int element=0);
/**
* Gets a network property as a string.
*
* @param entity Edict index.
* @param type Property type.
* @param prop Property to use.
* @param buffer Destination string buffer.
* @param maxlen Maximum length of output string buffer.
* @param element Element # (starting from 0) if property is an array.
* @return Number of non-null bytes written.
* @error Invalid entity, offset out of reasonable bounds, or property is not a valid string.
*/
native int GetEntPropString(int entity, PropType type, const char[] prop, char[] buffer, int maxlen, int element=0);
/**
* Sets a network property as a string.
*
* @param entity Edict index.
* @param type Property type.
* @param prop Property to use.
* @param buffer String to set.
* @param element Element # (starting from 0) if property is an array.
* @return Number of non-null bytes written.
* @error Invalid entity, offset out of reasonable bounds, or property is not a valid string.
*/
native int SetEntPropString(int entity, PropType type, const char[] prop, const char[] buffer, int element=0);
/**
* Retrieves the count of values that an entity property's array can store.
*
* @param entity Entity/edict index.
* @param type Property type.
* @param prop Property name.
* @return Size of array (in elements) or 1 if property is not an array.
* @error Invalid entity or property not found.
*/
native int GetEntPropArraySize(int entity, PropType type, const char[] prop);
/**
* Copies an array of cells from an entity at a given offset.
*
* @param entity Entity index.
* @param offset Offset to use.
* @param array Array to read into.
* @param arraySize Number of values to read.
* @param dataSize Size of each value in bytes (1, 2, or 4).
* @error Invalid entity or offset out of reasonable bounds.
*/
stock void GetEntDataArray(int entity, int offset, int[] array, int arraySize, int dataSize=4)
{
for (int i=0; i