/** * 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 enum SDKCallType { SDKCall_Static, /**< Static call */ SDKCall_Entity, /**< CBaseEntity call */ SDKCall_Player, /**< CBasePlayer call */ SDKCall_GameRules, /**< CGameRules call */ SDKCall_EntityList, /**< CGlobalEntityList call */ }; 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 */ }; 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. * @noreturn */ native StartPrepSDKCall(SDKCallType:type); /** * Sets the virtual index of the SDK call if it is virtual. * * @param vtblidx Virtual table index. * @noreturn */ native PrepSDKCall_SetVirtual(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 String:signature[], bytes); /** * 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 String: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. * @noreturn */ native PrepSDKCall_SetReturnInfo(SDKType:type, SDKPassMethod:pass, decflags=0, 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. * @noreturn */ native PrepSDKCall_AddParameter(SDKType:type, SDKPassMethod:pass, decflags=0, 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:...); #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 };