/** * 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 _halflife_included #endinput #endif #define _halflife_included #define SOURCE_SDK_UNKNOWN 0 /**< Could not determine the engine version */ #define SOURCE_SDK_ORIGINAL 10 /**< Original Source engine (still used by "The Ship") */ #define SOURCE_SDK_DARKMESSIAH 15 /**< Modified version of original engine used by Dark Messiah (no SDK) */ #define SOURCE_SDK_EPISODE1 20 /**< SDK+Engine released after Episode 1 */ #define SOURCE_SDK_EPISODE2 30 /**< SDK+Engine released after Episode 2/Orange Box */ #define SOURCE_SDK_BLOODYGOODTIME 32 /**< Modified version of ep2 engine used by Bloody Good Time (no SDK) */ #define SOURCE_SDK_EYE 33 /**< Modified version of ep2 engine used by E.Y.E Divine Cybermancy (no SDK) */ #define SOURCE_SDK_CSS 34 /**< Sometime-older version of Source 2009 SDK+Engine, used for Counter-Strike: Source */ #define SOURCE_SDK_EPISODE2VALVE 35 /**< SDK+Engine released after Episode 2/Orange Box, "Source 2009" or "Source MP" */ #define SOURCE_SDK_LEFT4DEAD 40 /**< Engine released after Left 4 Dead (no SDK yet) */ #define SOURCE_SDK_LEFT4DEAD2 50 /**< Engine released after Left 4 Dead 2 (no SDK yet) */ #define SOURCE_SDK_ALIENSWARM 60 /**< SDK+Engine released after Alien Swarm */ #define SOURCE_SDK_CSGO 80 /**< Engine released after CS:GO (no SDK yet) */ #define SOURCE_SDK_DOTA 90 /**< Engine released after Dota 2 (no SDK) */ #define MOTDPANEL_TYPE_TEXT 0 /**< Treat msg as plain text */ #define MOTDPANEL_TYPE_INDEX 1 /**< Msg is auto determined by the engine */ #define MOTDPANEL_TYPE_URL 2 /**< Treat msg as an URL link */ #define MOTDPANEL_TYPE_FILE 3 /**< Treat msg as a filename to be openned */ enum DialogType { DialogType_Msg = 0, /**< just an on screen message */ DialogType_Menu, /**< an options menu */ DialogType_Text, /**< a richtext dialog */ DialogType_Entry, /**< an entry box */ DialogType_AskConnect /**< ask the client to connect to a specified IP */ }; enum EngineVersion { Engine_Unknown, /**< Could not determine the engine version */ Engine_Original, /**< Original Source Engine (used by The Ship) */ Engine_SourceSDK2006, /**< Episode 1 Source Engine (second major SDK) */ Engine_SourceSDK2007, /**< Orange Box Source Engine (third major SDK) */ Engine_Left4Dead, /**< Left 4 Dead */ Engine_DarkMessiah, /**< Dark Messiah Multiplayer (based on original engine) */ Engine_Left4Dead2 = 7, /**< Left 4 Dead 2 */ Engine_AlienSwarm, /**< Alien Swarm (and Alien Swarm SDK) */ Engine_BloodyGoodTime, /**< Bloody Good Time */ Engine_EYE, /**< E.Y.E Divine Cybermancy */ Engine_Portal2, /**< Portal 2 */ Engine_CSGO, /**< Counter-Strike: Global Offensive */ Engine_CSS, /**< Counter-Strike: Source */ Engine_DOTA, /**< Dota 2 */ Engine_HL2DM, /**< Half-Life 2 Deathmatch */ Engine_DODS, /**< Day of Defeat: Source */ Engine_TF2, /**< Team Fortress 2 */ Engine_NuclearDawn, /**< Nuclear Dawn */ Engine_SDK2013, /**< Source SDK 2013 */ Engine_Blade, /**< Blade Symphony */ Engine_Insurgency, /**< Insurgency (2013 Retail version)*/ Engine_Contagion, /**< Contagion */ }; #define INVALID_ENT_REFERENCE 0xFFFFFFFF /** * Logs a generic message to the HL2 logs. * * @param format String format. * @param ... Format arguments. * @noreturn */ native LogToGame(const String:format[], any:...); /** * Sets the seed value for the global Half-Life 2 Random Stream. * * @param seed Seed value. * @noreturn */ native SetRandomSeed(seed); /** * Returns a random floating point number from the Half-Life 2 Random Stream. * * @param fMin Minimum random bound. * @param fMax Maximum random bound. * @return A random number between (inclusive) fMin and fMax. */ native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0); /** * Returns a random number from the Half-Life 2 Random Stream. * * @param nmin Minimum random bound. * @param nmax Maximum random bound. * @return A random number between (inclusive) nmin and nmax. */ native GetRandomInt(nmin, nmax); /** * Returns whether a map is valid or not. * * @param map Map name, excluding .bsp extension. * @return True if valid, false otherwise. */ native bool:IsMapValid(const String:map[]); /** * Returns whether the server is dedicated. * * @return True if dedicated, false otherwise. */ native bool:IsDedicatedServer(); /** * Returns a high-precision time value for profiling the engine. * * @return A floating point time value. */ native Float:GetEngineTime(); /** * Returns the game time based on the game tick. * * @return Game tick time. */ native Float:GetGameTime(); /** * Returns the game's internal tick count. * * @return Game tick count. */ native GetGameTickCount(); /** * Returns the game description from the mod. * * @param buffer Buffer to store the description. * @param maxlength Maximum size of the buffer. * @param original If true, retrieves the original game description, * ignoring any potential hooks from plugins. * @return Number of bytes written to the buffer (UTF-8 safe). */ native GetGameDescription(String:buffer[], maxlength, bool:original=false); /** * Returns the name of the game's directory. * * @param buffer Buffer to store the directory name. * @param maxlength Maximum size of the buffer. * * return Number of bytes written to the buffer (UTF-8 safe). */ native GetGameFolderName(String:buffer[], maxlength); /** * Returns the current map name. * * @param buffer Buffer to store map name. * @param maxlength Maximum length of buffer. * @return Number of bytes written (UTF-8 safe). */ native GetCurrentMap(String:buffer[], maxlength); /** * Precaches a given model. * * @param model Name of the model to precache. * @param preload If preload is true the file will be precached before level startup. * @return Returns the model index, 0 for error. */ native PrecacheModel(const String:model[], bool:preload=false); /** * Precaches a given sentence file. * * @param file Name of the sentence file to precache. * @param preload If preload is true the file will be precached before level startup. * @return Returns a sentence file index. */ native PrecacheSentenceFile(const String:file[], bool:preload=false); /** * Precaches a given decal. * * @param decal Name of the decal to precache. * @param preload If preload is true the file will be precached before level startup. * @return Returns a decal index. */ native PrecacheDecal(const String:decal[], bool:preload=false); /** * Precaches a given generic file. * * @param generic Name of the generic file to precache. * @param preload If preload is true the file will be precached before level startup. * @return Returns a generic file index. */ native PrecacheGeneric(const String:generic[], bool:preload=false); /** * Returns if a given model is precached. * * @param model Name of the model to check. * @return True if precached, false otherwise. */ native bool:IsModelPrecached(const String:model[]); /** * Returns if a given decal is precached. * * @param decal Name of the decal to check. * @return True if precached, false otherwise. */ native bool:IsDecalPrecached(const String:decal[]); /** * Returns if a given generic file is precached. * * @param generic Name of the generic file to check. * @return True if precached, false otherwise. */ native bool:IsGenericPrecached(const String:generic[]); /** * Precaches a given sound. * * @param sound Name of the sound to precache. * @param preload If preload is true the file will be precached before level startup. * @return True if successfully precached, false otherwise. */ native bool:PrecacheSound(const String:sound[], bool:preload=false); /** * Returns if a given sound is precached. * * @param sound Name of the sound to check. * @return True if precached, false otherwise. */ native bool:IsSoundPrecached(const String:sound[]); /** * Creates different types of ingame messages. * * @param client Index of the client. * @param kv KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information). * @param type Message type to display ingame. * @noreturn * @error Invalid client index, or client not connected. */ native CreateDialog(client, Handle:kv, DialogType:type); /** * Guesses the SDK version a mod was compiled against. If nothing * specific is known about the game, the engine version is used instead. * * The return values are guaranteed to increase chronologically (that is, * a later release will have a higher value). * * @return SOURCE_SDK version code. */ #pragma deprecated See GetEngineVersion() native GuessSDKVersion(); /** * Gets the engine version that the currently-loaded SM core was compiled against. * * The engine version values are not guaranteed to be in any particular order, * and should only be compared by (in)equality. * * @return An EngineVersion value. */ native EngineVersion:GetEngineVersion(); /** * Prints a message to a specific client in the chat area. * * @param client Client index. * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn * @error If the client is not connected an error will be thrown. */ native PrintToChat(client, const String:format[], any:...); /** * Prints a message to all clients in the chat area. * * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn */ stock PrintToChatAll(const String:format[], any:...) { decl String:buffer[192]; for (new i = 1; i <= MaxClients; i++) { if (IsClientInGame(i)) { SetGlobalTransTarget(i); VFormat(buffer, sizeof(buffer), format, 2); PrintToChat(i, "%s", buffer); } } } /** * Prints a message to a specific client in the center of the screen. * * @param client Client index. * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn * @error If the client is not connected an error will be thrown. */ native PrintCenterText(client, const String:format[], any:...); /** * Prints a message to all clients in the center of the screen. * * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn */ stock PrintCenterTextAll(const String:format[], any:...) { decl String:buffer[192]; for (new i = 1; i <= MaxClients; i++) { if (IsClientInGame(i)) { SetGlobalTransTarget(i); VFormat(buffer, sizeof(buffer), format, 2); PrintCenterText(i, "%s", buffer); } } } /** * Prints a message to a specific client with a hint box. * * @param client Client index. * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn * @error If the client is not connected an error will be thrown. */ native PrintHintText(client, const String:format[], any:...); /** * Prints a message to all clients with a hint box. * * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn */ stock PrintHintTextToAll(const String:format[], any:...) { decl String:buffer[192]; for (new i = 1; i <= MaxClients; i++) { if (IsClientInGame(i)) { SetGlobalTransTarget(i); VFormat(buffer, sizeof(buffer), format, 2); PrintHintText(i, "%s", buffer); } } } /** * Shows a VGUI panel to a specific client. * * @param client Client index. * @param name Panel type name (Check viewport_panel_names.h to see a list of * some panel names). * @param Kv KeyValues handle with all the data for the panel setup (Depends * on the panel type and may be unused). * @param show True to show the panel, or false to remove it from the client screen. * @noreturn * @error If the client is not connected an error will be thrown. */ native ShowVGUIPanel(client, const String:name[], Handle:Kv=INVALID_HANDLE, bool:show=true); /** * Creates a HUD synchronization object. This object is used to automatically assign and * re-use channels for a set of messages. * * The HUD has a hardcoded number of channels (usually 6) for displaying * text. You can use any channel for any area of the screen. Text on * different channels can overlap, but text on the same channel will * erase the old text first. This overlapping and overwriting gets problematic. * * A HUD synchronization object automatically selects channels for you based on * the following heuristics: * - If channel X was last used by the object, and hasn't been modified again, * channel X gets re-used. * - Otherwise, a new channel is chosen based on the least-recently-used channel. * * This ensures that if you display text on a sync object, that the previous text * displayed on it will always be cleared first. This is because your new text * will either overwrite the old text on the same channel, or because another * channel has already erased your text. * * Note that messages can still overlap if they are on different synchronization * objects, or they are displayed to manual channels. * * These are particularly useful for displaying repeating or refreshing HUD text, in * addition to displaying multiple message sets in one area of the screen (for example, * center-say messages that may pop up randomly that you don't want to overlap each * other). * * @return New HUD synchronization object. * The Handle can be closed with CloseHandle(). * If HUD text is not supported on this mod, then * INVALID_HANDLE is returned. */ native Handle:CreateHudSynchronizer(); /** * Sets the HUD parameters for drawing text. These parameters are stored * globally, although nothing other than this function and SetHudTextParamsEx * modify them. * * You must call this function before drawing text. If you are drawing * text to multiple clients, you can set the parameters once, since * they won't be modified. However, as soon as you pass control back * to other plugins, you must reset the parameters next time you draw. * * @param x x coordinate, from 0 to 1. -1.0 is the center. * @param y y coordinate, from 0 to 1. -1.0 is the center. * @param holdTime Number of seconds to hold the text. * @param r Red color value. * @param g Green color value. * @param b Blue color value. * @param a Alpha transparency value. * @param effect 0/1 causes the text to fade in and fade out. * 2 causes the text to flash[?]. * @param fxTime Duration of chosen effect (may not apply to all effects). * @param fadeIn Number of seconds to spend fading in. * @param fadeOut Number of seconds to spend fading out. * @noreturn */ native SetHudTextParams(Float:x, Float:y, Float:holdTime, r, g, b, a, effect = 0, Float:fxTime=6.0, Float:fadeIn=0.1, Float:fadeOut=0.2); /** * Sets the HUD parameters for drawing text. These parameters are stored * globally, although nothing other than this function and SetHudTextParams * modify them. * * This is the same as SetHudTextParams(), except it lets you set the alternate * color for when effects require it. * * @param x x coordinate, from 0 to 1. -1.0 is the center. * @param y y coordinate, from 0 to 1. -1.0 is the center. * @param holdTime Number of seconds to hold the text. * @param color1 First color set, array values being [red, green, blue, alpha] * @param color2 Second color set, array values being [red, green, blue, alpha] * @param effect 0/1 causes the text to fade in and fade out. * 2 causes the text to flash[?]. * @param fxTime Duration of chosen effect (may not apply to all effects). * @param fadeIn Number of seconds to spend fading in. * @param fadeOut Number of seconds to spend fading out. * @noreturn */ native SetHudTextParamsEx(Float:x, Float:y, Float:holdTime, color1[4], color2[4]={255,255,255,0}, effect = 0, Float:fxTime=6.0, Float:fadeIn=0.1, Float:fadeOut=0.2); /** * Shows a synchronized HUD message to a client. * * As of this writing, only TF, HL2MP, and SourceForts support HUD Text. * * @param client Client index to send the message to. * @param sync Synchronization object. * @param message Message text or formatting rules. * @param ... Message formatting parameters. * @return -1 on failure, anything else on success. * This function fails if the mod does not support it. * @error Client not in-game, or sync object not valid. */ native ShowSyncHudText(client, Handle:sync, const String:message[], any:...); /** * Clears the text on a synchronized HUD channel. * * This is not the same as sending "" because it guarantees that it won't * overwrite text on another channel. For example, consider the scenario: * * 1. Your synchronized message goes to channel 3. * 2. Someone else's non-synchronized message goes to channel 3. * * If you were to simply send "" on your synchronized message, * then someone else's text could be overwritten. * * @param client Client index to send the message to. * @param sync Synchronization object. * @noreturn * @error Client not in-game, or sync object not valid. */ native ClearSyncHud(client, Handle:sync); /** * Shows a HUD message to a client on the given channel. * * As of this writing, only TF, HL2MP, and SourceForts support HUD Text. * * @param client Client index to send the message to. * @param channel A channel number. * If -1, then a channel will automatically be selected * based on the least-recently-used channel. If the * channel is any other number, it will be modulo'd with * the channel count to get a final channel number. * @param message Message text or formatting rules. * @param ... Message formatting parameters. * @return -1 on failure (lack of mod support). * Any other return value is the channel number that was * used to render the text. */ native ShowHudText(client, channel, const String:message[], any:...); /** * Shows a MOTD panel to a specific client. * * @param client Client index. * @param title Title of the panel (printed on the top border of the window). * @param msg Contents of the panel, it can be treated as an url, filename or plain text * depending on the type parameter (WARNING: msg has to be 192 bytes maximum!) * @param type Determines the way to treat the message body of the panel. * @noreturn * @error If the client is not connected an error will be thrown. */ stock ShowMOTDPanel(client, const String:title[], const String:msg[], type=MOTDPANEL_TYPE_INDEX) { decl String:num[3]; new Handle:Kv = CreateKeyValues("data"); IntToString(type, num, sizeof(num)); KvSetString(Kv, "title", title); KvSetString(Kv, "type", num); KvSetString(Kv, "msg", msg); ShowVGUIPanel(client, "info", Kv); CloseHandle(Kv); } /** * Displays a panel asking the client to connect to a specified IP. * * @param client Client index. * @param time Duration to hold the panel on the client's screen. * @param ip Destination IP. * @param password Password to connect to the destination IP. The client will be able to see this. * @noreturn */ stock DisplayAskConnectBox(client, Float:time, const String:ip[], const String:password[] = "") { decl String:destination[288]; FormatEx(destination, sizeof(destination), "%s/%s", ip, password); new Handle:Kv = CreateKeyValues("data"); KvSetFloat(Kv, "time", time); KvSetString(Kv, "title", destination); CreateDialog(client, Kv, DialogType_AskConnect); CloseHandle(Kv); } /** * Converts an entity index into a serial encoded entity reference. * * @param entity Entity index. * @return Entity reference. */ native EntIndexToEntRef(entity); /** * Retrieves the entity index from a reference. * * @param ref Entity reference. * @return Entity index. */ native EntRefToEntIndex(ref); /** * Converts a reference into a backwards compatible version. * * @param ref Entity reference. * @return Bcompat reference. */ native MakeCompatEntRef(ref);