/** * 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_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. */ }; funcenum TraceEntityFilter { /** * Called on entity filtering. * * @param entity Entity index. * @param contentsMask Contents Mask. * @return True to allow the current entity to be hit, otherwise false. */ bool:public(entity, contentsMask), /** * 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. */ bool:public(entity, contentsMask, any:data), }; /** * 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]); /** * 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. */ native TR_PointOutsideWorld(Float:pos[3]);