sm-zombiereloaded-3/env/include/sdktools_trace.inc

664 lines
28 KiB
SourcePawn

/**
* 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 <http://www.gnu.org/licenses/>.
*
* 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 <http://www.sourcemod.net/license.php>.
*
* 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 bsp-ing 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
*/
/**
* @section Surface flags.
*/
#define SURF_LIGHT 0x0001 /**< value will hold the light strength */
#define SURF_SKY2D 0x0002 /**< don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox */
#define SURF_SKY 0x0004 /**< don't draw, but add to skybox */
#define SURF_WARP 0x0008 /**< turbulent water warp */
#define SURF_TRANS 0x0010
#define SURF_NOPORTAL 0x0020 /**< the surface can not have a portal placed on it */
#define SURF_TRIGGER 0x0040 /**< This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders */
#define SURF_NODRAW 0x0080 /**< don't bother referencing the texture */
#define SURF_HINT 0x0100 /**< make a primary bsp splitter */
#define SURF_SKIP 0x0200 /**< completely ignore, allowing non-closed brushes */
#define SURF_NOLIGHT 0x0400 /**< Don't calculate light */
#define SURF_BUMPLIGHT 0x0800 /**< calculate three lightmaps for the surface for bumpmapping */
#define SURF_NOSHADOWS 0x1000 /**< Don't receive shadows */
#define SURF_NODECALS 0x2000 /**< Don't receive decals */
#define SURF_NOCHOP 0x4000 /**< Don't subdivide patches on this surface */
#define SURF_HITBOX 0x8000 /**< surface is part of a hitbox */
/**
* @endsection
*/
/**
* @section Partition masks.
*/
#define PARTITION_SOLID_EDICTS (1 << 1) /**< every edict_t that isn't SOLID_TRIGGER or SOLID_NOT (and static props) */
#define PARTITION_TRIGGER_EDICTS (1 << 2) /**< every edict_t that IS SOLID_TRIGGER */
#define PARTITION_NON_STATIC_EDICTS (1 << 5) /**< everything in solid & trigger except the static props, includes SOLID_NOTs */
#define PARTITION_STATIC_PROPS (1 << 7)
/**
* @endsection
*/
/**
* @section Displacement flags.
*/
#define DISPSURF_FLAG_SURFACE (1<<0)
#define DISPSURF_FLAG_WALKABLE (1<<1)
#define DISPSURF_FLAG_BUILDABLE (1<<2)
#define DISPSURF_FLAG_SURFPROP1 (1<<3)
#define DISPSURF_FLAG_SURFPROP2 (1<<4)
/**
* @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. */
};
typeset 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.
*/
function bool (int entity, int 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.
*/
function bool (int entity, int contentsMask, any data);
};
typeset TraceEntityEnumerator
{
/**
* Called for each entity enumerated with EnumerateEntities*.
*
* @param entity Entity index.
* @return True to continue enumerating, otherwise false.
*/
function bool (int entity);
/**
* Called for each entity enumerated with EnumerateEntities*.
*
* @param entity Entity index.
* @param data Data value, if used.
* @return True to continue enumerating, otherwise false. */
function bool (int entity, 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 int TR_GetPointContents(const float pos[3], int &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 int TR_GetPointContentsEnt(int 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.
*/
native void TR_TraceRay(const float pos[3],
const float vec[3],
int 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.
*/
native void TR_TraceHull(const float pos[3],
const float vec[3],
const float mins[3],
const float maxs[3],
int flags);
/**
* Enumerates over entities along a ray. This may find entities that are
* close to the ray but do not actually intersect it. Use TR_Clip*RayToEntity
* with TR_DidHit to check if the ray actually intersects the entity.
*
* @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 mask Mask to use for the trace. See PARTITION_* flags.
* @param rtype Method to calculate the ray direction.
* @param enumerator Function to use as enumerator. For each entity found
* along the ray, this function is called.
* @param data Arbitrary data value to pass through to the enumerator.
*/
native void TR_EnumerateEntities(const float pos[3],
const float vec[3],
int mask,
RayType rtype,
TraceEntityEnumerator enumerator,
any data=0);
/**
* Enumerates over entities along a ray hull. This may find entities that are
* close to the ray but do not actually intersect it. Use TR_Clip*RayToEntity
* with TR_DidHit to check if the ray actually intersects the entity.
*
* @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 mask Mask to use for the trace. See PARTITION_* flags.
* @param enumerator Function to use as enumerator. For each entity found
* along the ray, this function is called.
* @param data Arbitrary data value to pass through to the enumerator.
*/
native void TR_EnumerateEntitiesHull(const float pos[3],
const float vec[3],
const float mins[3],
const float maxs[3],
int mask,
TraceEntityEnumerator enumerator,
any data=0);
/**
* 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.
*/
native void TR_TraceRayFilter(const float pos[3],
const float vec[3],
int 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 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.
*/
native void TR_TraceHullFilter(const float pos[3],
const float vec[3],
const float mins[3],
const float maxs[3],
int flags,
TraceEntityFilter filter,
any data=0);
/**
* Clips a ray to a particular entity.
*
* @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 entity Entity to clip to.
*/
native void TR_ClipRayToEntity(const float pos[3],
const float vec[3],
int flags,
RayType rtype,
int entity);
/**
* Clips a ray hull to a particular entity.
*
* @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 entity Entity to clip to.
*/
native void TR_ClipRayHullToEntity(const float pos[3],
const float vec[3],
const float mins[3],
const float maxs[3],
int flags,
int entity);
/**
* Clips the current global ray (or hull) to a particular entity.
*
* @param flags Trace flags.
* @param entity Entity to clip to.
*/
native void TR_ClipCurrentRayToEntity(int flags, int entity);
/**
* 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],
int 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],
int 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],
int 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],
int flags,
TraceEntityFilter filter,
any data=0);
/**
* Clips a ray to a particular entity.
*
* @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 entity Entity to clip to.
* @return Ray trace handle, which must be closed via CloseHandle().
*/
native Handle TR_ClipRayToEntityEx(const float pos[3],
const float vec[3],
int flags,
RayType rtype,
int entity);
/**
* Clips a ray hull to a particular entity.
*
* @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 entity Entity to clip to.
* @return Ray trace handle, which must be closed via CloseHandle().
*/
native Handle TR_ClipRayHullToEntityEx(const float pos[3],
const float vec[3],
const float mins[3],
const float maxs[3],
int flags,
int entity);
/**
* Clips the current global ray (or hull) to a particular entity.
*
* @param flags Trace flags.
* @param entity Entity to clip to.
* @return Ray trace handle, which must be closed via CloseHandle().
*/
native Handle TR_ClipCurrentRayToEntityEx(int flags, int entity);
/**
* 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 time fraction from a trace result when it left a solid.
* Only valid if trace started in solid
*
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
* @return Time fraction left solid value of the trace.
* @error Invalid Handle.
*/
native float TR_GetFractionLeftSolid(Handle hndl=INVALID_HANDLE);
/**
* Returns the starting position of a trace.
*
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
* @param pos Vector buffer to store data in.
* @error Invalid Handle.
*/
native void TR_GetStartPosition(Handle hndl, float pos[3]);
/**
* 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.
* @error Invalid Handle.
*/
native void 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 int TR_GetEntityIndex(Handle hndl=INVALID_HANDLE);
/**
* Returns the displacement flags for the surface that was hit. See DISPSURF_FLAG_*.
*
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
* @return Displacement flags.
* @error Invalid Handle.
*/
native int TR_GetDisplacementFlags(Handle hndl=INVALID_HANDLE);
/**
* Returns the name of the surface that was hit.
*
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
* @param buffer Buffer to store surface name in
* @param maxlen Maximum length of output buffer
* @error Invalid Handle.
*/
native void TR_GetSurfaceName(Handle hndl, char[] buffer, int maxlen);
/**
* Returns the surface properties index of the surface that was hit.
*
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
* @return Surface props.
* @error Invalid Handle.
*/
native int TR_GetSurfaceProps(Handle hndl=INVALID_HANDLE);
/**
* Returns the surface flags. See SURF_*.
*
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
* @return Surface flags.
* @error Invalid Handle.
*/
native int TR_GetSurfaceFlags(Handle hndl=INVALID_HANDLE);
/**
* Returns the index of the physics bone that was hit.
*
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
* @return Physics bone index.
* @error Invalid Handle.
*/
native int TR_GetPhysicsBone(Handle hndl=INVALID_HANDLE);
/**
* Returns whether the entire trace was in a solid area.
*
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
* @return True if entire trace was in a solid area, otherwise false.
* @error Invalid Handle.
*/
native bool TR_AllSolid(Handle hndl=INVALID_HANDLE);
/**
* Returns whether the initial point was in a solid area.
*
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
* @return True if initial point was in a solid area, otherwise false.
* @error Invalid Handle.
*/
native bool TR_StartSolid(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 int TR_GetHitGroup(Handle hndl=INVALID_HANDLE);
/**
* Returns in which hitbox the trace collided if any.
*
* Note: if the entity that collided with the trace is the world entity,
* then this function doesn't return an hitbox index but a static prop index.
*
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
* @return Hitbox index (Or static prop index).
* @error Invalid Handle.
*/
native int TR_GetHitBoxIndex(Handle hndl=INVALID_HANDLE);
/**
* Find the normal vector to the collision 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
* @error Invalid Handle
*/
native void 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 bool TR_PointOutsideWorld(float pos[3]);