547 lines
18 KiB
SourcePawn
547 lines
18 KiB
SourcePawn
/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This file is part of the SourceMod/SourcePawn SDK.
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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#if defined _halflife_included
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#endinput
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#endif
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#define _halflife_included
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#define SOURCE_SDK_UNKNOWN 0 /**< Could not determine the engine version */
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#define SOURCE_SDK_ORIGINAL 10 /**< Original Source engine (still used by "The Ship") */
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#define SOURCE_SDK_DARKMESSIAH 15 /**< Modified version of original engine used by Dark Messiah (no SDK) */
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#define SOURCE_SDK_EPISODE1 20 /**< SDK+Engine released after Episode 1 */
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#define SOURCE_SDK_EPISODE2 30 /**< SDK+Engine released after Episode 2/Orange Box */
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#define SOURCE_SDK_LEFT4DEAD 40 /**< Engine released after Left 4 Dead (no SDK yet) */
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#define MOTDPANEL_TYPE_TEXT 0 /**< Treat msg as plain text */
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#define MOTDPANEL_TYPE_INDEX 1 /**< Msg is auto determined by the engine */
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#define MOTDPANEL_TYPE_URL 2 /**< Treat msg as an URL link */
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#define MOTDPANEL_TYPE_FILE 3 /**< Treat msg as a filename to be openned */
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enum DialogType
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{
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DialogType_Msg = 0, /**< just an on screen message */
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DialogType_Menu, /**< an options menu */
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DialogType_Text, /**< a richtext dialog */
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DialogType_Entry, /**< an entry box */
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DialogType_AskConnect /**< ask the client to connect to a specified IP */
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};
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/**
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* Logs a generic message to the HL2 logs.
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*
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* @param format String format.
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* @param ... Format arguments.
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* @noreturn
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*/
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native LogToGame(const String:format[], any:...);
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/**
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* Sets the seed value for the global Half-Life 2 Random Stream.
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*
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* @param seed Seed value.
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* @noreturn
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*/
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native SetRandomSeed(seed);
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/**
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* Returns a random floating point number from the Half-Life 2 Random Stream.
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*
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* @param fMin Minimum random bound.
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* @param fMax Maximum random bound.
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* @return A random number between (inclusive) fMin and fMax.
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*/
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native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0);
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/**
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* Returns a random number from the Half-Life 2 Random Stream.
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*
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* @param nmin Minimum random bound.
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* @param nmax Maximum random bound.
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* @return A random number between (inclusive) nmin and nmax.
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*/
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native GetRandomInt(nmin, nmax);
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/**
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* Returns whether a map is valid or not.
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*
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* @param Map name, excluding .bsp extension.
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* @return True if valid, false otherwise.
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*/
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native bool:IsMapValid(const String:map[]);
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/**
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* Returns whether the server is dedicated.
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*
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* @return True if dedicated, false otherwise.
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*/
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native bool:IsDedicatedServer();
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/**
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* Returns a high-precision time value for profiling the engine.
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*
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* @return A floating point time value.
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*/
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native Float:GetEngineTime();
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/**
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* Returns the game time based on the game tick.
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*
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* @return Game tick time.
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*/
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native Float:GetGameTime();
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/**
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* Returns the game description from the mod.
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*
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* @param buffer Buffer to store the description.
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* @param maxlength Maximum size of the buffer.
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* @param original If true, retrieves the original game description,
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* ignoring any potential hooks from plugins.
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* @return Number of bytes written to the buffer (UTF-8 safe).
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*/
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native GetGameDescription(String:buffer[], maxlength, bool:original=false);
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/**
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* Returns the name of the game's directory.
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*
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* @param buffer Buffer to store the directory name.
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* @param maxlength Maximum size of the buffer.
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*
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* return Number of bytes written to the buffer (UTF-8 safe).
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*/
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native GetGameFolderName(String:buffer[], maxlength);
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/**
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* Returns the current map name.
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*
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* @param buffer Buffer to store map name.
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* @param maxlength Maximum length of buffer.
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* @return Number of bytes written (UTF-8 safe).
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*/
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native GetCurrentMap(String:buffer[], maxlength);
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/**
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* Precaches a given model.
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*
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* @param model Name of the model to precache.
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* @param preload If preload is true the file will be precached before level startup.
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* @return Returns the model index, 0 for error.
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*/
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native PrecacheModel(const String:model[], bool:preload=false);
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/**
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* Precaches a given sentence file.
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*
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* @param file Name of the sentence file to precache.
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* @param preload If preload is true the file will be precached before level startup.
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* @return Returns a sentence file index.
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*/
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native PrecacheSentenceFile(const String:file[], bool:preload=false);
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/**
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* Precaches a given decal.
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*
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* @param decal Name of the decal to precache.
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* @param preload If preload is true the file will be precached before level startup.
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* @return Returns a decal index.
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*/
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native PrecacheDecal(const String:decal[], bool:preload=false);
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/**
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* Precaches a given generic file.
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*
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* @param generic Name of the generic file to precache.
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* @param preload If preload is true the file will be precached before level startup.
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* @return Returns a generic file index.
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*/
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native PrecacheGeneric(const String:generic[], bool:preload=false);
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/**
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* Returns if a given model is precached.
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*
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* @param model Name of the model to check.
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* @return True if precached, false otherwise.
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*/
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native bool:IsModelPrecached(const String:model[]);
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/**
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* Returns if a given decal is precached.
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*
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* @param decal Name of the decal to check.
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* @return True if precached, false otherwise.
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*/
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native bool:IsDecalPrecached(const String:decal[]);
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/**
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* Returns if a given generic file is precached.
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*
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* @param decal Name of the generic file to check.
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* @return True if precached, false otherwise.
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*/
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native bool:IsGenericPrecached(const String:generic[]);
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/**
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* Precaches a given sound.
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*
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* @param sound Name of the sound to precache.
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* @param preload If preload is true the file will be precached before level startup.
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* @return True if successfully precached, false otherwise.
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*/
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native bool:PrecacheSound(const String:sound[], bool:preload=false);
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/**
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* Returns if a given sound is precached.
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*
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* @param sound Name of the sound to check.
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* @return True if precached, false otherwise.
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*/
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native bool:IsSoundPrecached(const String:sound[]);
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/**
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* Creates different types of ingame messages.
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*
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* @param client Index of the client.
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* @param kv KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information).
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* @param type Message type to display ingame.
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* @noreturn
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* @error Invalid client index, or client not connected.
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*/
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native CreateDialog(client, Handle:kv, DialogType:type);
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/**
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* Guesses the SDK version a mod was compiled against. If nothing
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* specific is known about the game, the engine version is used instead.
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*
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* The return values are guaranteed to increase chronologically (that is,
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* a later release will have a higher value).
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*
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* @return SOURCE_SDK version code.
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*/
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native GuessSDKVersion();
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/**
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* Prints a message to a specific client in the chat area.
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*
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* @param client Client index.
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @noreturn
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* @error If the client is not connected an error will be thrown.
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*/
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native PrintToChat(client, const String:format[], any:...);
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/**
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* Prints a message to all clients in the chat area.
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*
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @noreturn
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*/
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stock PrintToChatAll(const String:format[], any:...)
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{
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new maxClients = GetMaxClients();
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decl String:buffer[192];
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for (new i = 1; i <= maxClients; i++)
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{
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if (IsClientInGame(i))
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{
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SetGlobalTransTarget(i);
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VFormat(buffer, sizeof(buffer), format, 2);
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PrintToChat(i, "%s", buffer);
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}
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}
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}
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/**
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* Prints a message to a specific client in the center of the screen.
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*
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* @param client Client index.
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @noreturn
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* @error If the client is not connected an error will be thrown.
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*/
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native PrintCenterText(client, const String:format[], any:...);
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/**
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* Prints a message to all clients in the center of the screen.
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*
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @noreturn
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*/
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stock PrintCenterTextAll(const String:format[], any:...)
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{
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new maxClients = GetMaxClients();
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decl String:buffer[192];
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for (new i = 1; i <= maxClients; i++)
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{
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if (IsClientInGame(i))
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{
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SetGlobalTransTarget(i);
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VFormat(buffer, sizeof(buffer), format, 2);
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PrintCenterText(i, "%s", buffer);
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}
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}
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}
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/**
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* Prints a message to a specific client with a hint box.
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*
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* @param client Client index.
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @noreturn
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* @error If the client is not connected an error will be thrown.
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*/
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native PrintHintText(client, const String:format[], any:...);
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/**
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* Prints a message to all clients with a hint box.
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*
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @noreturn
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*/
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stock PrintHintTextToAll(const String:format[], any:...)
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{
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new maxClients = GetMaxClients();
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decl String:buffer[192];
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for (new i = 1; i <= maxClients; i++)
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{
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if (IsClientInGame(i))
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{
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SetGlobalTransTarget(i);
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VFormat(buffer, sizeof(buffer), format, 2);
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PrintHintText(i, "%s", buffer);
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}
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}
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}
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/**
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* Shows a VGUI panel to a specific client.
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*
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* @param client Client index.
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* @param name Panel type name (Check viewport_panel_names.h to see a list of
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* some panel names).
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* @param Kv KeyValues handle with all the data for the panel setup (Depends
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* on the panel type and may be unused).
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* @param show True to show the panel, or false to remove it from the client screen.
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* @noreturn
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* @error If the client is not connected an error will be thrown.
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*/
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native ShowVGUIPanel(client, const String:name[], Handle:Kv=INVALID_HANDLE, bool:show=true);
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/**
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* Creates a HUD synchronization object. This object is used to automatically assign and
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* re-use channels for a set of messages.
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*
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* The HUD has a hardcoded number of channels (usually 6) for displaying
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* text. You can use any channel for any area of the screen. Text on
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* different channels can overlap, but text on the same channel will
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* erase the old text first. This overlapping and overwriting gets problematic.
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*
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* A HUD synchronization object automatically selects channels for you based on
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* the following heuristics:
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* - If channel X was last used by the object, and hasn't been modified again,
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* channel X gets re-used.
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* - Otherwise, a new channel is chosen based on the least-recently-used channel.
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*
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* This ensures that if you display text on a sync object, that the previous text
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* displayed on it will always be cleared first. This is because your new text
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* will either overwrite the old text on the same channel, or because another
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* channel has already erased your text.
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*
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* Note that messages can still overlap if they are on different synchronization
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* objects, or they are displayed to manual channels.
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*
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* These are particularly useful for displaying repeating or refreshing HUD text, in
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* addition to displaying multiple message sets in one area of the screen (for example,
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* center-say messages that may pop up randomly that you don't want to overlap each
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* other).
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*
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* @return New HUD synchronization object.
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* The Handle can be closed with CloseHandle().
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* If HUD text is not supported on this mod, then
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* INVALID_HANDLE is returned.
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*/
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native Handle:CreateHudSynchronizer();
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/**
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* Sets the HUD parameters for drawing text. These parameters are stored
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* globally, although nothing other than this function and SetHudTextParamsEx
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* modify them.
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*
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* You must call this function before drawing text. If you are drawing
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* text to multiple clients, you can set the parameters once, since
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* they won't be modified. However, as soon as you pass control back
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* to other plugins, you must reset the parameters next time you draw.
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*
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* @param x x coordinate, from 0 to 1. -1.0 is the center.
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* @param y y coordinate, from 0 to 1. -1.0 is the center.
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* @param holdTime Number of seconds to hold the text.
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* @param r Red color value.
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* @param g Green color value.
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* @param b Blue color value.
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* @param a Alpha transparency value.
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* @param effect 0/1 causes the text to fade in and fade out.
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* 2 causes the text to flash[?].
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* @param fxTime Duration of chosen effect (may not apply to all effects).
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* @param fadeIn Number of seconds to spend fading in.
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* @param fadeOut Number of seconds to spend fading out.
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* @noreturn
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*/
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native SetHudTextParams(Float:x, Float:y, Float:holdTime, r, g, b, a, effect = 0,
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Float:fxTime=6.0, Float:fadeIn=0.1, Float:fadeOut=0.2);
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/**
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* Sets the HUD parameters for drawing text. These parameters are stored
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* globally, although nothing other than this function and SetHudTextParams
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* modify them.
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*
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* This is the same as SetHudTextParams(), except it lets you set the alternate
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* color for when effects require it.
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*
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* @param x x coordinate, from 0 to 1. -1.0 is the center.
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* @param y y coordinate, from 0 to 1. -1.0 is the center.
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* @param holdTime Number of seconds to hold the text.
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* @param color1 First color set, array values being [red, green, blue, alpha]
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* @param color2 Second color set, array values being [red, green, blue, alpha]
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* @param effect 0/1 causes the text to fade in and fade out.
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* 2 causes the text to flash[?].
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* @param fxTime Duration of chosen effect (may not apply to all effects).
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* @param fadeIn Number of seconds to spend fading in.
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* @param fadeOut Number of seconds to spend fading out.
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* @noreturn
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*/
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native SetHudTextParamsEx(Float:x, Float:y, Float:holdTime, color1[4],
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color2[4]={255,255,255,0}, effect = 0, Float:fxTime=6.0,
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Float:fadeIn=0.1, Float:fadeOut=0.2);
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/**
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* Shows a synchronized HUD message to a client.
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*
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* As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
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*
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* @param client Client index to send the message to.
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* @param sync Synchronization object.
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* @param message Message text or formatting rules.
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* @param ... Message formatting parameters.
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* @return -1 on failure, anything else on success.
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* This function fails if the mod does not support it.
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* @error Client not in-game, or sync object not valid.
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*/
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native ShowSyncHudText(client, Handle:sync, const String:message[], any:...);
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/**
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* Clears the text on a synchronized HUD channel.
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*
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* This is not the same as sending "" because it guarantees that it won't
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* overwrite text on another channel. For example, consider the scenario:
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*
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* 1. Your synchronized message goes to channel 3.
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* 2. Someone else's non-synchronized message goes to channel 3.
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*
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* If you were to simply send "" on your synchronized message,
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* then someone else's text could be overwritten.
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*
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* @param client Client index to send the message to.
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* @param sync Synchronization object.
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* @noreturn
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* @error Client not in-game, or sync object not valid.
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*/
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native ClearSyncHud(client, Handle:sync);
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/**
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* Shows a HUD message to a client on the given channel.
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*
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* As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
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*
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* @param client Client index to send the message to.
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* @param channel A channel number.
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* If -1, then a channel will automatically be selected
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* based on the least-recently-used channel. If the
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* channel is any other number, it will be modulo'd with
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* the channel count to get a final channel number.
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* @param message Message text or formatting rules.
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* @param ... Message formatting parameters.
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* @return -1 on failure (lack of mod support).
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* Any other return value is the channel number that was
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* used to render the text.
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*/
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native ShowHudText(client, channel, const String:message[], any:...);
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/**
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* Shows a MOTD panel to a specific client.
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*
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* @param client Client index.
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* @param title Title of the panel (printed on the top border of the window).
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* @param msg Contents of the panel, it can be treated as an url, filename or plain text
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* depending on the type parameter (WARNING: msg has to be 192 bytes maximum!)
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* @param type Determines the way to treat the message body of the panel.
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* @noreturn
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* @error If the client is not connected an error will be thrown.
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*/
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stock ShowMOTDPanel(client, const String:title[], const String:msg[], type=MOTDPANEL_TYPE_INDEX)
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{
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decl String:num[3];
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new Handle:Kv = CreateKeyValues("data");
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IntToString(type, num, sizeof(num));
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KvSetString(Kv, "title", title);
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KvSetString(Kv, "type", num);
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KvSetString(Kv, "msg", msg);
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ShowVGUIPanel(client, "info", Kv);
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CloseHandle(Kv);
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}
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/**
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* Displays a panel asking the client to connect to a specified IP.
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*
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* @param client Client index.
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* @param time Duration to hold the panel on the client's screen.
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* @param ip Destionation IP.
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* @noreturn
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*/
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stock DisplayAskConnectBox(client, Float:time, const String:ip[])
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{
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new Handle:Kv = CreateKeyValues("data");
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KvSetFloat(Kv, "time", time);
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KvSetString(Kv, "title", ip);
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CreateDialog(client, Kv, DialogType_AskConnect);
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CloseHandle(Kv);
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}
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