213 lines
7.3 KiB
SourcePawn
213 lines
7.3 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 _sdktools_included
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#endinput
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#endif
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#define _sdktools_included
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#include <core>
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#include <sdktools_engine>
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#include <sdktools_functions>
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#if !defined SDKTOOLS_DISABLE_SOUNDAPI
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#include <sdktools_sound>
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#endif
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#include <sdktools_stringtables>
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#include <sdktools_trace>
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#include <sdktools_tempents>
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#include <sdktools_tempents_stocks>
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#include <sdktools_voice>
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#include <sdktools_entinput>
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#include <sdktools_entoutput>
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enum SDKCallType
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{
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SDKCall_Static, /**< Static call */
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SDKCall_Entity, /**< CBaseEntity call */
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SDKCall_Player, /**< CBasePlayer call */
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SDKCall_GameRules, /**< CGameRules call */
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SDKCall_EntityList, /**< CGlobalEntityList call */
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};
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enum SDKLibrary
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{
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SDKLibrary_Server, /**< server.dll/server_i486.so */
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SDKLibrary_Engine, /**< engine.dll/engine_*.so */
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};
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enum SDKFuncConfSource
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{
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SDKConf_Virtual = 0, /**< Read a virtual index from the Offsets section */
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SDKConf_Signature = 1, /**< Read a signature from the Signatures section */
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};
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enum SDKType
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{
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SDKType_CBaseEntity, /**< CBaseEntity (always as pointer) */
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SDKType_CBasePlayer, /**< CBasePlayer (always as pointer) */
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SDKType_Vector, /**< Vector (pointer, byval, or byref) */
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SDKType_QAngle, /**< QAngles (pointer, byval, or byref) */
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SDKType_PlainOldData, /**< Integer/generic data <=32bit (any) */
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SDKType_Float, /**< Float (any) */
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SDKType_Edict, /**< edict_t (always as pointer) */
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SDKType_String, /**< NULL-terminated string (always as pointer) */
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SDKType_Bool, /**< Boolean (any) */
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};
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enum SDKPassMethod
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{
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SDKPass_Pointer, /**< Pass as a pointer */
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SDKPass_Plain, /**< Pass as plain data */
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SDKPass_ByValue, /**< Pass an object by value */
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SDKPass_ByRef, /**< Pass an object by reference */
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};
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#define VDECODE_FLAG_ALLOWNULL (1<<0) /**< Allow NULL for pointers */
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#define VDECODE_FLAG_ALLOWNOTINGAME (1<<1) /**< Allow players not in game */
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#define VDECODE_FLAG_ALLOWWORLD (1<<2) /**< Allow World entity */
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#define VDECODE_FLAG_BYREF (1<<3) /**< Floats/ints by reference */
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#define VENCODE_FLAG_COPYBACK (1<<0) /**< Copy back data once done */
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/**
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* Starts the preparation of an SDK call.
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*
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* @param type Type of function call this will be.
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* @noreturn
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*/
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native StartPrepSDKCall(SDKCallType:type);
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/**
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* Sets the virtual index of the SDK call if it is virtual.
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*
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* @param vtblidx Virtual table index.
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* @noreturn
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*/
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native PrepSDKCall_SetVirtual(vtblidx);
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/**
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* Finds an address in a library and sets it as the address to use for the SDK call.
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*
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* @param lib Library to use.
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* @param signature Binary data to search for in the library. If it starts with '@',
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* the bytes parameter is ignored and the signature is interpreted
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* as a symbol lookup in the library.
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* @param bytes Number of bytes in the binary search string.
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* @return True on success, false if nothing was found.
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*/
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native bool:PrepSDKCall_SetSignature(SDKLibrary:lib, const String:signature[], bytes);
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/**
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* Finds an address or virtual function index in a GameConfig file and sets it as
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* the calling information for the SDK call.
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*
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* @param gameconf GameConfig Handle, or INVALID_HANDLE to use sdktools.games.txt.
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* @param source Whether to look in Offsets or Signatures.
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* @param name Name of the property to find.
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* @return True on success, false if nothing was found.
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*/
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native bool:PrepSDKCall_SetFromConf(Handle:gameconf, SDKFuncConfSource:source, const String:name[]);
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/**
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* Sets the return information of an SDK call. Do not call this if there is no return data.
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* This must be called if there is a return value (i.e. it is not necessarily safe to ignore
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* the data).
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*
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* @param type Data type to convert to/from.
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* @param pass How the data is passed in C++.
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* @param decflags Flags on decoding from the plugin to C++.
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* @param encflags Flags on encoding from C++ to the plugin.
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* @noreturn
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*/
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native PrepSDKCall_SetReturnInfo(SDKType:type, SDKPassMethod:pass, decflags=0, encflags=0);
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/**
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* Adds a parameter to the calling convention. This should be called in normal ascending order.
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*
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* @param type Data type to convert to/from.
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* @param pass How the data is passed in C++.
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* @param decflags Flags on decoding from the plugin to C++.
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* @param encflags Flags on encoding from C++ to the plugin.
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* @noreturn
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*/
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native PrepSDKCall_AddParameter(SDKType:type, SDKPassMethod:pass, decflags=0, encflags=0);
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/**
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* Finalizes an SDK call preparation and returns the resultant Handle.
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*
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* @return A new SDKCall Handle on success, or INVALID_HANDLE on failure.
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*/
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native Handle:EndPrepSDKCall();
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/**
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* Calls an SDK function with the given parameters.
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*
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* If the call type is Entity or Player, the index MUST ALWAYS be the FIRST parameter passed.
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* If the call type is GameRules, then nothing special needs to be passed.
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* If the return value is a Vector or QAngles, the SECOND parameter must be a Float[3].
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* If the return value is a string, the THIRD parameter must be a String buffer, and the
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* FOURTH parameter must be the maximum length.
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* All parameters must be passed after the above is followed. Failure to follow these
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* rules will result in crashes or wildly unexpected behavior!
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*
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* If the return value is a float or integer, the return value will be this value.
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* If the return value is a CBaseEntity, CBasePlayer, or edict, the return value will
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* always be the entity index, or -1 for NULL.
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*
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* @param call SDKCall Handle.
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* @param ... Call Parameters.
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* @return Simple return value, if any.
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* @error Invalid Handle or internal decoding error.
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*/
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native any:SDKCall(Handle:call, any:...);
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#include <sdktools_stocks>
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/**
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* Do not edit below this line!
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*/
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public Extension:__ext_sdktools =
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{
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name = "SDKTools",
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file = "sdktools.ext",
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#if defined AUTOLOAD_EXTENSIONS
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autoload = 1,
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#else
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autoload = 0,
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#endif
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#if defined REQUIRE_EXTENSIONS
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required = 1,
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#else
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required = 0,
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#endif
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};
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