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

368 lines
14 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 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]);