664 lines
28 KiB
SourcePawn
664 lines
28 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_trace_included
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#endinput
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#endif
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#define _sdktools_trace_included
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#define CONTENTS_EMPTY 0 /**< No contents. */
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#define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */
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#define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */
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#define CONTENTS_AUX 0x4
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#define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */
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#define CONTENTS_SLIME 0x10
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#define CONTENTS_WATER 0x20
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#define CONTENTS_MIST 0x40
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#define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */
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#define LAST_VISIBLE_CONTENTS 0x80
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#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
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#define CONTENTS_TESTFOGVOLUME 0x100
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#define CONTENTS_UNUSED5 0x200
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#define CONTENTS_UNUSED6 0x4000
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#define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */
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#define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */
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#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */
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#define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */
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#define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */
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#define CONTENTS_PLAYERCLIP 0x10000
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#define CONTENTS_MONSTERCLIP 0x20000
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/**
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* @section currents can be added to any other contents, and may be mixed
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*/
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#define CONTENTS_CURRENT_0 0x40000
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#define CONTENTS_CURRENT_90 0x80000
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#define CONTENTS_CURRENT_180 0x100000
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#define CONTENTS_CURRENT_270 0x200000
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#define CONTENTS_CURRENT_UP 0x400000
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#define CONTENTS_CURRENT_DOWN 0x800000
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/**
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* @endsection
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*/
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#define CONTENTS_ORIGIN 0x1000000 /**< removed before bsp-ing an entity. */
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#define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */
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#define CONTENTS_DEBRIS 0x4000000
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#define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */
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#define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */
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#define CONTENTS_LADDER 0x20000000
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#define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */
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/**
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* @section Trace masks.
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*/
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#define MASK_ALL (0xFFFFFFFF)
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#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */
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#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */
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#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */
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#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */
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#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */
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#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */
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#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */
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#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. */
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#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */
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#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) */
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#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */
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#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */
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#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) */
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#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) */
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#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */
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#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */
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/**
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* @endsection
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*/
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/**
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* @section Surface flags.
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*/
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#define SURF_LIGHT 0x0001 /**< value will hold the light strength */
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#define SURF_SKY2D 0x0002 /**< don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox */
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#define SURF_SKY 0x0004 /**< don't draw, but add to skybox */
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#define SURF_WARP 0x0008 /**< turbulent water warp */
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#define SURF_TRANS 0x0010
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#define SURF_NOPORTAL 0x0020 /**< the surface can not have a portal placed on it */
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#define SURF_TRIGGER 0x0040 /**< This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders */
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#define SURF_NODRAW 0x0080 /**< don't bother referencing the texture */
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#define SURF_HINT 0x0100 /**< make a primary bsp splitter */
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#define SURF_SKIP 0x0200 /**< completely ignore, allowing non-closed brushes */
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#define SURF_NOLIGHT 0x0400 /**< Don't calculate light */
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#define SURF_BUMPLIGHT 0x0800 /**< calculate three lightmaps for the surface for bumpmapping */
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#define SURF_NOSHADOWS 0x1000 /**< Don't receive shadows */
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#define SURF_NODECALS 0x2000 /**< Don't receive decals */
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#define SURF_NOCHOP 0x4000 /**< Don't subdivide patches on this surface */
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#define SURF_HITBOX 0x8000 /**< surface is part of a hitbox */
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/**
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* @endsection
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*/
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/**
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* @section Partition masks.
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*/
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#define PARTITION_SOLID_EDICTS (1 << 1) /**< every edict_t that isn't SOLID_TRIGGER or SOLID_NOT (and static props) */
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#define PARTITION_TRIGGER_EDICTS (1 << 2) /**< every edict_t that IS SOLID_TRIGGER */
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#define PARTITION_NON_STATIC_EDICTS (1 << 5) /**< everything in solid & trigger except the static props, includes SOLID_NOTs */
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#define PARTITION_STATIC_PROPS (1 << 7)
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/**
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* @endsection
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*/
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/**
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* @section Displacement flags.
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*/
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#define DISPSURF_FLAG_SURFACE (1<<0)
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#define DISPSURF_FLAG_WALKABLE (1<<1)
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#define DISPSURF_FLAG_BUILDABLE (1<<2)
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#define DISPSURF_FLAG_SURFPROP1 (1<<3)
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#define DISPSURF_FLAG_SURFPROP2 (1<<4)
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/**
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* @endsection
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*/
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enum RayType
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{
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RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */
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RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */
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};
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typeset TraceEntityFilter
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{
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/**
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* Called on entity filtering.
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*
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* @param entity Entity index.
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* @param contentsMask Contents Mask.
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* @return True to allow the current entity to be hit, otherwise false.
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*/
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function bool (int entity, int contentsMask);
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/**
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* Called on entity filtering.
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*
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* @param entity Entity index.
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* @param contentsMask Contents Mask.
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* @param data Data value, if used.
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* @return True to allow the current entity to be hit, otherwise false.
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*/
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function bool (int entity, int contentsMask, any data);
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};
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typeset TraceEntityEnumerator
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{
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/**
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* Called for each entity enumerated with EnumerateEntities*.
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*
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* @param entity Entity index.
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* @return True to continue enumerating, otherwise false.
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*/
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function bool (int entity);
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/**
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* Called for each entity enumerated with EnumerateEntities*.
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*
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* @param entity Entity index.
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* @param data Data value, if used.
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* @return True to continue enumerating, otherwise false. */
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function bool (int entity, any data);
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}
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/**
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* Get the contents mask and the entity index at the given position.
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*
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* @param pos World position to test.
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* @param entindex Entity index found at the given position (by reference).
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* @return Contents mask.
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*/
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native int TR_GetPointContents(const float pos[3], int &entindex=-1);
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/**
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* Get the point contents testing only the given entity index.
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*
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* @param entindex Entity index to test.
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* @param pos World position.
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* @return Contents mask.
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*/
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native int TR_GetPointContentsEnt(int entindex, const float pos[3]);
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/**
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* Starts up a new trace ray using a global trace result.
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*
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* @param pos Starting position of the ray.
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* @param vec Depending on RayType, it will be used as the
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* ending point, or the direction angle.
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* @param flags Trace flags.
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* @param rtype Method to calculate the ray direction.
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*/
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native void TR_TraceRay(const float pos[3],
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const float vec[3],
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int flags,
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RayType rtype);
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/**
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* Starts up a new trace hull using a global trace result.
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*
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* @param pos Starting position of the ray.
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* @param vec Ending position of the ray.
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* @param mins Hull minimum size.
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* @param maxs Hull maximum size.
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* @param flags Trace flags.
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*/
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native void TR_TraceHull(const float pos[3],
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const float vec[3],
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const float mins[3],
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const float maxs[3],
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int flags);
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/**
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* Enumerates over entities along a ray. This may find entities that are
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* close to the ray but do not actually intersect it. Use TR_Clip*RayToEntity
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* with TR_DidHit to check if the ray actually intersects the entity.
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*
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* @param pos Starting position of the ray.
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* @param vec Depending on RayType, it will be used as the ending
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* point, or the direction angle.
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* @param mask Mask to use for the trace. See PARTITION_* flags.
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* @param rtype Method to calculate the ray direction.
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* @param enumerator Function to use as enumerator. For each entity found
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* along the ray, this function is called.
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* @param data Arbitrary data value to pass through to the enumerator.
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*/
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native void TR_EnumerateEntities(const float pos[3],
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const float vec[3],
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int mask,
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RayType rtype,
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TraceEntityEnumerator enumerator,
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any data=0);
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/**
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* Enumerates over entities along a ray hull. This may find entities that are
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* close to the ray but do not actually intersect it. Use TR_Clip*RayToEntity
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* with TR_DidHit to check if the ray actually intersects the entity.
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*
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* @param pos Starting position of the ray.
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* @param vec Ending position of the ray.
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* @param mins Hull minimum size.
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* @param maxs Hull maximum size.
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* @param mask Mask to use for the trace. See PARTITION_* flags.
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* @param enumerator Function to use as enumerator. For each entity found
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* along the ray, this function is called.
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* @param data Arbitrary data value to pass through to the enumerator.
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*/
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native void TR_EnumerateEntitiesHull(const float pos[3],
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const float vec[3],
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const float mins[3],
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const float maxs[3],
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int mask,
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TraceEntityEnumerator enumerator,
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any data=0);
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/**
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* Starts up a new trace ray using a global trace result and a customized
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* trace ray filter.
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*
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* Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter
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* function is currently not allowed and may not work.
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*
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* @param pos Starting position of the ray.
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* @param vec Depending on RayType, it will be used as the ending
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* point, or the direction angle.
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* @param flags Trace flags.
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* @param rtype Method to calculate the ray direction.
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* @param filter Function to use as a filter.
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* @param data Arbitrary data value to pass through to the filter
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* function.
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*/
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native void TR_TraceRayFilter(const float pos[3],
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const float vec[3],
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int flags,
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RayType rtype,
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TraceEntityFilter filter,
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any data=0);
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/**
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* Starts up a new trace hull using a global trace result and a customized
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* trace ray filter.
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*
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* Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter
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* function is currently not allowed and may not work.
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*
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* @param pos Starting position of the ray.
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* @param vec Ending position of the ray.
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* @param mins Hull minimum size.
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* @param maxs Hull maximum size.
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* @param flags Trace flags.
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* @param filter Function to use as a filter.
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* @param data Arbitrary data value to pass through to the filter
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* function.
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*/
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native void TR_TraceHullFilter(const float pos[3],
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const float vec[3],
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const float mins[3],
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const float maxs[3],
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int flags,
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TraceEntityFilter filter,
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any data=0);
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/**
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* Clips a ray to a particular entity.
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*
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* @param pos Starting position of the ray.
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* @param vec Depending on RayType, it will be used as the ending
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* point, or the direction angle.
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* @param flags Trace flags.
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* @param rtype Method to calculate the ray direction.
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* @param entity Entity to clip to.
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*/
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native void TR_ClipRayToEntity(const float pos[3],
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const float vec[3],
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int flags,
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RayType rtype,
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int entity);
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|
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/**
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* Clips a ray hull to a particular entity.
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|
*
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* @param pos Starting position of the ray.
|
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* @param vec Ending position of the ray.
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* @param mins Hull minimum size.
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* @param maxs Hull maximum size.
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* @param flags Trace flags.
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* @param entity Entity to clip to.
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*/
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native void TR_ClipRayHullToEntity(const float pos[3],
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const float vec[3],
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const float mins[3],
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const float maxs[3],
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int flags,
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int entity);
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|
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/**
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* Clips the current global ray (or hull) to a particular entity.
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*
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* @param flags Trace flags.
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* @param entity Entity to clip to.
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*/
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native void TR_ClipCurrentRayToEntity(int flags, int entity);
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/**
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* Starts up a new trace ray using a new trace result.
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|
*
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* @param pos Starting position of the ray.
|
|
* @param vec Depending on RayType, it will be used as the ending
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|
* point, or the direction angle.
|
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* @param flags Trace flags.
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* @param rtype Method to calculate the ray direction.
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* @return Ray trace handle, which must be closed via CloseHandle().
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*/
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native Handle TR_TraceRayEx(const float pos[3],
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const float vec[3],
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int flags,
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RayType rtype);
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|
|
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/**
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|
* Starts up a new trace hull using a new trace result.
|
|
*
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|
* @param pos Starting position of the ray.
|
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* @param vec Ending position of the ray.
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* @param mins Hull minimum size.
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* @param maxs Hull maximum size.
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* @param flags Trace flags.
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* @return Ray trace handle, which must be closed via CloseHandle().
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*/
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native Handle TR_TraceHullEx(const float pos[3],
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const float vec[3],
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const float mins[3],
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const float maxs[3],
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int flags);
|
|
|
|
/**
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|
* Starts up a new trace ray using a new trace result and a customized
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|
* trace ray filter.
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|
*
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|
* Calling TR_Trace*Filter or TR_TraceRay*Ex from inside a filter
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|
* function is currently not allowed and may not work.
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|
*
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* @param pos Starting position of the ray.
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|
* @param vec Depending on RayType, it will be used as the ending
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* point, or the direction angle.
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* @param flags Trace flags.
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* @param rtype Method to calculate the ray direction.
|
|
* @param filter Function to use as a filter.
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* @param data Arbitrary data value to pass through to the filter function.
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* @return Ray trace handle, which must be closed via CloseHandle().
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*/
|
|
native Handle TR_TraceRayFilterEx(const float pos[3],
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const float vec[3],
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int flags,
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RayType rtype,
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TraceEntityFilter filter,
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|
any data=0);
|
|
|
|
/**
|
|
* Starts up a new trace hull using a new trace result and a customized
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|
* 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.
|
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* @param maxs Hull maximum size.
|
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* @param flags Trace flags.
|
|
* @param filter Function to use as a filter.
|
|
* @param data Arbitrary data value to pass through to the filter function.
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* @return Ray trace handle, which must be closed via CloseHandle().
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|
*/
|
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native Handle TR_TraceHullFilterEx(const float pos[3],
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const float vec[3],
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const float mins[3],
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const float maxs[3],
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int flags,
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TraceEntityFilter filter,
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any data=0);
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/**
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* Clips a ray to a particular entity.
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*
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* @param pos Starting position of the ray.
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* @param vec Depending on RayType, it will be used as the ending
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* point, or the direction angle.
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* @param flags Trace flags.
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* @param rtype Method to calculate the ray direction.
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* @param entity Entity to clip to.
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* @return Ray trace handle, which must be closed via CloseHandle().
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*/
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native Handle TR_ClipRayToEntityEx(const float pos[3],
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const float vec[3],
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int flags,
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RayType rtype,
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int entity);
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/**
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* Clips a ray hull to a particular entity.
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*
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* @param pos Starting position of the ray.
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* @param vec Ending position of the ray.
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* @param mins Hull minimum size.
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* @param maxs Hull maximum size.
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* @param flags Trace flags.
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* @param entity Entity to clip to.
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* @return Ray trace handle, which must be closed via CloseHandle().
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*/
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native Handle TR_ClipRayHullToEntityEx(const float pos[3],
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const float vec[3],
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const float mins[3],
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const float maxs[3],
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int flags,
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int entity);
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/**
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* Clips the current global ray (or hull) to a particular entity.
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*
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* @param flags Trace flags.
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* @param entity Entity to clip to.
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* @return Ray trace handle, which must be closed via CloseHandle().
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*/
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native Handle TR_ClipCurrentRayToEntityEx(int flags, int entity);
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/**
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* Returns the time fraction from a trace result (1.0 means no collision).
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return Time fraction value of the trace.
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* @error Invalid Handle.
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*/
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native float TR_GetFraction(Handle hndl=INVALID_HANDLE);
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/**
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* Returns the time fraction from a trace result when it left a solid.
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* Only valid if trace started in solid
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return Time fraction left solid value of the trace.
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* @error Invalid Handle.
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*/
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native float TR_GetFractionLeftSolid(Handle hndl=INVALID_HANDLE);
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/**
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* Returns the starting position of a trace.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @param pos Vector buffer to store data in.
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* @error Invalid Handle.
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*/
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native void TR_GetStartPosition(Handle hndl, float pos[3]);
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/**
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* Returns the collision position of a trace result.
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*
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* @param pos Vector buffer to store data in.
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @error Invalid Handle.
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*/
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native void TR_GetEndPosition(float pos[3], Handle hndl=INVALID_HANDLE);
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/**
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* Returns the entity index that collided with the trace.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return Entity index or -1 for no collision.
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* @error Invalid Handle.
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*/
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native int TR_GetEntityIndex(Handle hndl=INVALID_HANDLE);
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/**
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* Returns the displacement flags for the surface that was hit. See DISPSURF_FLAG_*.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return Displacement flags.
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* @error Invalid Handle.
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*/
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native int TR_GetDisplacementFlags(Handle hndl=INVALID_HANDLE);
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/**
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* Returns the name of the surface that was hit.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @param buffer Buffer to store surface name in
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* @param maxlen Maximum length of output buffer
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* @error Invalid Handle.
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*/
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native void TR_GetSurfaceName(Handle hndl, char[] buffer, int maxlen);
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/**
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* Returns the surface properties index of the surface that was hit.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return Surface props.
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* @error Invalid Handle.
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*/
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native int TR_GetSurfaceProps(Handle hndl=INVALID_HANDLE);
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/**
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* Returns the surface flags. See SURF_*.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return Surface flags.
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* @error Invalid Handle.
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*/
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native int TR_GetSurfaceFlags(Handle hndl=INVALID_HANDLE);
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/**
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* Returns the index of the physics bone that was hit.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return Physics bone index.
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* @error Invalid Handle.
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*/
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native int TR_GetPhysicsBone(Handle hndl=INVALID_HANDLE);
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/**
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* Returns whether the entire trace was in a solid area.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return True if entire trace was in a solid area, otherwise false.
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* @error Invalid Handle.
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*/
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native bool TR_AllSolid(Handle hndl=INVALID_HANDLE);
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/**
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* Returns whether the initial point was in a solid area.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return True if initial point was in a solid area, otherwise false.
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* @error Invalid Handle.
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*/
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native bool TR_StartSolid(Handle hndl=INVALID_HANDLE);
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/**
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* Returns if there was any kind of collision along the trace ray.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return True if any collision found, otherwise false.
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* @error Invalid Handle.
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*/
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native bool TR_DidHit(Handle hndl=INVALID_HANDLE);
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/**
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* Returns in which body hit group the trace collided if any.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return Body hit group.
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* @error Invalid Handle.
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*/
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native int TR_GetHitGroup(Handle hndl=INVALID_HANDLE);
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/**
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* Returns in which hitbox the trace collided if any.
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*
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* Note: if the entity that collided with the trace is the world entity,
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* then this function doesn't return an hitbox index but a static prop index.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return Hitbox index (Or static prop index).
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* @error Invalid Handle.
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*/
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native int TR_GetHitBoxIndex(Handle hndl=INVALID_HANDLE);
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/**
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* Find the normal vector to the collision plane of a trace.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @param normal Vector buffer to store the vector normal to the collision plane
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* @error Invalid Handle
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*/
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native void TR_GetPlaneNormal(Handle hndl, float normal[3]);
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/**
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* Tests a point to see if it's outside any playable area
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*
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* @param pos Vector buffer to store data in.
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* @return True if outside world, otherwise false.
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*/
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native bool TR_PointOutsideWorld(float pos[3]);
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