195 lines
6.4 KiB
SourcePawn
195 lines
6.4 KiB
SourcePawn
/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod (C)2004-2011 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_gamerules_included
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#endinput
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#endif
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#define _sdktools_gamerules_included
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enum RoundState {
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// initialize the game, create teams
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RoundState_Init,
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//Before players have joined the game. Periodically checks to see if enough players are ready
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//to start a game. Also reverts to this when there are no active players
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RoundState_Pregame,
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//The game is about to start, wait a bit and spawn everyone
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RoundState_StartGame,
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//All players are respawned, frozen in place
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RoundState_Preround,
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//Round is on, playing normally
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RoundState_RoundRunning,
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//Someone has won the round
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RoundState_TeamWin,
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//Noone has won, manually restart the game, reset scores
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RoundState_Restart,
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//Noone has won, restart the game
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RoundState_Stalemate,
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//Game is over, showing the scoreboard etc
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RoundState_GameOver,
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//Game is over, doing bonus round stuff
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RoundState_Bonus,
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};
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/**
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* Retrieves an integer value from a property of the gamerules entity.
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*
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* @param prop Property name.
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* @param size Number of bytes to read (valid values are 1, 2, or 4).
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* This value is auto-detected, and the size parameter is
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* only used as a fallback in case detection fails.
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* @param element Element # (starting from 0) if property is an array.
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* @return Value at the given property offset.
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* @error Not supported.
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*/
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native GameRules_GetProp(const String:prop[], size=4, element=0);
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/**
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* Sets an integer value for a property of the gamerules entity.
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*
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* @param prop Property name.
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* @param value Value to set.
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* @param size Number of bytes to write (valid values are 1, 2, or 4).
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* This value is auto-detected, and the size parameter is
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* only used as a fallback in case detection fails.
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* @param element Element # (starting from 0) if property is an array.
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* @error Not supported.
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* @noreturn
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*/
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native GameRules_SetProp(const String:prop[], any:value, size=4, element=0, bool:changeState=false);
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/**
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* Retrieves a float value from a property of the gamerules entity.
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*
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* @param prop Property name.
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* @param element Element # (starting from 0) if property is an array.
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* @return Value at the given property offset.
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* @error Not supported.
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*/
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native Float:GameRules_GetPropFloat(const String:prop[], element=0);
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/**
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* Sets a float value for a property of the gamerules entity.
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*
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* @param prop Property name.
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* @param value Value to set.
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* @param element Element # (starting from 0) if property is an array.
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* @noreturn
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* @error Not supported.
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*/
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native GameRules_SetPropFloat(const String:prop[], Float:value, element=0, bool:changeState=false);
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/**
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* Retrieves a entity index from a property of the gamerules entity.
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*
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* @param prop Property name.
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* @param element Element # (starting from 0) if property is an array.
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* @return Entity index at the given property.
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* If there is no entity, or the entity is not valid,
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* then -1 is returned.
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* @error Not supported.
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*/
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native GameRules_GetPropEnt(const String:prop[], element=0);
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/**
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* Sets an entity index for a property of the gamerules entity.
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*
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* @param prop Property name.
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* @param other Entity index to set, or -1 to unset.
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* @param element Element # (starting from 0) if property is an array.
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* @noreturn
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* @error Not supported.
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*/
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native GameRules_SetPropEnt(const String:prop[], other, element=0, bool:changeState=false);
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/**
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* Retrieves a vector of floats from the gamerules entity, given a named network property.
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*
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* @param prop Property name.
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* @param vec Vector buffer to store data in.
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* @param element Element # (starting from 0) if property is an array.
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* @noreturn
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* @error Not supported.
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*/
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native GameRules_GetPropVector(const String:prop[], Float:vec[3], element=0);
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/**
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* Sets a vector of floats in the gamerules entity, given a named network property.
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*
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* @param prop Property name.
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* @param vec Vector to set.
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* @param element Element # (starting from 0) if property is an array.
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* @noreturn
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* @error Not supported.
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*/
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native GameRules_SetPropVector(const String:prop[], const Float:vec[3], element=0, bool:changeState=false);
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/**
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* Gets a gamerules property as a string.
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*
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* @param prop Property to use.
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* @param buffer Destination string buffer.
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* @param maxlen Maximum length of output string buffer.
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* @return Number of non-null bytes written.
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* @error Not supported.
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*/
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native GameRules_GetPropString(const String:prop[], String:buffer[], maxlen);
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/**
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* Sets a gamerules property as a string.
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*
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* @param prop Property to use.
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* @param buffer String to set.
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* @return Number of non-null bytes written.
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* @error Not supported.
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*/
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native GameRules_SetPropString(const String:prop[], const String:buffer[], bool:changeState=false);
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/**
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* Gets the current round state.
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*
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* @return Round state.
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* @error Game doesn't support round state.
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*/
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stock RoundState:GameRules_GetRoundState()
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{
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return RoundState:GameRules_GetProp("m_iRoundState");
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}
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