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

626 lines
21 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 _halflife_included
#endinput
#endif
#define _halflife_included
#define SOURCE_SDK_UNKNOWN 0 /**< Could not determine the engine version */
#define SOURCE_SDK_ORIGINAL 10 /**< Original Source engine (still used by "The Ship") */
#define SOURCE_SDK_DARKMESSIAH 15 /**< Modified version of original engine used by Dark Messiah (no SDK) */
#define SOURCE_SDK_EPISODE1 20 /**< SDK+Engine released after Episode 1 */
#define SOURCE_SDK_EPISODE2 30 /**< SDK+Engine released after Episode 2/Orange Box */
#define SOURCE_SDK_BLOODYGOODTIME 32 /**< Modified version of ep2 engine used by Bloody Good Time (no SDK) */
#define SOURCE_SDK_EYE 33 /**< Modified version of ep2 engine used by E.Y.E Divine Cybermancy (no SDK) */
#define SOURCE_SDK_CSS 34 /**< Sometime-older version of Source 2009 SDK+Engine, used for Counter-Strike: Source */
#define SOURCE_SDK_EPISODE2VALVE 35 /**< SDK+Engine released after Episode 2/Orange Box, "Source 2009" or "Source MP" */
#define SOURCE_SDK_LEFT4DEAD 40 /**< Engine released after Left 4 Dead (no SDK yet) */
#define SOURCE_SDK_LEFT4DEAD2 50 /**< Engine released after Left 4 Dead 2 (no SDK yet) */
#define SOURCE_SDK_ALIENSWARM 60 /**< SDK+Engine released after Alien Swarm */
#define SOURCE_SDK_CSGO 80 /**< Engine released after CS:GO (no SDK yet) */
#define SOURCE_SDK_DOTA 90 /**< Engine released after Dota 2 (no SDK) */
#define MOTDPANEL_TYPE_TEXT 0 /**< Treat msg as plain text */
#define MOTDPANEL_TYPE_INDEX 1 /**< Msg is auto determined by the engine */
#define MOTDPANEL_TYPE_URL 2 /**< Treat msg as an URL link */
#define MOTDPANEL_TYPE_FILE 3 /**< Treat msg as a filename to be openned */
enum DialogType
{
DialogType_Msg = 0, /**< just an on screen message */
DialogType_Menu, /**< an options menu */
DialogType_Text, /**< a richtext dialog */
DialogType_Entry, /**< an entry box */
DialogType_AskConnect /**< ask the client to connect to a specified IP */
};
enum EngineVersion
{
Engine_Unknown, /**< Could not determine the engine version */
Engine_Original, /**< Original Source Engine (used by The Ship) */
Engine_SourceSDK2006, /**< Episode 1 Source Engine (second major SDK) */
Engine_SourceSDK2007, /**< Orange Box Source Engine (third major SDK) */
Engine_Left4Dead, /**< Left 4 Dead */
Engine_DarkMessiah, /**< Dark Messiah Multiplayer (based on original engine) */
Engine_Left4Dead2 = 7, /**< Left 4 Dead 2 */
Engine_AlienSwarm, /**< Alien Swarm (and Alien Swarm SDK) */
Engine_BloodyGoodTime, /**< Bloody Good Time */
Engine_EYE, /**< E.Y.E Divine Cybermancy */
Engine_Portal2, /**< Portal 2 */
Engine_CSGO, /**< Counter-Strike: Global Offensive */
Engine_CSS, /**< Counter-Strike: Source */
Engine_DOTA, /**< Dota 2 */
Engine_HL2DM, /**< Half-Life 2 Deathmatch */
Engine_DODS, /**< Day of Defeat: Source */
Engine_TF2, /**< Team Fortress 2 */
Engine_NuclearDawn, /**< Nuclear Dawn */
Engine_SDK2013, /**< Source SDK 2013 */
Engine_Blade, /**< Blade Symphony */
Engine_Insurgency, /**< Insurgency (2013 Retail version)*/
Engine_Contagion, /**< Contagion */
};
#define INVALID_ENT_REFERENCE 0xFFFFFFFF
/**
* Logs a generic message to the HL2 logs.
*
* @param format String format.
* @param ... Format arguments.
* @noreturn
*/
native LogToGame(const String:format[], any:...);
/**
* Sets the seed value for the global Half-Life 2 Random Stream.
*
* @param seed Seed value.
* @noreturn
*/
native SetRandomSeed(seed);
/**
* Returns a random floating point number from the Half-Life 2 Random Stream.
*
* @param fMin Minimum random bound.
* @param fMax Maximum random bound.
* @return A random number between (inclusive) fMin and fMax.
*/
native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0);
/**
* Returns a random number from the Half-Life 2 Random Stream.
*
* @param nmin Minimum random bound.
* @param nmax Maximum random bound.
* @return A random number between (inclusive) nmin and nmax.
*/
native GetRandomInt(nmin, nmax);
/**
* Returns whether a map is valid or not.
*
* @param map Map name, excluding .bsp extension.
* @return True if valid, false otherwise.
*/
native bool:IsMapValid(const String:map[]);
/**
* Returns whether the server is dedicated.
*
* @return True if dedicated, false otherwise.
*/
native bool:IsDedicatedServer();
/**
* Returns a high-precision time value for profiling the engine.
*
* @return A floating point time value.
*/
native Float:GetEngineTime();
/**
* Returns the game time based on the game tick.
*
* @return Game tick time.
*/
native Float:GetGameTime();
/**
* Returns the game's internal tick count.
*
* @return Game tick count.
*/
native GetGameTickCount();
/**
* Returns the game description from the mod.
*
* @param buffer Buffer to store the description.
* @param maxlength Maximum size of the buffer.
* @param original If true, retrieves the original game description,
* ignoring any potential hooks from plugins.
* @return Number of bytes written to the buffer (UTF-8 safe).
*/
native GetGameDescription(String:buffer[], maxlength, bool:original=false);
/**
* Returns the name of the game's directory.
*
* @param buffer Buffer to store the directory name.
* @param maxlength Maximum size of the buffer.
*
* return Number of bytes written to the buffer (UTF-8 safe).
*/
native GetGameFolderName(String:buffer[], maxlength);
/**
* Returns the current map name.
*
* @param buffer Buffer to store map name.
* @param maxlength Maximum length of buffer.
* @return Number of bytes written (UTF-8 safe).
*/
native GetCurrentMap(String:buffer[], maxlength);
/**
* Precaches a given model.
*
* @param model Name of the model to precache.
* @param preload If preload is true the file will be precached before level startup.
* @return Returns the model index, 0 for error.
*/
native PrecacheModel(const String:model[], bool:preload=false);
/**
* Precaches a given sentence file.
*
* @param file Name of the sentence file to precache.
* @param preload If preload is true the file will be precached before level startup.
* @return Returns a sentence file index.
*/
native PrecacheSentenceFile(const String:file[], bool:preload=false);
/**
* Precaches a given decal.
*
* @param decal Name of the decal to precache.
* @param preload If preload is true the file will be precached before level startup.
* @return Returns a decal index.
*/
native PrecacheDecal(const String:decal[], bool:preload=false);
/**
* Precaches a given generic file.
*
* @param generic Name of the generic file to precache.
* @param preload If preload is true the file will be precached before level startup.
* @return Returns a generic file index.
*/
native PrecacheGeneric(const String:generic[], bool:preload=false);
/**
* Returns if a given model is precached.
*
* @param model Name of the model to check.
* @return True if precached, false otherwise.
*/
native bool:IsModelPrecached(const String:model[]);
/**
* Returns if a given decal is precached.
*
* @param decal Name of the decal to check.
* @return True if precached, false otherwise.
*/
native bool:IsDecalPrecached(const String:decal[]);
/**
* Returns if a given generic file is precached.
*
* @param generic Name of the generic file to check.
* @return True if precached, false otherwise.
*/
native bool:IsGenericPrecached(const String:generic[]);
/**
* Precaches a given sound.
*
* @param sound Name of the sound to precache.
* @param preload If preload is true the file will be precached before level startup.
* @return True if successfully precached, false otherwise.
*/
native bool:PrecacheSound(const String:sound[], bool:preload=false);
/**
* Returns if a given sound is precached.
*
* @param sound Name of the sound to check.
* @return True if precached, false otherwise.
*/
native bool:IsSoundPrecached(const String:sound[]);
/**
* Creates different types of ingame messages.
*
* @param client Index of the client.
* @param kv KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information).
* @param type Message type to display ingame.
* @noreturn
* @error Invalid client index, or client not connected.
*/
native CreateDialog(client, Handle:kv, DialogType:type);
/**
* Guesses the SDK version a mod was compiled against. If nothing
* specific is known about the game, the engine version is used instead.
*
* The return values are guaranteed to increase chronologically (that is,
* a later release will have a higher value).
*
* @return SOURCE_SDK version code.
*/
#pragma deprecated See GetEngineVersion()
native GuessSDKVersion();
/**
* Gets the engine version that the currently-loaded SM core was compiled against.
*
* The engine version values are not guaranteed to be in any particular order,
* and should only be compared by (in)equality.
*
* @return An EngineVersion value.
*/
native EngineVersion:GetEngineVersion();
/**
* Prints a message to a specific client in the chat area.
*
* @param client Client index.
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @noreturn
* @error If the client is not connected an error will be thrown.
*/
native PrintToChat(client, const String:format[], any:...);
/**
* Prints a message to all clients in the chat area.
*
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @noreturn
*/
stock PrintToChatAll(const String:format[], any:...)
{
decl String:buffer[192];
for (new i = 1; i <= MaxClients; i++)
{
if (IsClientInGame(i))
{
SetGlobalTransTarget(i);
VFormat(buffer, sizeof(buffer), format, 2);
PrintToChat(i, "%s", buffer);
}
}
}
/**
* Prints a message to a specific client in the center of the screen.
*
* @param client Client index.
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @noreturn
* @error If the client is not connected an error will be thrown.
*/
native PrintCenterText(client, const String:format[], any:...);
/**
* Prints a message to all clients in the center of the screen.
*
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @noreturn
*/
stock PrintCenterTextAll(const String:format[], any:...)
{
decl String:buffer[192];
for (new i = 1; i <= MaxClients; i++)
{
if (IsClientInGame(i))
{
SetGlobalTransTarget(i);
VFormat(buffer, sizeof(buffer), format, 2);
PrintCenterText(i, "%s", buffer);
}
}
}
/**
* Prints a message to a specific client with a hint box.
*
* @param client Client index.
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @noreturn
* @error If the client is not connected an error will be thrown.
*/
native PrintHintText(client, const String:format[], any:...);
/**
* Prints a message to all clients with a hint box.
*
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @noreturn
*/
stock PrintHintTextToAll(const String:format[], any:...)
{
decl String:buffer[192];
for (new i = 1; i <= MaxClients; i++)
{
if (IsClientInGame(i))
{
SetGlobalTransTarget(i);
VFormat(buffer, sizeof(buffer), format, 2);
PrintHintText(i, "%s", buffer);
}
}
}
/**
* Shows a VGUI panel to a specific client.
*
* @param client Client index.
* @param name Panel type name (Check viewport_panel_names.h to see a list of
* some panel names).
* @param Kv KeyValues handle with all the data for the panel setup (Depends
* on the panel type and may be unused).
* @param show True to show the panel, or false to remove it from the client screen.
* @noreturn
* @error If the client is not connected an error will be thrown.
*/
native ShowVGUIPanel(client, const String:name[], Handle:Kv=INVALID_HANDLE, bool:show=true);
/**
* Creates a HUD synchronization object. This object is used to automatically assign and
* re-use channels for a set of messages.
*
* The HUD has a hardcoded number of channels (usually 6) for displaying
* text. You can use any channel for any area of the screen. Text on
* different channels can overlap, but text on the same channel will
* erase the old text first. This overlapping and overwriting gets problematic.
*
* A HUD synchronization object automatically selects channels for you based on
* the following heuristics:
* - If channel X was last used by the object, and hasn't been modified again,
* channel X gets re-used.
* - Otherwise, a new channel is chosen based on the least-recently-used channel.
*
* This ensures that if you display text on a sync object, that the previous text
* displayed on it will always be cleared first. This is because your new text
* will either overwrite the old text on the same channel, or because another
* channel has already erased your text.
*
* Note that messages can still overlap if they are on different synchronization
* objects, or they are displayed to manual channels.
*
* These are particularly useful for displaying repeating or refreshing HUD text, in
* addition to displaying multiple message sets in one area of the screen (for example,
* center-say messages that may pop up randomly that you don't want to overlap each
* other).
*
* @return New HUD synchronization object.
* The Handle can be closed with CloseHandle().
* If HUD text is not supported on this mod, then
* INVALID_HANDLE is returned.
*/
native Handle:CreateHudSynchronizer();
/**
* Sets the HUD parameters for drawing text. These parameters are stored
* globally, although nothing other than this function and SetHudTextParamsEx
* modify them.
*
* You must call this function before drawing text. If you are drawing
* text to multiple clients, you can set the parameters once, since
* they won't be modified. However, as soon as you pass control back
* to other plugins, you must reset the parameters next time you draw.
*
* @param x x coordinate, from 0 to 1. -1.0 is the center.
* @param y y coordinate, from 0 to 1. -1.0 is the center.
* @param holdTime Number of seconds to hold the text.
* @param r Red color value.
* @param g Green color value.
* @param b Blue color value.
* @param a Alpha transparency value.
* @param effect 0/1 causes the text to fade in and fade out.
* 2 causes the text to flash[?].
* @param fxTime Duration of chosen effect (may not apply to all effects).
* @param fadeIn Number of seconds to spend fading in.
* @param fadeOut Number of seconds to spend fading out.
* @noreturn
*/
native SetHudTextParams(Float:x, Float:y, Float:holdTime, r, g, b, a, effect = 0,
Float:fxTime=6.0, Float:fadeIn=0.1, Float:fadeOut=0.2);
/**
* Sets the HUD parameters for drawing text. These parameters are stored
* globally, although nothing other than this function and SetHudTextParams
* modify them.
*
* This is the same as SetHudTextParams(), except it lets you set the alternate
* color for when effects require it.
*
* @param x x coordinate, from 0 to 1. -1.0 is the center.
* @param y y coordinate, from 0 to 1. -1.0 is the center.
* @param holdTime Number of seconds to hold the text.
* @param color1 First color set, array values being [red, green, blue, alpha]
* @param color2 Second color set, array values being [red, green, blue, alpha]
* @param effect 0/1 causes the text to fade in and fade out.
* 2 causes the text to flash[?].
* @param fxTime Duration of chosen effect (may not apply to all effects).
* @param fadeIn Number of seconds to spend fading in.
* @param fadeOut Number of seconds to spend fading out.
* @noreturn
*/
native SetHudTextParamsEx(Float:x, Float:y, Float:holdTime, color1[4],
color2[4]={255,255,255,0}, effect = 0, Float:fxTime=6.0,
Float:fadeIn=0.1, Float:fadeOut=0.2);
/**
* Shows a synchronized HUD message to a client.
*
* As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
*
* @param client Client index to send the message to.
* @param sync Synchronization object.
* @param message Message text or formatting rules.
* @param ... Message formatting parameters.
* @return -1 on failure, anything else on success.
* This function fails if the mod does not support it.
* @error Client not in-game, or sync object not valid.
*/
native ShowSyncHudText(client, Handle:sync, const String:message[], any:...);
/**
* Clears the text on a synchronized HUD channel.
*
* This is not the same as sending "" because it guarantees that it won't
* overwrite text on another channel. For example, consider the scenario:
*
* 1. Your synchronized message goes to channel 3.
* 2. Someone else's non-synchronized message goes to channel 3.
*
* If you were to simply send "" on your synchronized message,
* then someone else's text could be overwritten.
*
* @param client Client index to send the message to.
* @param sync Synchronization object.
* @noreturn
* @error Client not in-game, or sync object not valid.
*/
native ClearSyncHud(client, Handle:sync);
/**
* Shows a HUD message to a client on the given channel.
*
* As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
*
* @param client Client index to send the message to.
* @param channel A channel number.
* If -1, then a channel will automatically be selected
* based on the least-recently-used channel. If the
* channel is any other number, it will be modulo'd with
* the channel count to get a final channel number.
* @param message Message text or formatting rules.
* @param ... Message formatting parameters.
* @return -1 on failure (lack of mod support).
* Any other return value is the channel number that was
* used to render the text.
*/
native ShowHudText(client, channel, const String:message[], any:...);
/**
* Shows a MOTD panel to a specific client.
*
* @param client Client index.
* @param title Title of the panel (printed on the top border of the window).
* @param msg Contents of the panel, it can be treated as an url, filename or plain text
* depending on the type parameter (WARNING: msg has to be 192 bytes maximum!)
* @param type Determines the way to treat the message body of the panel.
* @noreturn
* @error If the client is not connected an error will be thrown.
*/
stock ShowMOTDPanel(client, const String:title[], const String:msg[], type=MOTDPANEL_TYPE_INDEX)
{
decl String:num[3];
new Handle:Kv = CreateKeyValues("data");
IntToString(type, num, sizeof(num));
KvSetString(Kv, "title", title);
KvSetString(Kv, "type", num);
KvSetString(Kv, "msg", msg);
ShowVGUIPanel(client, "info", Kv);
CloseHandle(Kv);
}
/**
* Displays a panel asking the client to connect to a specified IP.
*
* @param client Client index.
* @param time Duration to hold the panel on the client's screen.
* @param ip Destination IP.
* @param password Password to connect to the destination IP. The client will be able to see this.
* @noreturn
*/
stock DisplayAskConnectBox(client, Float:time, const String:ip[], const String:password[] = "")
{
decl String:destination[288];
FormatEx(destination, sizeof(destination), "%s/%s", ip, password);
new Handle:Kv = CreateKeyValues("data");
KvSetFloat(Kv, "time", time);
KvSetString(Kv, "title", destination);
CreateDialog(client, Kv, DialogType_AskConnect);
CloseHandle(Kv);
}
/**
* Converts an entity index into a serial encoded entity reference.
*
* @param entity Entity index.
* @return Entity reference.
*/
native EntIndexToEntRef(entity);
/**
* Retrieves the entity index from a reference.
*
* @param ref Entity reference.
* @return Entity index.
*/
native EntRefToEntIndex(ref);
/**
* Converts a reference into a backwards compatible version.
*
* @param ref Entity reference.
* @return Bcompat reference.
*/
native MakeCompatEntRef(ref);