Update spcomp and includes to latest 1.10-fork

disable warning 241: Array-based enum structs will be removed in 1.11
This commit is contained in:
BotoX
2024-06-21 06:55:55 +02:00
committed by zaCade
parent 689c4e89cf
commit 917ec936f8
72 changed files with 7755 additions and 6440 deletions
+80 -77
View File
@@ -40,9 +40,9 @@
*/
enum EventHookMode
{
EventHookMode_Pre, //< Hook callback fired before event is fired */
EventHookMode_Post, //< Hook callback fired after event is fired */
EventHookMode_PostNoCopy //< Hook callback fired after event is fired, but event data won't be copied */
EventHookMode_Pre, //< Hook callback fired before event is fired */
EventHookMode_Post, //< Hook callback fired after event is fired */
EventHookMode_PostNoCopy //< Hook callback fired after event is fired, but event data won't be copied */
};
/**
@@ -52,20 +52,22 @@ typeset EventHook
{
// Called when a game event is fired.
//
// @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
// this event has set the hook mode EventHookMode_PostNoCopy.
// @param name String containing the name of the event.
// @param dontBroadcast True if event was not broadcast to clients, false otherwise.
// @return Ignored for post hooks. Plugin_Handled will block event if hooked as pre.
// @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
// this event has set the hook mode EventHookMode_PostNoCopy.
// @param name String containing the name of the event.
// @param dontBroadcast True if event was not broadcast to clients, false otherwise.
// May not correspond to the real value. Use the property BroadcastDisabled.
// @return Ignored for post hooks. Plugin_Handled will block event if hooked as pre.
///
function Action (Event event, const char[] name, bool dontBroadcast);
//
// Called when a game event is fired.
//
// @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
// this event has set the hook mode EventHookMode_PostNoCopy.
// @param name String containing the name of the event.
// @param dontBroadcast True if event was not broadcast to clients, false otherwise.
// @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
// this event has set the hook mode EventHookMode_PostNoCopy.
// @param name String containing the name of the event.
// @param dontBroadcast True if event was not broadcast to clients, false otherwise.
///
function void (Event event, const char[] name, bool dontBroadcast);
};
@@ -83,7 +85,7 @@ methodmap Event < Handle
//
// Unlike Fire, this function DOES NOT close the event Handle.
//
// @param client Index of client to receive the event..
// @param client Index of client to receive the event..
public native void FireToClient(int client);
// Cancels a previously created game event that has not been fired. This
@@ -160,37 +162,38 @@ methodmap Event < Handle
// or HookEventEx callbacks.
property bool BroadcastDisabled {
public native set(bool dontBroadcast);
public native get();
}
}
/**
* Creates a hook for when a game event is fired.
*
* @param name Name of event.
* @param callback An EventHook function pointer.
* @param mode Optional EventHookMode determining the type of hook.
* @error Invalid event name or invalid callback function.
* @param name Name of event.
* @param callback An EventHook function pointer.
* @param mode Optional EventHookMode determining the type of hook.
* @error Invalid event name or invalid callback function.
*/
native void HookEvent(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
/**
* Creates a hook for when a game event is fired.
*
* @param name Name of event.
* @param callback An EventHook function pointer.
* @param mode Optional EventHookMode determining the type of hook.
* @return True if event exists and was hooked successfully, false otherwise.
* @error Invalid callback function.
* @param name Name of event.
* @param callback An EventHook function pointer.
* @param mode Optional EventHookMode determining the type of hook.
* @return True if event exists and was hooked successfully, false otherwise.
* @error Invalid callback function.
*/
native bool HookEventEx(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
/**
* Removes a hook for when a game event is fired.
*
* @param name Name of event.
* @param callback An EventHook function pointer.
* @param mode Optional EventHookMode determining the type of hook.
* @error Invalid callback function or no active hook for specified event.
* @param name Name of event.
* @param callback An EventHook function pointer.
* @param mode Optional EventHookMode determining the type of hook.
* @error Invalid callback function or no active hook for specified event.
*/
native void UnhookEvent(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
@@ -200,11 +203,11 @@ native void UnhookEvent(const char[] name, EventHook callback, EventHookMode mod
* The Handle should not be closed via CloseHandle(). It must be closed via
* event.Fire() or event.Cancel().
*
* @param name Name of event.
* @param force If set to true, this forces the event to be created even if it's not being hooked.
* Note that this will not force it if the event doesn't exist at all.
* @return Handle to event. INVALID_HANDLE is returned if the event doesn't exist or isn't
being hooked (unless force is true).
* @param name Name of event.
* @param force If set to true, this forces the event to be created even if it's not being hooked.
* Note that this will not force it if the event doesn't exist at all.
* @return Handle to event. INVALID_HANDLE is returned if the event doesn't exist or isn't
* being hooked (unless force is true).
*/
native Event CreateEvent(const char[] name, bool force=false);
@@ -213,49 +216,49 @@ native Event CreateEvent(const char[] name, bool force=false);
*
* This function closes the event Handle after completing.
*
* @param event Handle to the event.
* @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
* @error Invalid or corrupt Handle.
* @param event Handle to the event.
* @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
* @error Invalid or corrupt Handle.
*/
native void FireEvent(Handle event, bool dontBroadcast=false);
/**
* Cancels a previously created game event that has not been fired.
*
* @param event Handled to the event.
* @error Invalid or corrupt Handle.
* @param event Handled to the event.
* @error Invalid or corrupt Handle.
*/
native void CancelCreatedEvent(Handle event);
/**
* Returns the boolean value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param defValue Optional default value to use if the key is not found.
* @return The boolean value of the specified event key.
* @error Invalid or corrupt Handle.
* @param event Handle to the event.
* @param key Name of event key.
* @param defValue Optional default value to use if the key is not found.
* @return The boolean value of the specified event key.
* @error Invalid or corrupt Handle.
*/
native bool GetEventBool(Handle event, const char[] key, bool defValue=false);
/**
* Sets the boolean value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value New boolean value.
* @error Invalid or corrupt Handle.
* @param event Handle to the event.
* @param key Name of event key.
* @param value New boolean value.
* @error Invalid or corrupt Handle.
*/
native void SetEventBool(Handle event, const char[] key, bool value);
/**
* Returns the integer value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param defValue Optional default value to use if the key is not found.
* @return The integer value of the specified event key.
* @error Invalid or corrupt Handle.
* @param event Handle to the event.
* @param key Name of event key.
* @param defValue Optional default value to use if the key is not found.
* @return The integer value of the specified event key.
* @error Invalid or corrupt Handle.
*/
native int GetEventInt(Handle event, const char[] key, int defValue=0);
@@ -267,63 +270,63 @@ native int GetEventInt(Handle event, const char[] key, int defValue=0);
* integers, and only refer to how much data will actually be sent
* over the network (if applicable).
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value New integer value.
* @error Invalid or corrupt Handle.
* @param event Handle to the event.
* @param key Name of event key.
* @param value New integer value.
* @error Invalid or corrupt Handle.
*/
native void SetEventInt(Handle event, const char[] key, int value);
/**
* Returns the floating point value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param defValue Optional default value to use if the key is not found.
* @return The floating point value of the specified event key.
* @error Invalid or corrupt Handle.
* @param event Handle to the event.
* @param key Name of event key.
* @param defValue Optional default value to use if the key is not found.
* @return The floating point value of the specified event key.
* @error Invalid or corrupt Handle.
*/
native float GetEventFloat(Handle event, const char[] key, float defValue=0.0);
/**
* Sets the floating point value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value New floating point value.
* @error Invalid or corrupt Handle.
* @param event Handle to the event.
* @param key Name of event key.
* @param value New floating point value.
* @error Invalid or corrupt Handle.
*/
native void SetEventFloat(Handle event, const char[] key, float value);
/**
* Retrieves the string value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value Buffer to store the value of the specified event key.
* @param maxlength Maximum length of string buffer.
* @param defValue Optional default value to use if the key is not found.
* @error Invalid or corrupt Handle.
* @param event Handle to the event.
* @param key Name of event key.
* @param value Buffer to store the value of the specified event key.
* @param maxlength Maximum length of string buffer.
* @param defValue Optional default value to use if the key is not found.
* @error Invalid or corrupt Handle.
*/
native void GetEventString(Handle event, const char[] key, char[] value, int maxlength, const char[] defvalue="");
/**
* Sets the string value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value New string value.
* @error Invalid or corrupt Handle.
* @param event Handle to the event.
* @param key Name of event key.
* @param value New string value.
* @error Invalid or corrupt Handle.
*/
native void SetEventString(Handle event, const char[] key, const char[] value);
/**
* Retrieves the name of a game event.
*
* @param event Handle to the event.
* @param name Buffer to store the name of the event.
* @param maxlength Maximum length of string buffer.
* @error Invalid or corrupt Handle.
* @param event Handle to the event.
* @param name Buffer to store the name of the event.
* @param maxlength Maximum length of string buffer.
* @error Invalid or corrupt Handle.
*/
native void GetEventName(Handle event, char[] name, int maxlength);