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
+76 -76
View File
@@ -9,7 +9,7 @@
* 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
@@ -31,165 +31,165 @@
*/
#if defined _sdktools_gamerules_included
#endinput
#endinput
#endif
#define _sdktools_gamerules_included
enum RoundState {
// initialize the game, create teams
RoundState_Init,
//Before players have joined the game. Periodically checks to see if enough players are ready
//to start a game. Also reverts to this when there are no active players
RoundState_Pregame,
//The game is about to start, wait a bit and spawn everyone
RoundState_StartGame,
//All players are respawned, frozen in place
RoundState_Preround,
//Round is on, playing normally
RoundState_RoundRunning,
//Someone has won the round
RoundState_TeamWin,
//Noone has won, manually restart the game, reset scores
RoundState_Restart,
//Noone has won, restart the game
RoundState_Stalemate,
//Game is over, showing the scoreboard etc
RoundState_GameOver,
//Game is over, doing bonus round stuff
RoundState_Bonus,
//Between rounds
RoundState_BetweenRounds,
RoundState_BetweenRounds
};
/**
* Retrieves an integer value from a property of the gamerules entity.
*
* @param prop Property name.
* @param size Number of bytes to read (valid values are 1, 2, or 4).
* This value is auto-detected, and the size parameter is
* only used as a fallback in case detection fails.
* @param element Element # (starting from 0) if property is an array.
* @return Value at the given property offset.
* @error Not supported.
*
* @param prop Property name.
* @param size Number of bytes to read (valid values are 1, 2, or 4).
* This value is auto-detected, and the size parameter is
* only used as a fallback in case detection fails.
* @param element Element # (starting from 0) if property is an array.
* @return Value at the given property offset.
* @error Not supported.
*/
native int GameRules_GetProp(const char[] prop, int size=4, int element=0);
/**
* Sets an integer value for a property of the gamerules entity.
*
* @param prop Property name.
* @param value Value to set.
* @param size Number of bytes to write (valid values are 1, 2, or 4).
* This value is auto-detected, and the size parameter is
* only used as a fallback in case detection fails.
* @param element Element # (starting from 0) if property is an array.
* @param changeState This parameter is ignored.
* @error Not supported.
* @param prop Property name.
* @param value Value to set.
* @param size Number of bytes to write (valid values are 1, 2, or 4).
* This value is auto-detected, and the size parameter is
* only used as a fallback in case detection fails.
* @param element Element # (starting from 0) if property is an array.
* @param changeState This parameter is ignored.
* @error Not supported.
*/
native void GameRules_SetProp(const char[] prop, any value, int size=4, int element=0, bool changeState=false);
/**
* Retrieves a float value from a property of the gamerules entity.
*
* @param prop Property name.
* @param element Element # (starting from 0) if property is an array.
* @return Value at the given property offset.
* @error Not supported.
*
* @param prop Property name.
* @param element Element # (starting from 0) if property is an array.
* @return Value at the given property offset.
* @error Not supported.
*/
native float GameRules_GetPropFloat(const char[] prop, int element=0);
/**
* Sets a float value for a property of the gamerules entity.
*
* @param prop Property name.
* @param value Value to set.
* @param element Element # (starting from 0) if property is an array.
* @param changeState This parameter is ignored.
* @error Not supported.
*
* @param prop Property name.
* @param value Value to set.
* @param element Element # (starting from 0) if property is an array.
* @param changeState This parameter is ignored.
* @error Not supported.
*/
native void GameRules_SetPropFloat(const char[] prop, float value, int element=0, bool changeState=false);
/**
* Retrieves a entity index from a property of the gamerules entity.
*
* @param prop Property name.
* @param element Element # (starting from 0) if property is an array.
* @return Entity index at the given property.
* If there is no entity, or the entity is not valid,
* then -1 is returned.
* @error Not supported.
*
* @param prop Property name.
* @param element Element # (starting from 0) if property is an array.
* @return Entity index at the given property.
* If there is no entity, or the entity is not valid,
* then -1 is returned.
* @error Not supported.
*/
native int GameRules_GetPropEnt(const char[] prop, int element=0);
/**
* Sets an entity index for a property of the gamerules entity.
*
* @param prop Property name.
* @param other Entity index to set, or -1 to unset.
* @param element Element # (starting from 0) if property is an array.
* @param changeState This parameter is ignored.
* @error Not supported.
*
* @param prop Property name.
* @param other Entity index to set, or -1 to unset.
* @param element Element # (starting from 0) if property is an array.
* @param changeState This parameter is ignored.
* @error Not supported.
*/
native void GameRules_SetPropEnt(const char[] prop, int other, int element=0, bool changeState=false);
/**
* Retrieves a vector of floats from the gamerules entity, given a named network property.
*
* @param prop Property name.
* @param vec Vector buffer to store data in.
* @param element Element # (starting from 0) if property is an array.
* @error Not supported.
*
* @param prop Property name.
* @param vec Vector buffer to store data in.
* @param element Element # (starting from 0) if property is an array.
* @error Not supported.
*/
native void GameRules_GetPropVector(const char[] prop, float vec[3], int element=0);
/**
* Sets a vector of floats in the gamerules entity, given a named network property.
*
* @param prop Property name.
* @param vec Vector to set.
* @param element Element # (starting from 0) if property is an array.
* @param changeState This parameter is ignored.
* @error Not supported.
* @param prop Property name.
* @param vec Vector to set.
* @param element Element # (starting from 0) if property is an array.
* @param changeState This parameter is ignored.
* @error Not supported.
*/
native void GameRules_SetPropVector(const char[] prop, const float vec[3], int element=0, bool changeState=false);
/**
* Gets a gamerules property as a string.
*
* @param prop Property to use.
* @param buffer Destination string buffer.
* @param maxlen Maximum length of output string buffer.
* @return Number of non-null bytes written.
* @error Not supported.
*
* @param prop Property to use.
* @param buffer Destination string buffer.
* @param maxlen Maximum length of output string buffer.
* @return Number of non-null bytes written.
* @error Not supported.
*/
native int GameRules_GetPropString(const char[] prop, char[] buffer, int maxlen);
/**
* Sets a gamerules property as a string.
*
* @param prop Property to use.
* @param buffer String to set.
* @param changeState This parameter is ignored.
* @return Number of non-null bytes written.
* @error Not supported.
* @param prop Property to use.
* @param buffer String to set.
* @param changeState This parameter is ignored.
* @return Number of non-null bytes written.
* @error Not supported.
*/
native int GameRules_SetPropString(const char[] prop, const char[] buffer, bool changeState=false);
/**
* Gets the current round state.
*
* @return Round state.
* @error Game doesn't support round state.
* @return Round state.
* @error Game doesn't support round state.
*/
stock RoundState GameRules_GetRoundState()
{