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
@@ -37,10 +37,10 @@
#include <datapack>
#define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */
#define TIMER_FLAG_NO_MAPCHANGE (1<<1) /**< Timer will not carry over mapchanges */
#define TIMER_HNDL_CLOSE (1<<9) /**< Deprecated define, replaced by below */
#define TIMER_DATA_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its data when finished */
#define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */
#define TIMER_FLAG_NO_MAPCHANGE (1<<1) /**< Timer will not carry over mapchanges */
#define TIMER_HNDL_CLOSE (1<<9) /**< Deprecated define, replaced by below */
#define TIMER_DATA_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its data when finished */
/**
* Any of the following prototypes will work for a timed function.
@@ -48,108 +48,108 @@
typeset Timer
{
/**
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @param hndl Handle passed to CreateTimer() when timer was created.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @param hndl Handle passed to CreateTimer() when timer was created.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
function Action(Handle timer, Handle hndl);
/**
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @param data Data passed to CreateTimer() when timer was created.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @param data Data passed to CreateTimer() when timer was created.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
function Action(Handle timer, any data);
/**
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
* Called when the timer interval has elapsed.
*
* @param timer Handle to the timer object.
* @return Plugin_Stop to stop a repeating timer, any other value for
* default behavior.
*/
function Action(Handle timer);
};
/**
* Creates a basic timer. Calling CloseHandle() on a timer will end the timer.
*
* @param interval Interval from the current game time to execute the given function.
* @param func Function to execute once the given interval has elapsed.
* @param data Handle or value to pass through to the timer callback function.
* @param flags Flags to set (such as repeatability or auto-Handle closing).
* @return Handle to the timer object. You do not need to call CloseHandle().
* If the timer could not be created, INVALID_HANDLE will be returned.
* @param interval Interval from the current game time to execute the given function.
* @param func Function to execute once the given interval has elapsed.
* @param data Handle or value to pass through to the timer callback function.
* @param flags Flags to set (such as repeatability or auto-Handle closing).
* @return Handle to the timer object. You do not need to call CloseHandle().
* If the timer could not be created, INVALID_HANDLE will be returned.
*/
native Handle CreateTimer(float interval, Timer func, any data=INVALID_HANDLE, int flags=0);
/**
* Kills a timer. Use this instead of CloseHandle() if you need more options.
*
* @param timer Timer Handle to kill.
* @param autoClose If autoClose is true, the data that was passed to CreateTimer() will
* be closed as a handle if TIMER_DATA_HNDL_CLOSE was not specified.
* @error Invalid handles will cause a run time error.
* @param timer Timer Handle to kill.
* @param autoClose If autoClose is true, the data that was passed to CreateTimer() will
* be closed as a handle if TIMER_DATA_HNDL_CLOSE was not specified.
* @error Invalid handles will cause a run time error.
*/
native void KillTimer(Handle timer, bool autoClose=false);
/**
* Manually triggers a timer so its function will be called.
*
* @param timer Timer Handle to trigger.
* @param reset If reset is true, the elapsed time counter is reset
* so the full interval must pass again.
* @param timer Timer Handle to trigger.
* @param reset If reset is true, the elapsed time counter is reset
* so the full interval must pass again.
*/
native void TriggerTimer(Handle timer, bool reset=false);
/**
* Returns the simulated game time.
* Returns the simulated game time.
*
* This time is internally maintained by SourceMod and is based on the game
* tick count and tick rate. Unlike GetGameTime(), it will increment past
* map changes and while no players are connected. Unlike GetEngineTime(),
* it will not increment based on the system clock (i.e. it is still bound
* This time is internally maintained by SourceMod and is based on the game
* tick count and tick rate. Unlike GetGameTime(), it will increment past
* map changes and while no players are connected. Unlike GetEngineTime(),
* it will not increment based on the system clock (i.e. it is still bound
* to the ticking process).
*
* @return Time based on the game tick count.
* @return Time based on the game tick count.
*/
native float GetTickedTime();
/**
* Returns an estimate of the time left before the map ends. If the server
* has not processed any frames yet (i.e. no players have joined the map yet),
* Returns an estimate of the time left before the map ends. If the server
* has not processed any frames yet (i.e. no players have joined the map yet),
* then the time left returned will always be infinite.
*
* @param timeleft Variable to store the time, in seconds. If the
* value is less than 0, the time limit is infinite.
* @return True if the operation is supported, false otherwise.
* @param timeleft Variable to store the time, in seconds. If the
* value is less than 0, the time limit is infinite.
* @return True if the operation is supported, false otherwise.
*/
native bool GetMapTimeLeft(int &timeleft);
/**
* Retrieves the current map time limit. If the server has not processed any
* frames yet (i.e. no players have joined the map yet), then the time limit
* Retrieves the current map time limit. If the server has not processed any
* frames yet (i.e. no players have joined the map yet), then the time limit
* returned will always be 0.
*
* @param time Set to the number of total seconds in the map time
* limit, or 0 if there is no time limit set.
* @return True on success, false if operation is not supported.
* @param time Set to the number of total seconds in the map time
* limit, or 0 if there is no time limit set.
* @return True on success, false if operation is not supported.
*/
native bool GetMapTimeLimit(int &time);
/**
* Extends the map time limit in a way that will notify all plugins.
*
* @param time Number of seconds to extend map time limit by.
* The number can be negative to decrease the time limit.
* If 0, the map will be set to have no time limit.
* @return True on success, false if operation is not supported.
* @param time Number of seconds to extend map time limit by.
* The number can be negative to decrease the time limit.
* If 0, the map will be set to have no time limit.
* @return True on success, false if operation is not supported.
*/
native bool ExtendMapTimeLimit(int time);
@@ -158,34 +158,34 @@ native bool ExtendMapTimeLimit(int time);
*
* Note: A tick, in this context, is a frame.
*
* @return Number of seconds in between ticks.
* @return Number of seconds in between ticks.
*/
native float GetTickInterval();
/**
* Notification that the map's time left has changed via a change in the time
* limit or a change in the game rules (such as mp_restartgame). This is useful
* Notification that the map's time left has changed via a change in the time
* limit or a change in the game rules (such as mp_restartgame). This is useful
* for plugins trying to create timers based on the time left in the map.
*
* Calling ExtendMapTimeLimit() from here, without proper precaution, will
* Calling ExtendMapTimeLimit() from here, without proper precaution, will
* cause infinite recursion.
*
* If the operation is not supported, this will never be called.
* If the server has not yet processed any frames (i.e. no players have joined
* the map yet), then this will be called once the server begins ticking, even
* If the server has not yet processed any frames (i.e. no players have joined
* the map yet), then this will be called once the server begins ticking, even
* if there is no time limit set.
*/
forward void OnMapTimeLeftChanged();
/**
* Returns whether or not the server is processing frames or not.
* Returns whether or not the server is processing frames or not.
*
* The server does not process frames until at least one client joins the game.
* Once the first player has in, even if that player, leaves, the server's
* The server does not process frames until at least one client joins the game.
* Once the first player has in, even if that player, leaves, the server's
* timers and entities will work.
*
* @return True if the server is ticking, false otherwise.
* @return True if the server is ticking, false otherwise.
*/
native bool IsServerProcessing();
@@ -194,12 +194,12 @@ native bool IsServerProcessing();
* @note The datapack is automatically freed when the timer ends.
* @note The position of the datapack is not reset or changed for the timer function.
*
* @param interval Interval from the current game time to execute the given function.
* @param func Function to execute once the given interval has elapsed.
* @param datapack The newly created datapack is passed though this by-reference
* parameter to the timer callback function.
* @param flags Timer flags.
* @return Handle to the timer object. You do not need to call CloseHandle().
* @param interval Interval from the current game time to execute the given function.
* @param func Function to execute once the given interval has elapsed.
* @param datapack The newly created datapack is passed though this by-reference
* parameter to the timer callback function.
* @param flags Timer flags.
* @return Handle to the timer object. You do not need to call CloseHandle().
*/
stock Handle CreateDataTimer(float interval, Timer func, Handle &datapack, int flags=0)
{