216 lines
9.9 KiB
PHP
216 lines
9.9 KiB
PHP
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/**
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* vim: set ts=4 :
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* ===============================================================
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* SourceMod (C)2004-2007 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. This file may only be used
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* or modified under the Terms and Conditions of its License Agreement, which is found
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* in LICENSE.txt. The Terms and Conditions for making SourceMod extensions/plugins
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* may change at any time. To view the latest information, see:
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* 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_trace_included
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#endinput
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#endif
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#define _sdktools_trace_included
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#define CONTENTS_EMPTY 0 /**< No contents. */
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#define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */
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#define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */
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#define CONTENTS_AUX 0x4
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#define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */
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#define CONTENTS_SLIME 0x10
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#define CONTENTS_WATER 0x20
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#define CONTENTS_MIST 0x40
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#define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */
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#define LAST_VISIBLE_CONTENTS 0x80
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#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
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#define CONTENTS_TESTFOGVOLUME 0x100
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#define CONTENTS_UNUSED5 0x200
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#define CONTENTS_UNUSED6 0x4000
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#define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */
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#define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */
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#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */
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#define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */
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#define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */
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#define CONTENTS_PLAYERCLIP 0x10000
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#define CONTENTS_MONSTERCLIP 0x20000
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/**
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* @section currents can be added to any other contents, and may be mixed
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*/
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#define CONTENTS_CURRENT_0 0x40000
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#define CONTENTS_CURRENT_90 0x80000
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#define CONTENTS_CURRENT_180 0x100000
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#define CONTENTS_CURRENT_270 0x200000
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#define CONTENTS_CURRENT_UP 0x400000
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#define CONTENTS_CURRENT_DOWN 0x800000
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/**
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* @endsection
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*/
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#define CONTENTS_ORIGIN 0x1000000 /**< removed before bsping an entity. */
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#define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */
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#define CONTENTS_DEBRIS 0x4000000
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#define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */
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#define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */
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#define CONTENTS_LADDER 0x20000000
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#define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */
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/**
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* @section Trace masks.
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*/
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#define MASK_ALL (0xFFFFFFFF)
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#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */
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#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */
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#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */
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#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */
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#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */
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#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */
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#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */
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#define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players, but with monsters added. */
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#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */
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#define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE) /**< non-raycasted weapons see this as solid (includes grates) */
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#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */
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#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */
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#define MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE) /**< everything normally solid for player movement, except monsters (world+brush only) */
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#define MASK_NPCSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< everything normally solid for npc movement, except monsters (world+brush only) */
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#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */
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#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */
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/**
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* @endsection
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*/
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enum RayType
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{
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RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */
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RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */
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};
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/**
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* Called on entity filtering.
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*
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* @param entity Entity index.
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* @param contentsMask Contents Mask.
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* @return True to allow the current entity to be hit, otherwise false.
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*/
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functag TraceEntityFilter bool:public(entity, contentsMask);
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/**
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* Get the contents mask and the entity index at the given position.
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*
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* @param pos World position to test.
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* @param entindex Entity index found at the given position (by reference).
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* @return Contents mask.
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*/
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native TR_GetPointContents(const Float:pos[3], &entindex=-1);
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/**
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* Get the point contents testing only the given entity index.
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*
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* @param entindex Entity index to test.
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* @param pos World position.
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* @return Contents mask.
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*/
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native TR_GetPointContentsEnt(entindex, const Float:pos[3]);
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/**
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* Starts up a new trace ray using a global trace result.
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*
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* @param pos Starting position of the ray.
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* @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
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* @param flags Trace flags.
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* @param rtype Method to calculate the ray direction.
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* @noreturn
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*/
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native TR_TraceRay(const Float:pos[3], const Float:vec[3], flags, RayType:rtype);
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/**
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* Starts up a new trace ray using a global trace result and a customized trace ray filter.
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*
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* @param pos Starting position of the ray.
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* @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
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* @param flags Trace flags.
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* @param rtype Method to calculate the ray direction.
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* @param filter Function to use as a filter.
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* @noreturn
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*/
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native TR_TraceRayFilter(const Float:pos[3], const Float:vec[3], flags, RayType:rtype, TraceEntityFilter:filter);
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/**
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* Starts up a new trace ray using a new trace result.
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*
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* @param pos Starting position of the ray.
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* @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
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* @param flags Trace flags.
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* @param rtype Method to calculate the ray direction.
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* @return Ray trace handle.
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* @note Traces are closed with CloseHandle().
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*/
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native Handle:TR_TraceRayEx(const Float:pos[3], const Float:vec[3], flags, RayType:rtype);
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/**
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* Starts up a new trace ray using a new trace result and a customized trace ray filter.
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*
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* @param pos Starting position of the ray.
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* @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
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* @param flags Trace flags.
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* @param rtype Method to calculate the ray direction.
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* @param filter Function to use as a filter.
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* @return Ray trace handle.
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* @note Traces are closed with CloseHandle().
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*/
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native Handle:TR_TraceRayFilterEx(const Float:pos[3], const Float:vec[3], flags, RayType:rtype, TraceEntityFilter:filter);
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/**
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* Returns the time fraction from a trace result (1.0 means no collision).
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return Time fraction value of the trace.
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* @error Invalid Handle.
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*/
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native Float:TR_GetFraction(Handle:hndl=INVALID_HANDLE);
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/**
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* Returns the collision position of a trace result.
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*
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* @param pos Vector buffer to store data in.
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @noreturn
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* @error Invalid Handle.
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*/
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native TR_GetEndPosition(Float:pos[3], Handle:hndl=INVALID_HANDLE);
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/**
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* Returns the entity index that collided with the trace.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return Entity index or -1 for no collision.
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* @error Invalid Handle.
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*/
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native TR_GetEntityIndex(Handle:hndl=INVALID_HANDLE);
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/**
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* Returns if there was any kind of collision along the trace ray.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return True if any collision found, otherwise false.
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* @error Invalid Handle.
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*/
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native bool:TR_DidHit(Handle:hndl=INVALID_HANDLE);
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/**
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* Returns in which body hit group the trace collided if any.
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*
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
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* @return Body hit group.
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* @error Invalid Handle.
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*/
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native TR_GetHitGroup(Handle:hndl=INVALID_HANDLE);
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