Add additional TraceRay natives (#885)
* More TR natives * Fix small typo * Fix another typo * Fix TR_AllSolid description * Change Disp to Displacement * Reorder params in TR_GetSurfaceName * Fix TR_GetSurfaceName * Another fix for TR_GetSurfaceName -_- * Change if block to switch * Make handle first param in TR_GetSurfaceName * Reorder TR_GetStartPosition params * Make TranslatePartitionFlags static * Change tabs used for formatting to spaces * Change inline comment style to be consistent with rest of file
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34e91fbd81
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@ -61,6 +61,7 @@ SH_DECL_HOOK1_void_vafmt(IVEngineServer, ClientCommand, SH_NOATTRIB, 0, edict_t
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SDKTools g_SdkTools; /**< Global singleton for extension's main interface */
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IServerGameEnts *gameents = NULL;
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IEngineTrace *enginetrace = NULL;
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ISpatialPartition *partition = NULL;
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IEngineSound *engsound = NULL;
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INetworkStringTableContainer *netstringtables = NULL;
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IServerPluginHelpers *pluginhelpers = NULL;
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@ -269,6 +270,7 @@ bool SDKTools::SDK_OnMetamodLoad(ISmmAPI *ismm, char *error, size_t maxlen, bool
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GET_V_IFACE_ANY(GetServerFactory, gameents, IServerGameEnts, INTERFACEVERSION_SERVERGAMEENTS);
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GET_V_IFACE_ANY(GetEngineFactory, engsound, IEngineSound, IENGINESOUND_SERVER_INTERFACE_VERSION);
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GET_V_IFACE_ANY(GetEngineFactory, enginetrace, IEngineTrace, INTERFACEVERSION_ENGINETRACE_SERVER);
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GET_V_IFACE_ANY(GetEngineFactory, partition, ISpatialPartition, INTERFACEVERSION_SPATIALPARTITION);
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GET_V_IFACE_ANY(GetEngineFactory, netstringtables, INetworkStringTableContainer, INTERFACENAME_NETWORKSTRINGTABLESERVER);
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GET_V_IFACE_ANY(GetEngineFactory, pluginhelpers, IServerPluginHelpers, INTERFACEVERSION_ISERVERPLUGINHELPERS);
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GET_V_IFACE_ANY(GetServerFactory, serverClients, IServerGameClients, INTERFACEVERSION_SERVERGAMECLIENTS);
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@ -42,6 +42,7 @@
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#include <IPlayerHelpers.h>
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#include <IGameHelpers.h>
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#include <IEngineTrace.h>
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#include <ispatialpartition.h>
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#include <IEngineSound.h>
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#include <ivoiceserver.h>
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#include <iplayerinfo.h>
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@ -131,6 +132,7 @@ extern SDKTools g_SdkTools;
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/* Interfaces from engine or gamedll */
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extern IServerGameEnts *gameents;
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extern IEngineTrace *enginetrace;
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extern ISpatialPartition *partition;
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extern IEngineSound *engsound;
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extern INetworkStringTableContainer *netstringtables;
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extern IServerPluginHelpers *pluginhelpers;
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@ -74,17 +74,17 @@ private:
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cell_t m_Data;
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};
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class CSMTraceEnumerator : public IEntityEnumerator
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class CSMTraceEnumerator : public IPartitionEnumerator
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{
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public:
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bool EnumEntity(IHandleEntity *pEntity) override
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IterationRetval_t EnumElement(IHandleEntity *pEntity) override
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{
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cell_t res = 1;
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m_pFunc->PushCell(gamehelpers->EntityToBCompatRef(reinterpret_cast<CBaseEntity*>(pEntity)));
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m_pFunc->PushCell(m_Data);
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m_pFunc->Execute(&res);
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return (res) ? true : false;
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return (res) ? ITERATION_CONTINUE : ITERATION_STOP;
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}
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void SetFunctionPtr(IPluginFunction *pFunc, cell_t data)
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{
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@ -114,6 +114,20 @@ enum
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RayType_Infinite
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};
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// For backwards compatibility, old EnumerateEntities functions accepted bool instead of flags
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static int TranslatePartitionFlags(int input)
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{
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switch (input)
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{
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case 0:
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return PARTITION_ENGINE_SOLID_EDICTS;
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case 1:
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return PARTITION_ENGINE_TRIGGER_EDICTS;
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default:
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return input >> 1;
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}
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}
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static cell_t smn_TRTraceRay(IPluginContext *pContext, const cell_t *params)
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{
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cell_t *startaddr, *endaddr;
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@ -211,8 +225,8 @@ static cell_t smn_TREnumerateEntities(IPluginContext *pContext, const cell_t *pa
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g_Ray.Init(g_StartVec, g_EndVec);
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bool triggers = (params[3]) ? true : false;
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enginetrace->EnumerateEntities(g_Ray, triggers, &g_SMTraceEnumerator);
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int mask = TranslatePartitionFlags(params[3]);
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partition->EnumerateElementsAlongRay(mask, g_Ray, false, &g_SMTraceEnumerator);
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return 1;
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}
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@ -246,8 +260,8 @@ static cell_t smn_TREnumerateEntitiesHull(IPluginContext *pContext, const cell_t
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g_Ray.Init(g_StartVec, g_EndVec, g_HullMins, g_HullMaxs);
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bool triggers = (params[5]) ? true : false;
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enginetrace->EnumerateEntities(g_Ray, triggers, &g_SMTraceEnumerator);
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int mask = TranslatePartitionFlags(params[5]);
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partition->EnumerateElementsAlongRay(mask, g_Ray, false, &g_SMTraceEnumerator);
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return 1;
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}
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@ -752,6 +766,22 @@ static cell_t smn_TRGetFraction(IPluginContext *pContext, const cell_t *params)
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return sp_ftoc(tr->fraction);
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}
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static cell_t smn_TRGetFractionLeftSolid(IPluginContext *pContext, const cell_t *params)
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{
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sm_trace_t *tr;
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HandleError err;
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HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
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if (params[1] == BAD_HANDLE)
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{
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tr = &g_Trace;
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} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
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return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
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}
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return sp_ftoc(tr->fractionleftsolid);
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}
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static cell_t smn_TRGetPlaneNormal(IPluginContext *pContext, const cell_t *params)
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{
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sm_trace_t *tr;
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@ -776,6 +806,28 @@ static cell_t smn_TRGetPlaneNormal(IPluginContext *pContext, const cell_t *param
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return 1;
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}
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static cell_t smn_TRGetStartPosition(IPluginContext *pContext, const cell_t *params)
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{
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sm_trace_t *tr;
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HandleError err;
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HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
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if (params[1] == BAD_HANDLE)
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{
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tr = &g_Trace;
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} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
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return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
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}
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cell_t *addr;
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pContext->LocalToPhysAddr(params[2], &addr);
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addr[0] = sp_ftoc(tr->startpos.x);
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addr[1] = sp_ftoc(tr->startpos.y);
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addr[2] = sp_ftoc(tr->startpos.z);
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return 1;
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}
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static cell_t smn_TRGetEndPosition(IPluginContext *pContext, const cell_t *params)
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{
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@ -800,6 +852,120 @@ static cell_t smn_TRGetEndPosition(IPluginContext *pContext, const cell_t *param
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return 1;
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}
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static cell_t smn_TRGetDisplacementFlags(IPluginContext *pContext, const cell_t *params)
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{
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sm_trace_t *tr;
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HandleError err;
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HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
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if (params[1] == BAD_HANDLE)
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{
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tr = &g_Trace;
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} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
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return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
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}
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return tr->dispFlags;
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}
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static cell_t smn_TRGetSurfaceName(IPluginContext *pContext, const cell_t *params)
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{
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sm_trace_t *tr;
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HandleError err;
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HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
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if (params[1] == BAD_HANDLE)
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{
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tr = &g_Trace;
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} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
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return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
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}
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pContext->StringToLocal(params[2], params[3], tr->surface.name);
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return 1;
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}
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static cell_t smn_TRGetSurfaceProps(IPluginContext *pContext, const cell_t *params)
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{
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sm_trace_t *tr;
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HandleError err;
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HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
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if (params[1] == BAD_HANDLE)
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{
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tr = &g_Trace;
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} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
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return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
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}
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return tr->surface.surfaceProps;
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}
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static cell_t smn_TRGetSurfaceFlags(IPluginContext *pContext, const cell_t *params)
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{
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sm_trace_t *tr;
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HandleError err;
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HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
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if (params[1] == BAD_HANDLE)
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{
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tr = &g_Trace;
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} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
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return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
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}
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return tr->surface.flags;
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}
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static cell_t smn_TRGetPhysicsBone(IPluginContext *pContext, const cell_t *params)
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{
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sm_trace_t *tr;
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HandleError err;
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HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
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if (params[1] == BAD_HANDLE)
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{
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tr = &g_Trace;
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} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
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return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
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}
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return tr->physicsbone;
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}
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static cell_t smn_TRAllSolid(IPluginContext *pContext, const cell_t *params)
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{
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sm_trace_t *tr;
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HandleError err;
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HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
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if (params[1] == BAD_HANDLE)
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{
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tr = &g_Trace;
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} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
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return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
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}
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return tr->allsolid ? 1 : 0;
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}
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static cell_t smn_TRStartSolid(IPluginContext *pContext, const cell_t *params)
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{
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sm_trace_t *tr;
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HandleError err;
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HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
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if (params[1] == BAD_HANDLE)
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{
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tr = &g_Trace;
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} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
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return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
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}
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return tr->startsolid ? 1 : 0;
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}
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static cell_t smn_TRDidHit(IPluginContext *pContext, const cell_t *params)
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{
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sm_trace_t *tr;
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@ -923,8 +1089,17 @@ sp_nativeinfo_t g_TRNatives[] =
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{"TR_TraceRayEx", smn_TRTraceRayEx},
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{"TR_TraceHullEx", smn_TRTraceHullEx},
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{"TR_GetFraction", smn_TRGetFraction},
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{"TR_GetFractionLeftSolid", smn_TRGetFractionLeftSolid},
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{"TR_GetStartPosition", smn_TRGetStartPosition},
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{"TR_GetEndPosition", smn_TRGetEndPosition},
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{"TR_GetEntityIndex", smn_TRGetEntityIndex},
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{"TR_GetDisplacementFlags", smn_TRGetDisplacementFlags },
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{"TR_GetSurfaceName", smn_TRGetSurfaceName},
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{"TR_GetSurfaceProps", smn_TRGetSurfaceProps},
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{"TR_GetSurfaceFlags", smn_TRGetSurfaceFlags},
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{"TR_GetPhysicsBone", smn_TRGetPhysicsBone},
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{"TR_AllSolid", smn_TRAllSolid},
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{"TR_StartSolid", smn_TRStartSolid},
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{"TR_DidHit", smn_TRDidHit},
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{"TR_GetHitGroup", smn_TRGetHitGroup},
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{"TR_ClipRayToEntity", smn_TRClipRayToEntity},
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@ -35,79 +35,133 @@
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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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#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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#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 bsp-ing 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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#define CONTENTS_ORIGIN 0x1000000 /**< removed before bsp-ing 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. */
|
||||
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */
|
||||
#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) */
|
||||
#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */
|
||||
#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */
|
||||
#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) */
|
||||
#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) */
|
||||
#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */
|
||||
#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */
|
||||
#define MASK_ALL (0xFFFFFFFF)
|
||||
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */
|
||||
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */
|
||||
#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */
|
||||
#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */
|
||||
#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */
|
||||
#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */
|
||||
#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */
|
||||
#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. */
|
||||
#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */
|
||||
#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) */
|
||||
#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */
|
||||
#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */
|
||||
#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) */
|
||||
#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) */
|
||||
#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */
|
||||
#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */
|
||||
|
||||
/**
|
||||
* @endsection
|
||||
*/
|
||||
|
||||
/**
|
||||
* @section Surface flags.
|
||||
*/
|
||||
|
||||
#define SURF_LIGHT 0x0001 /**< value will hold the light strength */
|
||||
#define SURF_SKY2D 0x0002 /**< don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox */
|
||||
#define SURF_SKY 0x0004 /**< don't draw, but add to skybox */
|
||||
#define SURF_WARP 0x0008 /**< turbulent water warp */
|
||||
#define SURF_TRANS 0x0010
|
||||
#define SURF_NOPORTAL 0x0020 /**< the surface can not have a portal placed on it */
|
||||
#define SURF_TRIGGER 0x0040 /**< This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders */
|
||||
#define SURF_NODRAW 0x0080 /**< don't bother referencing the texture */
|
||||
|
||||
#define SURF_HINT 0x0100 /**< make a primary bsp splitter */
|
||||
|
||||
#define SURF_SKIP 0x0200 /**< completely ignore, allowing non-closed brushes */
|
||||
#define SURF_NOLIGHT 0x0400 /**< Don't calculate light */
|
||||
#define SURF_BUMPLIGHT 0x0800 /**< calculate three lightmaps for the surface for bumpmapping */
|
||||
#define SURF_NOSHADOWS 0x1000 /**< Don't receive shadows */
|
||||
#define SURF_NODECALS 0x2000 /**< Don't receive decals */
|
||||
#define SURF_NOCHOP 0x4000 /**< Don't subdivide patches on this surface */
|
||||
#define SURF_HITBOX 0x8000 /**< surface is part of a hitbox */
|
||||
|
||||
/**
|
||||
* @endsection
|
||||
*/
|
||||
|
||||
/**
|
||||
* @section Partition masks.
|
||||
*/
|
||||
|
||||
#define PARTITION_SOLID_EDICTS (1 << 1) /**< every edict_t that isn't SOLID_TRIGGER or SOLID_NOT (and static props) */
|
||||
#define PARTITION_TRIGGER_EDICTS (1 << 2) /**< every edict_t that IS SOLID_TRIGGER */
|
||||
#define PARTITION_NON_STATIC_EDICTS (1 << 5) /**< everything in solid & trigger except the static props, includes SOLID_NOTs */
|
||||
#define PARTITION_STATIC_PROPS (1 << 7)
|
||||
|
||||
/**
|
||||
* @endsection
|
||||
*/
|
||||
|
||||
/**
|
||||
* @section Displacement flags.
|
||||
*/
|
||||
|
||||
#define DISPSURF_FLAG_SURFACE (1<<0)
|
||||
#define DISPSURF_FLAG_WALKABLE (1<<1)
|
||||
#define DISPSURF_FLAG_BUILDABLE (1<<2)
|
||||
#define DISPSURF_FLAG_SURFPROP1 (1<<3)
|
||||
#define DISPSURF_FLAG_SURFPROP2 (1<<4)
|
||||
|
||||
/**
|
||||
* @endsection
|
||||
*/
|
||||
|
||||
enum RayType
|
||||
{
|
||||
RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */
|
||||
RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */
|
||||
RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */
|
||||
RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */
|
||||
};
|
||||
|
||||
typeset TraceEntityFilter
|
||||
@ -206,8 +260,7 @@ native void TR_TraceHull(const float pos[3],
|
||||
* @param pos Starting position of the ray.
|
||||
* @param vec Depending on RayType, it will be used as the ending
|
||||
* point, or the direction angle.
|
||||
* @param triggers If true, enumerate only triggers. Otherwise, enumerate
|
||||
* only non-triggers.
|
||||
* @param mask Mask to use for the trace. See PARTITION_* flags.
|
||||
* @param rtype Method to calculate the ray direction.
|
||||
* @param enumerator Function to use as enumerator. For each entity found
|
||||
* along the ray, this function is called.
|
||||
@ -215,7 +268,7 @@ native void TR_TraceHull(const float pos[3],
|
||||
*/
|
||||
native void TR_EnumerateEntities(const float pos[3],
|
||||
const float vec[3],
|
||||
bool triggers,
|
||||
int mask,
|
||||
RayType rtype,
|
||||
TraceEntityEnumerator enumerator,
|
||||
any data=0);
|
||||
@ -229,8 +282,7 @@ native void TR_EnumerateEntities(const float pos[3],
|
||||
* @param vec Ending position of the ray.
|
||||
* @param mins Hull minimum size.
|
||||
* @param maxs Hull maximum size.
|
||||
* @param triggers If true, enumerate only triggers. Otherwise, enumerate
|
||||
* only non-triggers.
|
||||
* @param mask Mask to use for the trace. See PARTITION_* flags.
|
||||
* @param enumerator Function to use as enumerator. For each entity found
|
||||
* along the ray, this function is called.
|
||||
* @param data Arbitrary data value to pass through to the enumerator.
|
||||
@ -239,7 +291,7 @@ native void TR_EnumerateEntitiesHull(const float pos[3],
|
||||
const float vec[3],
|
||||
const float mins[3],
|
||||
const float maxs[3],
|
||||
bool triggers,
|
||||
int mask,
|
||||
TraceEntityEnumerator enumerator,
|
||||
any data=0);
|
||||
|
||||
@ -462,6 +514,25 @@ native Handle TR_ClipCurrentRayToEntityEx(int flags, int entity);
|
||||
*/
|
||||
native float TR_GetFraction(Handle hndl=INVALID_HANDLE);
|
||||
|
||||
/**
|
||||
* Returns the time fraction from a trace result when it left a solid.
|
||||
* Only valid if trace started in solid
|
||||
*
|
||||
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
|
||||
* @return Time fraction left solid value of the trace.
|
||||
* @error Invalid Handle.
|
||||
*/
|
||||
native float TR_GetFractionLeftSolid(Handle hndl=INVALID_HANDLE);
|
||||
|
||||
/**
|
||||
* Returns the starting position of a trace.
|
||||
*
|
||||
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
|
||||
* @param pos Vector buffer to store data in.
|
||||
* @error Invalid Handle.
|
||||
*/
|
||||
native void TR_GetStartPosition(Handle hndl, float pos[3]);
|
||||
|
||||
/**
|
||||
* Returns the collision position of a trace result.
|
||||
*
|
||||
@ -480,6 +551,71 @@ native void TR_GetEndPosition(float pos[3], Handle hndl=INVALID_HANDLE);
|
||||
*/
|
||||
native int TR_GetEntityIndex(Handle hndl=INVALID_HANDLE);
|
||||
|
||||
/**
|
||||
* Returns the displacement flags for the surface that was hit. See DISPSURF_FLAG_*.
|
||||
*
|
||||
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
|
||||
* @return Displacement flags.
|
||||
* @error Invalid Handle.
|
||||
*/
|
||||
native int TR_GetDisplacementFlags(Handle hndl=INVALID_HANDLE);
|
||||
|
||||
/**
|
||||
* Returns the name of the surface that was hit.
|
||||
*
|
||||
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
|
||||
* @param buffer Buffer to store surface name in
|
||||
* @param maxlen Maximum length of output buffer
|
||||
* @noreturn
|
||||
* @error Invalid Handle.
|
||||
*/
|
||||
native void TR_GetSurfaceName(Handle hndl, char[] buffer, int maxlen);
|
||||
|
||||
/**
|
||||
* Returns the surface properties index of the surface that was hit.
|
||||
*
|
||||
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
|
||||
* @return Surface props.
|
||||
* @error Invalid Handle.
|
||||
*/
|
||||
native int TR_GetSurfaceProps(Handle hndl=INVALID_HANDLE);
|
||||
|
||||
/**
|
||||
* Returns the surface flags. See SURF_*.
|
||||
*
|
||||
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
|
||||
* @return Surface flags.
|
||||
* @error Invalid Handle.
|
||||
*/
|
||||
native int TR_GetSurfaceFlags(Handle hndl=INVALID_HANDLE);
|
||||
|
||||
/**
|
||||
* Returns the index of the physics bone that was hit.
|
||||
*
|
||||
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
|
||||
* @return Physics bone index.
|
||||
* @error Invalid Handle.
|
||||
*/
|
||||
native int TR_GetPhysicsBone(Handle hndl=INVALID_HANDLE);
|
||||
|
||||
/**
|
||||
* Returns whether the entire trace was in a solid area.
|
||||
*
|
||||
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
|
||||
* @return True if entire trace was in a solid area, otherwise false.
|
||||
* @error Invalid Handle.
|
||||
*/
|
||||
native bool TR_AllSolid(Handle hndl=INVALID_HANDLE);
|
||||
|
||||
/**
|
||||
* Returns whether the initial point was in a solid area.
|
||||
*
|
||||
* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
|
||||
* @return True if initial point was in a solid area, otherwise false.
|
||||
* @error Invalid Handle.
|
||||
*/
|
||||
native bool TR_StartSolid(Handle hndl=INVALID_HANDLE);
|
||||
|
||||
/**
|
||||
* Returns if there was any kind of collision along the trace ray.
|
||||
*
|
||||
|
Loading…
Reference in New Issue
Block a user