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
This commit is contained in:
SlidyBat 2018-10-08 08:15:54 +11:00 committed by Kyle Sanderson
parent 34e91fbd81
commit 3add38f665
4 changed files with 381 additions and 66 deletions

View File

@ -61,6 +61,7 @@ SH_DECL_HOOK1_void_vafmt(IVEngineServer, ClientCommand, SH_NOATTRIB, 0, edict_t
SDKTools g_SdkTools; /**< Global singleton for extension's main interface */
IServerGameEnts *gameents = NULL;
IEngineTrace *enginetrace = NULL;
ISpatialPartition *partition = NULL;
IEngineSound *engsound = NULL;
INetworkStringTableContainer *netstringtables = NULL;
IServerPluginHelpers *pluginhelpers = NULL;
@ -269,6 +270,7 @@ bool SDKTools::SDK_OnMetamodLoad(ISmmAPI *ismm, char *error, size_t maxlen, bool
GET_V_IFACE_ANY(GetServerFactory, gameents, IServerGameEnts, INTERFACEVERSION_SERVERGAMEENTS);
GET_V_IFACE_ANY(GetEngineFactory, engsound, IEngineSound, IENGINESOUND_SERVER_INTERFACE_VERSION);
GET_V_IFACE_ANY(GetEngineFactory, enginetrace, IEngineTrace, INTERFACEVERSION_ENGINETRACE_SERVER);
GET_V_IFACE_ANY(GetEngineFactory, partition, ISpatialPartition, INTERFACEVERSION_SPATIALPARTITION);
GET_V_IFACE_ANY(GetEngineFactory, netstringtables, INetworkStringTableContainer, INTERFACENAME_NETWORKSTRINGTABLESERVER);
GET_V_IFACE_ANY(GetEngineFactory, pluginhelpers, IServerPluginHelpers, INTERFACEVERSION_ISERVERPLUGINHELPERS);
GET_V_IFACE_ANY(GetServerFactory, serverClients, IServerGameClients, INTERFACEVERSION_SERVERGAMECLIENTS);

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@ -42,6 +42,7 @@
#include <IPlayerHelpers.h>
#include <IGameHelpers.h>
#include <IEngineTrace.h>
#include <ispatialpartition.h>
#include <IEngineSound.h>
#include <ivoiceserver.h>
#include <iplayerinfo.h>
@ -131,6 +132,7 @@ extern SDKTools g_SdkTools;
/* Interfaces from engine or gamedll */
extern IServerGameEnts *gameents;
extern IEngineTrace *enginetrace;
extern ISpatialPartition *partition;
extern IEngineSound *engsound;
extern INetworkStringTableContainer *netstringtables;
extern IServerPluginHelpers *pluginhelpers;

View File

@ -74,17 +74,17 @@ private:
cell_t m_Data;
};
class CSMTraceEnumerator : public IEntityEnumerator
class CSMTraceEnumerator : public IPartitionEnumerator
{
public:
bool EnumEntity(IHandleEntity *pEntity) override
IterationRetval_t EnumElement(IHandleEntity *pEntity) override
{
cell_t res = 1;
m_pFunc->PushCell(gamehelpers->EntityToBCompatRef(reinterpret_cast<CBaseEntity*>(pEntity)));
m_pFunc->PushCell(m_Data);
m_pFunc->Execute(&res);
return (res) ? true : false;
return (res) ? ITERATION_CONTINUE : ITERATION_STOP;
}
void SetFunctionPtr(IPluginFunction *pFunc, cell_t data)
{
@ -114,6 +114,20 @@ enum
RayType_Infinite
};
// For backwards compatibility, old EnumerateEntities functions accepted bool instead of flags
static int TranslatePartitionFlags(int input)
{
switch (input)
{
case 0:
return PARTITION_ENGINE_SOLID_EDICTS;
case 1:
return PARTITION_ENGINE_TRIGGER_EDICTS;
default:
return input >> 1;
}
}
static cell_t smn_TRTraceRay(IPluginContext *pContext, const cell_t *params)
{
cell_t *startaddr, *endaddr;
@ -211,8 +225,8 @@ static cell_t smn_TREnumerateEntities(IPluginContext *pContext, const cell_t *pa
g_Ray.Init(g_StartVec, g_EndVec);
bool triggers = (params[3]) ? true : false;
enginetrace->EnumerateEntities(g_Ray, triggers, &g_SMTraceEnumerator);
int mask = TranslatePartitionFlags(params[3]);
partition->EnumerateElementsAlongRay(mask, g_Ray, false, &g_SMTraceEnumerator);
return 1;
}
@ -246,8 +260,8 @@ static cell_t smn_TREnumerateEntitiesHull(IPluginContext *pContext, const cell_t
g_Ray.Init(g_StartVec, g_EndVec, g_HullMins, g_HullMaxs);
bool triggers = (params[5]) ? true : false;
enginetrace->EnumerateEntities(g_Ray, triggers, &g_SMTraceEnumerator);
int mask = TranslatePartitionFlags(params[5]);
partition->EnumerateElementsAlongRay(mask, g_Ray, false, &g_SMTraceEnumerator);
return 1;
}
@ -752,6 +766,22 @@ static cell_t smn_TRGetFraction(IPluginContext *pContext, const cell_t *params)
return sp_ftoc(tr->fraction);
}
static cell_t smn_TRGetFractionLeftSolid(IPluginContext *pContext, const cell_t *params)
{
sm_trace_t *tr;
HandleError err;
HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
if (params[1] == BAD_HANDLE)
{
tr = &g_Trace;
} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
}
return sp_ftoc(tr->fractionleftsolid);
}
static cell_t smn_TRGetPlaneNormal(IPluginContext *pContext, const cell_t *params)
{
sm_trace_t *tr;
@ -776,6 +806,28 @@ static cell_t smn_TRGetPlaneNormal(IPluginContext *pContext, const cell_t *param
return 1;
}
static cell_t smn_TRGetStartPosition(IPluginContext *pContext, const cell_t *params)
{
sm_trace_t *tr;
HandleError err;
HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
if (params[1] == BAD_HANDLE)
{
tr = &g_Trace;
} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
}
cell_t *addr;
pContext->LocalToPhysAddr(params[2], &addr);
addr[0] = sp_ftoc(tr->startpos.x);
addr[1] = sp_ftoc(tr->startpos.y);
addr[2] = sp_ftoc(tr->startpos.z);
return 1;
}
static cell_t smn_TRGetEndPosition(IPluginContext *pContext, const cell_t *params)
{
@ -800,6 +852,120 @@ static cell_t smn_TRGetEndPosition(IPluginContext *pContext, const cell_t *param
return 1;
}
static cell_t smn_TRGetDisplacementFlags(IPluginContext *pContext, const cell_t *params)
{
sm_trace_t *tr;
HandleError err;
HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
if (params[1] == BAD_HANDLE)
{
tr = &g_Trace;
} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
}
return tr->dispFlags;
}
static cell_t smn_TRGetSurfaceName(IPluginContext *pContext, const cell_t *params)
{
sm_trace_t *tr;
HandleError err;
HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
if (params[1] == BAD_HANDLE)
{
tr = &g_Trace;
} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
}
pContext->StringToLocal(params[2], params[3], tr->surface.name);
return 1;
}
static cell_t smn_TRGetSurfaceProps(IPluginContext *pContext, const cell_t *params)
{
sm_trace_t *tr;
HandleError err;
HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
if (params[1] == BAD_HANDLE)
{
tr = &g_Trace;
} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
}
return tr->surface.surfaceProps;
}
static cell_t smn_TRGetSurfaceFlags(IPluginContext *pContext, const cell_t *params)
{
sm_trace_t *tr;
HandleError err;
HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
if (params[1] == BAD_HANDLE)
{
tr = &g_Trace;
} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
}
return tr->surface.flags;
}
static cell_t smn_TRGetPhysicsBone(IPluginContext *pContext, const cell_t *params)
{
sm_trace_t *tr;
HandleError err;
HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
if (params[1] == BAD_HANDLE)
{
tr = &g_Trace;
} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
}
return tr->physicsbone;
}
static cell_t smn_TRAllSolid(IPluginContext *pContext, const cell_t *params)
{
sm_trace_t *tr;
HandleError err;
HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
if (params[1] == BAD_HANDLE)
{
tr = &g_Trace;
} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
}
return tr->allsolid ? 1 : 0;
}
static cell_t smn_TRStartSolid(IPluginContext *pContext, const cell_t *params)
{
sm_trace_t *tr;
HandleError err;
HandleSecurity sec(pContext->GetIdentity(), myself->GetIdentity());
if (params[1] == BAD_HANDLE)
{
tr = &g_Trace;
} else if ((err = handlesys->ReadHandle(params[1], g_TraceHandle, &sec, (void **)&tr)) != HandleError_None) {
return pContext->ThrowNativeError("Invalid Handle %x (error %d)", params[1], err);
}
return tr->startsolid ? 1 : 0;
}
static cell_t smn_TRDidHit(IPluginContext *pContext, const cell_t *params)
{
sm_trace_t *tr;
@ -923,8 +1089,17 @@ sp_nativeinfo_t g_TRNatives[] =
{"TR_TraceRayEx", smn_TRTraceRayEx},
{"TR_TraceHullEx", smn_TRTraceHullEx},
{"TR_GetFraction", smn_TRGetFraction},
{"TR_GetFractionLeftSolid", smn_TRGetFractionLeftSolid},
{"TR_GetStartPosition", smn_TRGetStartPosition},
{"TR_GetEndPosition", smn_TRGetEndPosition},
{"TR_GetEntityIndex", smn_TRGetEntityIndex},
{"TR_GetDisplacementFlags", smn_TRGetDisplacementFlags },
{"TR_GetSurfaceName", smn_TRGetSurfaceName},
{"TR_GetSurfaceProps", smn_TRGetSurfaceProps},
{"TR_GetSurfaceFlags", smn_TRGetSurfaceFlags},
{"TR_GetPhysicsBone", smn_TRGetPhysicsBone},
{"TR_AllSolid", smn_TRAllSolid},
{"TR_StartSolid", smn_TRStartSolid},
{"TR_DidHit", smn_TRDidHit},
{"TR_GetHitGroup", smn_TRGetHitGroup},
{"TR_ClipRayToEntity", smn_TRClipRayToEntity},

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@ -35,79 +35,133 @@
#endif
#define _sdktools_trace_included
#define CONTENTS_EMPTY 0 /**< No contents. */
#define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */
#define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */
#define CONTENTS_AUX 0x4
#define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */
#define CONTENTS_SLIME 0x10
#define CONTENTS_WATER 0x20
#define CONTENTS_MIST 0x40
#define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */
#define LAST_VISIBLE_CONTENTS 0x80
#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
#define CONTENTS_TESTFOGVOLUME 0x100
#define CONTENTS_UNUSED5 0x200
#define CONTENTS_UNUSED6 0x4000
#define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */
#define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */
#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */
#define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */
#define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
#define CONTENTS_EMPTY 0 /**< No contents. */
#define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */
#define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */
#define CONTENTS_AUX 0x4
#define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */
#define CONTENTS_SLIME 0x10
#define CONTENTS_WATER 0x20
#define CONTENTS_MIST 0x40
#define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */
#define LAST_VISIBLE_CONTENTS 0x80
#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
#define CONTENTS_TESTFOGVOLUME 0x100
#define CONTENTS_UNUSED5 0x200
#define CONTENTS_UNUSED6 0x4000
#define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */
#define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */
#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */
#define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */
#define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
/**
* @section currents can be added to any other contents, and may be mixed
*/
#define CONTENTS_CURRENT_0 0x40000
#define CONTENTS_CURRENT_90 0x80000
#define CONTENTS_CURRENT_180 0x100000
#define CONTENTS_CURRENT_270 0x200000
#define CONTENTS_CURRENT_UP 0x400000
#define CONTENTS_CURRENT_DOWN 0x800000
#define CONTENTS_CURRENT_0 0x40000
#define CONTENTS_CURRENT_90 0x80000
#define CONTENTS_CURRENT_180 0x100000
#define CONTENTS_CURRENT_270 0x200000
#define CONTENTS_CURRENT_UP 0x400000
#define CONTENTS_CURRENT_DOWN 0x800000
/**
* @endsection
*/
#define CONTENTS_ORIGIN 0x1000000 /**< removed before bsp-ing an entity. */
#define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */
#define CONTENTS_DEBRIS 0x4000000
#define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */
#define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */
#define CONTENTS_LADDER 0x20000000
#define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */
#define CONTENTS_ORIGIN 0x1000000 /**< removed before bsp-ing an entity. */
#define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */
#define CONTENTS_DEBRIS 0x4000000
#define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */
#define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */
#define CONTENTS_LADDER 0x20000000
#define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */
/**
* @section Trace masks.
*/
#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 */
#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.
*