/** * vim: set ts=4 : * =============================================================== * SourceMod (C)2004-2007 AlliedModders LLC. All rights reserved. * =============================================================== * * This file is part of the SourceMod/SourcePawn SDK. This file may only be used * or modified under the Terms and Conditions of its License Agreement, which is found * in LICENSE.txt. The Terms and Conditions for making SourceMod extensions/plugins * may change at any time. To view the latest information, see: * http://www.sourcemod.net/license.php * * Version: $Id$ */ #if defined _timers_included #endinput #endif #define _timers_included #include #define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */ #define TIMER_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its value when finished */ /** * Any of the following prototypes will work for a timed function. */ funcenum Timer { /** * Called when the timer interval has elapsed. * * @param timer Handle to the timer object. * @param hndl Handle passed when the timer was created. * @return Plugin_Stop to stop a repeating timer, any other value for * default behavior. */ Action:public(Handle:timer, Handle:hndl), /** * Called when the timer interval has elapsed. * * @param timer Handle to the timer object. * @param value Value passed when the timer was created. * @return Plugin_Stop to stop a repeating timer, any other value for * default behavior. */ Action:public(Handle:timer, any:value), /** * 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. */ Action:public(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 value Handle or value to give to the timer 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(). */ native Handle:CreateTimer(Float:interval, Timer:func, any:value=INVALID_HANDLE, flags=0); /** * Kills a timer. Use this instead of CloseHandle() if you need more options. * * @param autoClose If autoClose is true, the timer's value will be * closed as a handle if TIMER_HNDL_CLOSE was not specified. * @noreturn */ native 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. * @noreturn */ native TriggerTimer(Handle:timer, bool:reset=false); /** * Creates a timer associated with a new data pack, and returns the datapack. * @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 data The newly created datapack is passed though this by-reference parameter. * @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:data, flags=0) { data = CreateDataPack(); flags |= TIMER_HNDL_CLOSE; return CreateTimer(interval, func, data, flags); }