sourcemod/plugins/include/sourcemod.inc
BotoX a0b8153f4b Added hack to make plugins open a menu with all possible targets on ReplyToTargetError COMMAND_TARGET_AMBIGUOUS.
Explanation:
There are two clients in the server, one named gene, the other one "Ene ~special characters~".
An admin issues "sm_slay Ene" and gets following error message: More than one client matched the given pattern.
What this hack will do is: Use GetCmdArg(0, ...); to get the command name "sm_slay".
Use GetCmdArgString(...); to get the arguments supplied to the command.
Use GetLastProcessTargetString(...); (which was implemented in this commit) to retrieve the arguments that were passed to the last ProcessTargetString call.
It will then pass this data to the DynamicTargeting plugin through its AmbiguousMenu native.
The plugin will open up a menu on the client and list all targets which match the pattern that was supplied to ProcessTargetString.
If the client selects a menu entry, FakeClientCommand will be used to re-execute the command with the correct target.
2019-10-20 12:28:44 +02:00

727 lines
27 KiB
SourcePawn

/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This file is part of the SourceMod/SourcePawn SDK.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#if defined _sourcemod_included
#endinput
#endif
#define _sourcemod_included
/**
* Plugin public information.
*/
struct Plugin
{
public const char[] name; /**< Plugin Name */
public const char[] description; /**< Plugin Description */
public const char[] author; /**< Plugin Author */
public const char[] version; /**< Plugin Version */
public const char[] url; /**< Plugin URL */
};
/**
* Returns whether a library exists. This function should be considered
* expensive; it should only be called on plugin to determine availability
* of resources. Use OnLibraryAdded()/OnLibraryRemoved() to detect changes
* in optional resources.
*
* @param name Library name of a plugin or extension.
* @return True if exists, false otherwise.
*/
native bool LibraryExists(const char[] name);
/**
* Feature types.
*/
enum FeatureType
{
/**
* A native function call.
*/
FeatureType_Native,
/**
* A named capability. This is distinctly different from checking for a
* native, because the underlying functionality could be enabled on-demand
* to improve loading time. Thus a native may appear to exist, but it might
* be part of a set of features that are not compatible with the current game
* or version of SourceMod.
*/
FeatureType_Capability
};
/**
* Feature statuses.
*/
enum FeatureStatus
{
/**
* Feature is available for use.
*/
FeatureStatus_Available,
/**
* Feature is not available.
*/
FeatureStatus_Unavailable,
/**
* Feature is not known at all.
*/
FeatureStatus_Unknown
};
/**
* Returns whether "GetFeatureStatus" will work. Using this native
* or this function will not cause SourceMod to fail loading on older versions,
* however, GetFeatureStatus will only work if this function returns true.
*
* @return True if GetFeatureStatus will work, false otherwise.
*/
stock bool CanTestFeatures()
{
return LibraryExists("__CanTestFeatures__");
}
/**
* Returns whether a feature exists, and if so, whether it is usable.
*
* @param type Feature type.
* @param name Feature name.
* @return Feature status.
*/
native FeatureStatus GetFeatureStatus(FeatureType type, const char[] name);
/**
* Requires that a given feature is available. If it is not, SetFailState()
* is called with the given message.
*
* @param type Feature type.
* @param name Feature name.
* @param fmt Message format string, or empty to use default.
* @param ... Message format parameters, if any.
*/
native void RequireFeature(FeatureType type, const char[] name,
const char[] fmt="", any ...);
#include <core>
#include <float>
#include <vector>
#include <string>
#include <handles>
#include <functions>
#include <files>
#include <logging>
#include <timers>
#include <admin>
#include <keyvalues>
#include <dbi>
#include <lang>
#include <sorting>
#include <textparse>
#include <clients>
#include <console>
#include <convars>
#include <events>
#include <bitbuffer>
#include <protobuf>
#include <usermessages>
#include <menus>
#include <halflife>
#include <adt>
#include <banning>
#include <commandfilters>
#include <nextmap>
#include <commandline>
enum APLRes
{
APLRes_Success = 0, /**< Plugin should load */
APLRes_Failure, /**< Plugin shouldn't load and should display an error */
APLRes_SilentFailure /**< Plugin shouldn't load but do so silently */
};
methodmap GameData < Handle
{
// Loads a game config file.
//
// @param file File to load. The path must be relative to the 'gamedata' folder under the config folder
// and the extension should be omitted.
// @return A handle to the game config file or null on failure.
public native GameData(const char[] file);
// Returns an offset value.
//
// @param key Key to retrieve from the offset section.
// @return An offset, or -1 on failure.
public native int GetOffset(const char[] key);
// Gets the value of a key from the "Keys" section.
//
// @param key Key to retrieve from the Keys section.
// @param buffer Destination string buffer.
// @param maxlen Maximum length of output string buffer.
// @return True if key existed, false otherwise.
public native bool GetKeyValue(const char[] key, char[] buffer, int maxlen);
// Finds an address calculation in a GameConfig file,
// performs LoadFromAddress on it as appropriate, then returns the final address.
//
// @param name Name of the property to find.
// @return An address calculated on success, or 0 on failure.
public native Address GetAddress(const char[] name);
};
/**
* Called when the plugin is fully initialized and all known external references
* are resolved. This is only called once in the lifetime of the plugin, and is
* paired with OnPluginEnd().
*
* If any run-time error is thrown during this callback, the plugin will be marked
* as failed.
*/
forward void OnPluginStart();
/**
* @deprecated Use AskPluginLoad2() instead.
* If a plugin contains both AskPluginLoad() and AskPluginLoad2(), the former will
* not be called, but old plugins with only AskPluginLoad() will work.
*/
#pragma deprecated Use AskPluginLoad2() instead
forward bool AskPluginLoad(Handle myself, bool late, char[] error, int err_max);
/**
* Called before OnPluginStart, in case the plugin wants to check for load failure.
* This is called even if the plugin type is "private." Any natives from modules are
* not available at this point. Thus, this forward should only be used for explicit
* pre-emptive things, such as adding dynamic natives, setting certain types of load
* filters (such as not loading the plugin for certain games).
*
* @note It is not safe to call externally resolved natives until OnPluginStart().
* @note Any sort of RTE in this function will cause the plugin to fail loading.
* @note If you do not return anything, it is treated like returning success.
* @note If a plugin has an AskPluginLoad2(), AskPluginLoad() will not be called.
*
* @param myself Handle to the plugin.
* @param late Whether or not the plugin was loaded "late" (after map load).
* @param error Error message buffer in case load failed.
* @param err_max Maximum number of characters for error message buffer.
* @return APLRes_Success for load success, APLRes_Failure or APLRes_SilentFailure otherwise
*/
forward APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max);
/**
* Called when the plugin is about to be unloaded.
*
* It is not necessary to close any handles or remove hooks in this function.
* SourceMod guarantees that plugin shutdown automatically and correctly releases
* all resources.
*/
forward void OnPluginEnd();
/**
* Called when the plugin's pause status is changing.
*
* @param pause True if the plugin is being paused, false otherwise.
*/
forward void OnPluginPauseChange(bool pause);
/**
* Called before every server frame. Note that you should avoid
* doing expensive computations or declaring large local arrays.
*/
forward void OnGameFrame();
/**
* Called when the map is loaded.
*
* @note This used to be OnServerLoad(), which is now deprecated.
* Plugins still using the old forward will work.
*/
forward void OnMapStart();
/**
* Called right before a map ends.
*/
forward void OnMapEnd();
/**
* Called when the map has loaded, servercfgfile (server.cfg) has been
* executed, and all plugin configs are done executing. This is the best
* place to initialize plugin functions which are based on cvar data.
*
* @note This will always be called once and only once per map. It will be
* called after OnMapStart().
*/
forward void OnConfigsExecuted();
/**
* This is called once, right after OnMapStart() but any time before
* OnConfigsExecuted(). It is called after the "exec sourcemod.cfg"
* command and all AutoExecConfig() exec commands have been added to
* the ServerCommand() buffer.
*
* If you need to load per-map settings that override default values,
* adding commands to the ServerCommand() buffer here will guarantee
* that they're set before OnConfigsExecuted().
*
* Unlike OnMapStart() and OnConfigsExecuted(), this is not called on
* late loads that occur after OnMapStart().
*/
forward void OnAutoConfigsBuffered();
/**
* @deprecated Use OnConfigsExecuted() instead.
*/
#pragma deprecated Use OnConfigsExecuted() instead
forward void OnServerCfg();
/**
* Called after all plugins have been loaded. This is called once for
* every plugin. If a plugin late loads, it will be called immediately
* after OnPluginStart().
*/
forward void OnAllPluginsLoaded();
/**
* Returns the calling plugin's Handle.
*
* @return Handle of the calling plugin.
*/
native Handle GetMyHandle();
/**
* Returns an iterator that can be used to search through plugins.
*
* @return Handle to iterate with. Must be closed via
* CloseHandle().
* @error Invalid Handle.
*/
native Handle GetPluginIterator();
/**
* Returns whether there are more plugins available in the iterator.
*
* @param iter Handle to the plugin iterator.
* @return True on more plugins, false otherwise.
* @error Invalid Handle.
*/
native bool MorePlugins(Handle iter);
/**
* Returns the current plugin in the iterator and advances the iterator.
*
* @param iter Handle to the plugin iterator.
* @return Current plugin the iterator is at, before
* the iterator is advanced.
* @error Invalid Handle.
*/
native Handle ReadPlugin(Handle iter);
/**
* Returns a plugin's status.
*
* @param plugin Plugin Handle (INVALID_HANDLE uses the calling plugin).
* @return Status code for the plugin.
* @error Invalid Handle.
*/
native PluginStatus GetPluginStatus(Handle plugin);
/**
* Retrieves a plugin's file name relative to the plugins folder.
*
* @param plugin Plugin Handle (INVALID_HANDLE uses the calling plugin).
* @param buffer Buffer to the store the file name.
* @param maxlength Maximum length of the name buffer.
* @error Invalid Handle.
*/
native void GetPluginFilename(Handle plugin, char[] buffer, int maxlength);
/**
* Retrieves whether or not a plugin is being debugged.
*
* @param plugin Plugin Handle (INVALID_HANDLE uses the calling plugin).
* @return True if being debugged, false otherwise.
* @error Invalid Handle.
*/
native bool IsPluginDebugging(Handle plugin);
/**
* Retrieves a plugin's public info.
*
* @param plugin Plugin Handle (INVALID_HANDLE uses the calling plugin).
* @param info Plugin info property to retrieve.
* @param buffer Buffer to store info in.
* @param maxlength Maximum length of buffer.
* @return True on success, false if property is not available.
* @error Invalid Handle.
*/
native bool GetPluginInfo(Handle plugin, PluginInfo info, char[] buffer, int maxlength);
/**
* Finds a plugin by its order in the list from the "plugins list" server
* "sm" command. You should not use this function to loop through all plugins,
* use the iterator instead. Looping through all plugins using this native
* is O(n^2), whereas using the iterator is O(n).
*
* @param order_num Number of the plugin as it appears in "sm plugins list".
* @return Plugin Handle on success, INVALID_HANDLE if no plugin
* matches the given number.
*/
native Handle FindPluginByNumber(int order_num);
/**
* Causes the plugin to enter a failed state. An error will be thrown and
* the plugin will be paused until it is unloaded or reloaded.
*
* For backwards compatibility, if no extra arguments are passed, no
* formatting is applied. If one or more additional arguments is passed,
* the string is formatted using Format(). If any errors are encountered
* during formatting, both the format specifier string and an additional
* error message are written.
*
* This function does not return, and no further code in the plugin is
* executed.
*
* @param string Format specifier string.
* @param ... Formatting arguments.
* @error Always throws SP_ERROR_ABORT.
*/
native void SetFailState(const char[] string, any ...);
/**
* Aborts the current callback and throws an error. This function
* does not return in that no code is executed following it.
*
* @param fmt String format.
* @param ... Format arguments.
* @error Always!
*/
native void ThrowError(const char[] fmt, any ...);
/**
* Logs a stack trace from the current function call. Code
* execution continues after the call
*
* @param fmt Format string to send with the stack trace.
* @param ... Format arguments.
* @error Always logs a stack trace.
*/
native void LogStackTrace(const char[] fmt, any ...);
/**
* Gets the system time as a unix timestamp.
*
* @param bigStamp Optional array to store the 64bit timestamp in.
* @return 32bit timestamp (number of seconds since unix epoch).
*/
native int GetTime(int bigStamp[2]={0,0});
/**
* Produces a date and/or time string value for a timestamp.
*
* See this URL for valid parameters:
* http://cplusplus.com/reference/clibrary/ctime/strftime.html
*
* Note that available parameters depends on support from your operating system.
* In particular, ones highlighted in yellow on that page are not currently
* available on Windows and should be avoided for portable plugins.
*
* @param buffer Destination string buffer.
* @param maxlength Maximum length of output string buffer.
* @param format Formatting rules (passing NULL_STRING will use the rules defined in sm_datetime_format).
* @param stamp Optional time stamp.
* @error Buffer too small or invalid time format.
*/
native void FormatTime(char[] buffer, int maxlength, const char[] format, int stamp=-1);
/**
* Loads a game config file.
*
* @param file File to load. The path must be relative to the 'gamedata' folder under the config folder
* and the extension should be omitted.
* @return A handle to the game config file or INVALID_HANDLE on failure.
*/
native GameData LoadGameConfigFile(const char[] file);
/**
* Returns an offset value.
*
* @param gc Game config handle.
* @param key Key to retrieve from the offset section.
* @return An offset, or -1 on failure.
*/
native int GameConfGetOffset(Handle gc, const char[] key);
/**
* Gets the value of a key from the "Keys" section.
*
* @param gc Game config handle.
* @param key Key to retrieve from the Keys section.
* @param buffer Destination string buffer.
* @param maxlen Maximum length of output string buffer.
* @return True if key existed, false otherwise.
*/
native bool GameConfGetKeyValue(Handle gc, const char[] key, char[] buffer, int maxlen);
/**
* Finds an address calculation in a GameConfig file,
* performs LoadFromAddress on it as appropriate, then returns the final address.
*
* @param gameconf Game config handle.
* @param name Name of the property to find.
* @return An address calculated on success, or 0 on failure.
*/
native Address GameConfGetAddress(Handle gameconf, const char[] name);
/**
* Returns the operating system's "tick count," which is a number of
* milliseconds since the operating system loaded. This can be used
* for basic benchmarks.
*
* @return Tick count in milliseconds.
*/
native int GetSysTickCount();
/**
* Specifies that the given config file should be executed after plugin load.
* OnConfigsExecuted() will not be called until the config file has executed,
* but it will be called if the execution fails.
*
* @param autoCreate If true, and the config file does not exist, such a config
* file will be automatically created and populated with
* information from the plugin's registered cvars.
* @param name Name of the config file, excluding the .cfg extension.
* If empty, <plugin.filename.cfg> is assumed.
* @param folder Folder under cfg/ to use. By default this is "sourcemod."
*/
native void AutoExecConfig(bool autoCreate=true, const char[] name="", const char[] folder="sourcemod");
/**
* Registers a library name for identifying as a dependency to
* other plugins.
*
* @param name Library name.
*/
native void RegPluginLibrary(const char[] name);
/**
* Returns the status of an extension, by filename.
*
* @param name Extension name (like "sdktools.ext").
* @param error Optional error message buffer.
* @param maxlength Length of optional error message buffer.
* @return -2 if the extension was not found.
* -1 if the extension was found but failed to load.
* 0 if the extension loaded but reported an error.
* 1 if the extension is running without error.
*/
native int GetExtensionFileStatus(const char[] name, char[] error="", int maxlength=0);
/**
* Called after a library is added that the current plugin references
* optionally. A library is either a plugin name or extension name, as
* exposed via its include file.
*
* @param name Library name.
*/
forward void OnLibraryAdded(const char[] name);
/**
* Called right before a library is removed that the current plugin references
* optionally. A library is either a plugin name or extension name, as
* exposed via its include file.
*
* @param name Library name.
*/
forward void OnLibraryRemoved(const char[] name);
#define MAPLIST_FLAG_MAPSFOLDER (1<<0) /**< On failure, use all maps in the maps folder. */
#define MAPLIST_FLAG_CLEARARRAY (1<<1) /**< If an input array is specified, clear it before adding. */
#define MAPLIST_FLAG_NO_DEFAULT (1<<2) /**< Do not read "default" or "mapcyclefile" on failure. */
/**
* Loads a map list to an ADT Array.
*
* A map list is a list of maps from a file. SourceMod allows easy configuration of
* maplists through addons/sourcemod/configs/maplists.cfg. Each entry is given a
* name and a file (for example, "rtv" => "rtv.cfg"), or a name and a redirection
* (for example, "rtv" => "default"). This native will read a map list entry,
* cache the file, and return the list of maps it holds.
*
* Serial change numbers are used to identify if a map list has changed. Thus, if
* you pass a serial change number and it's equal to what SourceMod currently knows
* about the map list, then SourceMod won't re-parse the file.
*
* If the maps end up being read from the maps folder (MAPLIST_FLAG_MAPSFOLDER), they
* are automatically sorted in alphabetical, ascending order.
*
* Arrays created by this function are temporary and must be freed via CloseHandle().
* Modifying arrays created by this function will not affect future return values or
* or the contents of arrays returned to other plugins.
*
* @param array Array to store the map list. If INVALID_HANDLE, a new blank
* array will be created. The blocksize should be at least 16;
* otherwise results may be truncated. Items are added to the array
* as strings. The array is never checked for duplicates, and it is
* not read beforehand. Only the serial number is used to detect
* changes.
* @param serial Serial number to identify last known map list change. If -1, the
* the value will not be checked. If the map list has since changed,
* the serial is updated (even if -1 was passed). If there is an error
* finding a valid maplist, then the serial is set to -1.
* @param str Config name, or "default" for the default map list. Config names
* should be somewhat descriptive. For example, the admin menu uses
* a config name of "admin menu". The list names can be configured
* by users in addons/sourcemod/configs/maplists.cfg.
* @param flags MAPLIST_FLAG flags.
* @return On failure:
* INVALID_HANDLE is returned, the serial is set to -1, and the input
* array (if any) is left unchanged.
* On no change:
* INVALID_HANDLE is returned, the serial is unchanged, and the input
* array (if any) is left unchanged.
* On success:
* A valid array Handle is returned, containing at least one map string.
* If an array was passed, the return value is equal to the passed Array
* Handle. If the passed array was not cleared, it will have grown by at
* least one item. The serial number is updated to a positive number.
* @error Invalid array Handle that is not INVALID_HANDLE.
*/
native Handle ReadMapList(Handle array=INVALID_HANDLE,
int &serial=-1,
const char[] str="default",
int flags=MAPLIST_FLAG_CLEARARRAY);
/**
* Makes a compatibility binding for map lists. For example, if a function previously used
* "clam.cfg" for map lists, this function will insert a "fake" binding to "clam.cfg" that
* will be overridden if it's in the maplists.cfg file.
*
* @param name Configuration name that would be used with ReadMapList().
* @param file Default file to use.
*/
native void SetMapListCompatBind(const char[] name, const char[] file);
/**
* Called when a client has sent chat text. This must return either true or
* false to indicate that a client is or is not spamming the server.
*
* The return value is a hint only. Core or another plugin may decide
* otherwise.
*
* @param client Client index. The server (0) will never be passed.
* @return True if client is spamming the server, false otherwise.
*/
forward bool OnClientFloodCheck(int client);
/**
* Called after a client's flood check has been computed. This can be used
* by antiflood algorithms to decay/increase flooding weights.
*
* Since the result from "OnClientFloodCheck" isn't guaranteed to be the
* final result, it is generally a good idea to use this to play with other
* algorithms nicely.
*
* @param client Client index. The server (0) will never be passed.
* @param blocked True if client flooded last "say", false otherwise.
*/
forward void OnClientFloodResult(int client, bool blocked);
/**
* Represents how many bytes we can read from an address with one load
*/
enum NumberType
{
NumberType_Int8,
NumberType_Int16,
NumberType_Int32
};
enum Address
{
Address_Null = 0 // a typical invalid result when an address lookup fails
};
/**
* Load up to 4 bytes from a memory address.
*
* @param addr Address to a memory location.
* @param size How many bytes should be read.
* @return The value that is stored at that address.
*/
native int LoadFromAddress(Address addr, NumberType size);
/**
* Store up to 4 bytes to a memory address.
*
* @param addr Address to a memory location.
* @param data Value to store at the address.
* @param size How many bytes should be written.
*/
native void StoreToAddress(Address addr, int data, NumberType size);
methodmap FrameIterator < Handle {
// Creates a stack frame iterator to build your own stack traces.
// @return New handle to a FrameIterator.
public native FrameIterator();
// Advances the iterator to the next stack frame.
// @return True if another frame was fetched and data can be successfully read.
// @error No next element exception.
public native bool Next();
// Resets the iterator back to it's starting position.
public native void Reset();
// Returns the line number of the current function call.
property int LineNumber {
public native get();
}
// Gets the name of the current function in the call stack.
//
// @param buffer Buffer to copy to.
// @param maxlen Max size of the buffer.
public native void GetFunctionName(char[] buffer, int maxlen);
// Gets the file path to the current call in the call stack.
//
// @param buffer Buffer to copy to.
// @param maxlen Max size of the buffer.
public native void GetFilePath(char[] buffer, int maxlen);
}
#include <helpers>
#include <entity>
#include <entity_prop_stocks>