sourcemod/plugins/include/sourcemod.inc
David Anderson 09887584f4 added functions for target immunity testing
--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%40546
2007-02-27 03:32:14 +00:00

504 lines
14 KiB
SourcePawn

/**
* 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 _sourcemod_included
#endinput
#endif
#define _sourcemod_included
struct Plugin
{
const String:name[], /* Plugin Name */
const String:description[], /* Plugin Description */
const String:author[], /* Plugin Author */
const String:version[], /* Plugin Version */
const String:url[], /* Plugin URL */
};
#include <core>
#include <float>
#include <handles>
#include <string>
#include <admin>
#include <files>
#include <console>
#include <bitbuffer>
#include <sorting>
/**
* Declare this as a struct in your plugin to expose its information.
* Example:
*
* public Plugin:myinfo =
* {
* name = "My Plugin",
* //etc
* };
*/
public Plugin:myinfo;
/**
* Called when the plugin is fully initialized and all known external references are resolved.
* This is called even if the plugin type is "private."
* NOTE: Errors in this function will cause the plugin to stop running.
*
* @noreturn
*/
forward OnPluginStart();
/**
* 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, or setting certain types of load filters.
*
* 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.
*
* @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 True if load success, false otherwise.
*/
forward bool:AskPluginLoad(Handle:myself, bool:late, String:error[], err_max);
/**
* Called when the plugin is about to be unloaded.
*
* @noreturn
*/
forward OnPluginEnd();
/**
* Called when the plugin's pause status is changing.
*
* @param pause True if the plugin is being paused, false otherwise.
* @noreturn
*/
forward OnPluginPauseChange(bool:pause);
/**
* Called on client connection.
*
* @param client Player index.
* @param rejectmsg Buffer to store the rejection message when the connection is refused.
* @param maxlen Maximum number of characters for rejection buffer.
* @return True to validate client's connection, false to refuse it.
*/
forward bool:OnClientConnect(client, String:rejectmsg[], maxlen);
/**
* Called when a client is entering to the game.
*
* @param client Player index.
* @noreturn
*/
forward OnClientPutInServer(client);
/**
* Called when a client is disconnecting from the server.
*
* @param client Player index.
* @noreturn
*/
forward OnClientDisconnect(client);
/**
* Called when a client is disconnected from the server.
*
* @param client Player index.
* @noreturn
*/
forward OnClientDisconnect_Post(client);
/**
* Called when a client is sending a command.
*
* @param client Player index.
* @noreturn
*/
forward OnClientCommand(client, argCount);
/**
* Called whenever the client's settings are changed.
*
* @param client Player index.
* @noreturn
*/
forward OnClientSettingsChanged(client);
/**
* Called when a client receives a Steam ID.
* @note This is called by bots, but the ID will be "BOT"
*
* @param client Player index.
* @param auth Player auth string.
*/
forward OnClientAuthorized(client, const String:auth[]);
/**
* Called before every server frame. Note that you should avoid
* doing expensive computations here, and you should declare large
* local arrays using 'decl' instead of 'new'.
*/
forward OnGameFrame();
/**
* Returns the calling plugin's Handle.
*
* @return Handle of the calling plugin.
*/
native Handle:GetMyHandle();
/**
* Returns the maximum number of clients allowed on the server.
*
* @return Maximum number of clients allowed.
*/
native GetMaxClients();
/**
* Returns the client count put in the server.
*
* @param inGameOnly If false connecting players are also counted.
* @return Client count in the server.
*/
native GetClientCount(bool:inGameOnly=true);
/**
* Returns the client's name.
*
* @param client Player index.
* @param name Buffer to store the client's name.
* @param maxlen Maximum length of string buffer (includes NULL terminator).
* @return True on success, false otherwise.
* @error If the client is not connected an error will be thrown.
*/
native bool:GetClientName(client, String:name[], maxlen);
/**
* Retrieves a client's IP address.
*
* @param client Player index.
* @param name Buffer to store the client's ip address.
* @param maxlen Maximum length of string buffer (includes NULL terminator).
* @param remport Remove client's port from the ip string (true by default).
* @return True on success, false otherwise.
* @error If the client is not connected or the index is invalid.
*/
native bool:GetClientIP(client, String:ip[], maxlen, bool:remport=true);
/**
* Retrieves a client's authentication string (SteamID).
*
* @param client Player index.
* @param auth Buffer to store the client's auth string.
* @param maxlen Maximum length of string buffer (includes NULL terminator).
* @return True on success, false otherwise.
* @error If the client is not connected or the index is invalid.
*/
native bool:GetClientAuthString(client, String:auth[], maxlen);
/**
* Retrieves a client's user id, which is an index incremented for every client
* that joins the server.
*
* @param client Player index.
* @return User id of the client.
* @error If the client is not connected or the index is invalid.
*/
native GetClientUserId(client);
/**
* Returns if a certain player is connected.
*
* @param client Player index.
* @return True if player is connected to the server, false otherwise.
*/
native bool:IsClientConnected(client);
/**
* Returns if a certain player has entered the game.
*
* @param client Player index.
* @return True if player has entered the game, false otherwise.
*/
native bool:IsPlayerInGame(client);
/**
* Returns if a certain player has been authenticated.
*
* @param client Player index.
* @return True if player has been authenticated, false otherwise.
*/
native bool:IsClientAuthorized(client);
/**
* Returns if a certain player is a fake client.
*
* @param client Player index.
* @return True if player is a fake client, false otherwise.
*/
native bool:IsFakeClient(client);
/**
* Retrieves values from client replicated keys.
*
* @param client Player's index.
* @param key Key string.
* @param value Buffer to store value.
* @param maxlen Maximum length of valve (UTF-8 safe).
* @return True on success, false otherwise.
* @error Invalid client index, or client not connected.
*/
native bool:GetClientInfo(client, const String:key[], String:value[], maxlen);
/**
* Sets a client's AdminId.
*
* @param client Player's index.
* @param id AdminId to set. INVALID_ADMIN_ID removes admin permissions.
* @param temp True if the id should be freed on disconnect.
* @noreturn
* @error Invalid client index, client not connected, or bogus AdminId.
*/
native SetUserAdmin(client, AdminId:id, bool:temp=false);
/**
* Retrieves a client's AdminId.
*
* @param client Player's index.
* @return AdminId of the client, or INVALID_ADMIN_ID if none.
* @error Invalid client index, or client not connected.
*/
native AdminId:GetUserAdmin(client);
/**
* Sets access flags on a client. If the client is not an admin,
* a temporary, anonymous AdminId is given.
*
* @param client Player's index.
* @param ... Flags to set on the client.
* @noreturn
* @error Invalid client index, or client not connected.
*/
native AddUserFlags(client, {AdminFlag}:...);
/**
* Removes flags from a client. If the client is not an admin,
* this has no effect.
*
* @param client Player's index.
* @param ... Flags to remove from the client.
* @noreturn
* @error Invalid client index, or client not connected.
*/
native RemoveUserFlags(client, {AdminFlag}:...);
/**
* Sets access flags on a client using bits instead of flags. If the
* client is not an admin, and flags not 0, a temporary, anonymous AdminId is given.
*
* @param client Player's index.
* @param flags Bitstring of flags to set on client.
* @noreturn
*/
native SetUserFlagBits(client, flags);
/**
* Returns client access flags. If the client is not an admin,
* the result is always 0.
*
* @param client Player's index.
* @return Flags
* @error Invalid client index, or client not connected.
*/
native GetUserFlagBits(client);
/**
* Returns whether a user can target another user.
* This is a helper function for CanAdminTarget.
*
* @param client Player's index.
* @param target Target player's index.
* @return True if target is targettable by the player, false otherwise.
* @error Invalid or unconnected player indexers.
*/
native bool:CanUserTarget(client, target);
/**
* Logs a generic message to the HL2 logs.
*
* @param format String format.
* @param ... Format arguments.
* @noreturn
*/
native LogToGame(const String:format[], {Handle,Float,String,_}:...);
/**
* Logs a plugin message to the SourceMod logs.
*
* @param format String format.
* @param ... Format arguments.
* @noreturn
*/
native LogMessage(const String:format[], {Handle,Float,String,_}:...);
/**
* Logs a plugin error message to the SourceMod logs.
*
* @param format String format.
* @param ... Format arguments.
* @noreturn
*/
native LogError(const String:format[], {Handle,Float,String,_}:...);
/**
* Sets the seed value for the global Half-Life 2 Random Stream
*
* @param seed Seed value.
* @noreturn
*/
native SetRandomSeed(seed);
/**
* Returns a random floating point number from the Half-Life 2 Random Stream
*
* @param fMin Minimum random bound.
* @param fMax Maximum random bound.
* @return A random number between (inclusive) fMin and fMax.
*/
native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0);
/**
* Returns a random number from the Half-Life 2 Random Stream
*
* @param nmin Minimum random bound.
* @param nmax Maximum random bound.
* @return A random number between (inclusive) nmin and nmax.
*/
native GetRandomInt(nmin, nmax);
/**
* Returns whether a map is valid or not.
*
* @param Map name, excluding .bsp extension.
* @return True if valid, false otherwise.
*/
native bool:IsMapValid(const String:map[]);
/**
* Returns whether the server is dedicated.
*
* @return True if dedicated, false otherwise.
*/
native bool:IsDedicatedServer();
/**
* Returns the number of entities in the server.
*
* @return Number of entities in the server.
*/
native GetEntityCount();
/**
* Returns whether or not an entity is valid.
*
* @param entity Index of the entity.
* @return True if valid, false otherwise.
*/
native bool:IsValidEntity(entity);
/**
* Creates a new edict (the basis of a networkable entity)
*
* @return Index of the entity, 0 on failure.
*/
native CreateEdict();
/**
* Removes an edict from the world.
*
* @param entity Index of the entity.
* @noreturn
* @error Invalid entity index.
*/
native RemoveEntity(entity);
/**
* Returns a high-precision time value for profiling the engine.
*
* @return A floating point time value.
*/
native Float:GetEngineTime();
/**
* Returns the game time based on the game tick.
*
* @return Game tick time.
*/
native Float:GetGameTime();
/**
* Creates a fake client.
*
* @param name Name to use.
* @return Client index on success, 0 otherwise.
*/
native CreateFakeClient(const String:name[]);
/**
* Sets a convar value on a fake client.
*
* @param client Client index.
* @param cvar ConVar name.
* @param value ConVar value.
* @noreturn
* @error Invalid client index, client not connected,
* or client not a fake client.
*/
native SetFakeClientConVar(client, const String:cvar[], const String:value[]);
/**
* Returns the game description from the mod.
*
* @param buffer Buffer to store the description.
* @param maxlength Maximum size of the buffer.
* @param original If true, retrieves the original game description,
* ignoring any potential hooks from plugins.
* @return Number of bytes written to the buffer (UTF-8 safe).
*/
native GetGameDescription(String:buffer[], maxlength, bool:original=false);
/**
* Returns the maximum number of entities.
*
* @return Maximum number of entities.
*/
native GetMaxEntities();
/**
* Returns the current map name.
*
* @param buffer Buffer to store map name.
* @param maxlength Maximum length of buffer.
* @return Number of bytes written (UTF-8 safe).
*/
native GetCurrentMap(String:buffer[], maxlength);
#include <usermessages>
#include <helpers>