sourcemod/plugins/include/sdktools_tempents.inc
Scott Ehlert 251cced1f8 Spring Cleaning, Part Ichi (1)
Various minor things done to project files
Updated sample extension project file and updated makefile to the new unified version (more changes likely on the way)
Updated regex project file and makefile

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401971
2008-03-30 07:00:22 +00:00

230 lines
6.5 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 _sdktools_tempents_included
#endinput
#endif
#define _sdktools_tempents_included
/**
* Called when a temp entity is going to be sent.
*
* @param te_name TE name.
* @param Players Array containing target player indexes.
* @param numClients Number of players in the array.
* @param delay Delay in seconds to send the TE.
* @return Plugin_Continue to allow the transmission of the TE, Plugin_Stop to block it.
*/
functag TEHook Action:public(const String:te_name[], const Players[], numClients, Float:delay);
/**
* Hooks a temp entity.
*
* @param te_name TE name to hook.
* @param hook Function to use as a hook.
* @noreturn
* @error Temp Entity name not available or invalid function hook.
*/
native AddTempEntHook(const String:te_name[], TEHook:hook);
/**
* Removes a temp entity hook.
*
* @param te_name TE name to unhook.
* @param hook Function used for the hook.
* @noreturn
* @error Temp Entity name not available or invalid function hook.
*/
native RemoveTempEntHook(const String:te_name[], TEHook:hook);
/**
* Starts a temp entity transmission.
*
* @param te_name TE name.
* @noreturn
* @error Temp Entity name not available.
*/
native TE_Start(const String:te_name[]);
/**
* Checks if a certain TE property exists.
*
* @param prop Property to use.
* @return True if the property exists, otherwise false.
*/
native bool:TE_IsValidProp(const String:prop[]);
/**
* Sets an integer value in the current temp entity.
*
* @param prop Property to use.
* @param value Integer value to set.
* @noreturn
* @error Property not found.
*/
native TE_WriteNum(const String:prop[], value);
/**
* Reads an integer value in the current temp entity.
*
* @param prop Property to use.
* @return Property value.
* @error Property not found.
*/
native TE_ReadNum(const String:prop[]);
/**
* Sets a floating point number in the current temp entity.
*
* @param prop Property to use.
* @param value Floating point number to set.
* @noreturn
* @error Property not found.
*/
native TE_WriteFloat(const String:prop[], Float:value);
/**
* Reads a floating point number in the current temp entity.
*
* @param prop Property to use.
* @noreturn Property value.
* @error Property not found.
*/
native Float:TE_ReadFloat(const String:prop[]);
/**
* Sets a vector in the current temp entity.
*
* @param prop Property to use.
* @param vector Vector to set.
* @noreturn
* @error Property not found.
*/
native TE_WriteVector(const String:prop[], const Float:vector[3]);
/**
* Reads a vector in the current temp entity.
*
* @param prop Property to use.
* @param vector Vector to read.
* @noreturn
* @error Property not found.
*/
native TE_ReadVector(const String:prop[], Float:vector[3]);
/**
* Sets a QAngle in the current temp entity.
*
* @param prop Property to use.
* @param angles Angles to set.
* @return True on success, otherwise false.
* @error Property not found.
*/
native TE_WriteAngles(const String:prop[], const Float:angles[3]);
/**
* Sets an array of floats in the current temp entity.
*
* @param prop Property to use.
* @param array Array of values to copy.
* @param arraySize Number of values to copy.
* @return True on success, otherwise false.
* @error Property not found.
*/
native TE_WriteFloatArray(const String:prop[], const Float:array[], arraySize);
/**
* Sends the current temp entity to one or more clients.
*
* @param clients Array containing player indexes to broadcast to.
* @param numClients Number of players in the array.
* @param delay Delay in seconds to send the TE.
* @noreturn
* @error Invalid client index or client not in game.
*/
native TE_Send(clients[], numClients, Float:delay=0.0);
/**
* Sets an encoded entity index in the current temp entity.
* (This is usually used for m_nStartEntity and m_nEndEntity).
*
* @param prop Property to use.
* @param value Value to set.
* @noreturn
* @error Property not found.
*/
stock TE_WriteEncodedEnt(const String:prop[], value)
{
new encvalue = (value & 0x0FFF) | ((1 & 0xF)<<12);
return TE_WriteNum(prop, encvalue);
}
/**
* Broadcasts the current temp entity to all clients.
* @note See TE_Start().
*
* @param delay Delay in seconds to send the TE.
* @noreturn
*/
stock TE_SendToAll(Float:delay=0.0)
{
new maxClients = GetMaxClients();
new total = 0;
new clients[maxClients];
for (new i=1; i<=maxClients; i++)
{
if (IsClientInGame(i))
{
clients[total++] = i;
}
}
return TE_Send(clients, total, delay);
}
/**
* Sends the current TE to only a client.
* @note See TE_Start().
*
* @param client Client to send to.
* @param delay Delay in seconds to send the TE.
* @noreturn
* @error Invalid client index or client not in game.
*/
stock TE_SendToClient(client, Float:delay=0.0)
{
new players[1];
players[0] = client;
return TE_Send(players, 1, delay);
}