This rounds out the work started in #1548 to complete support for reading the older SendPropArray type array netprops, along with bringing SDKTools' GameRule netprop code in sync with core to add string array support. There aren't many SendPropArray type props around but this opens up a few interesting opportunities for plugin developers, particularly in L4D2 with manipulation of the EMS HUD. Tested reading the `m_vCPPositions` array in TF2, and reading/writing the `m_szScriptedHUDStringSet` EMS HUD netprop in L4D2. Closes #1386.
		
			
				
	
	
		
			200 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
/**
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 * vim: set ts=4 :
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 * =============================================================================
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 * SourceMod (C)2004-2011 AlliedModders LLC.  All rights reserved.
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 * =============================================================================
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 *
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 * This file is part of the SourceMod/SourcePawn SDK.
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 *
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 * This program is free software; you can redistribute it and/or modify it under
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 * the terms of the GNU General Public License, version 3.0, as published by the
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 * Free Software Foundation.
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 *
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 * This program is distributed in the hope that it will be useful, but WITHOUT
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 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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 * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
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 * details.
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 *
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 * You should have received a copy of the GNU General Public License along with
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 * this program.  If not, see <http://www.gnu.org/licenses/>.
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 *
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 * As a special exception, AlliedModders LLC gives you permission to link the
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 * code of this program (as well as its derivative works) to "Half-Life 2," the
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 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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 * by the Valve Corporation.  You must obey the GNU General Public License in
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 * all respects for all other code used.  Additionally, AlliedModders LLC grants
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 * this exception to all derivative works.  AlliedModders LLC defines further
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 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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 * or <http://www.sourcemod.net/license.php>.
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 *
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 * Version: $Id$
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 */
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#if defined _sdktools_gamerules_included
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 #endinput
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#endif
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#define _sdktools_gamerules_included
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enum RoundState {
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	// initialize the game, create teams
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	RoundState_Init,
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	//Before players have joined the game. Periodically checks to see if enough players are ready
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	//to start a game. Also reverts to this when there are no active players
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	RoundState_Pregame,
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	//The game is about to start, wait a bit and spawn everyone
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	RoundState_StartGame,
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	//All players are respawned, frozen in place
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	RoundState_Preround,
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	//Round is on, playing normally
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	RoundState_RoundRunning,
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	//Someone has won the round
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	RoundState_TeamWin,
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	//Noone has won, manually restart the game, reset scores
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	RoundState_Restart,
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	//Noone has won, restart the game
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	RoundState_Stalemate,
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	//Game is over, showing the scoreboard etc
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	RoundState_GameOver,
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	//Game is over, doing bonus round stuff
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	RoundState_Bonus,
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	//Between rounds
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	RoundState_BetweenRounds
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};
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/**
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 * Retrieves an integer value from a property of the gamerules entity.
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 *
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 * @param prop          Property name.
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 * @param size          Number of bytes to read (valid values are 1, 2, or 4).
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 *                      This value is auto-detected, and the size parameter is
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 *                      only used as a fallback in case detection fails.
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 * @param element       Element # (starting from 0) if property is an array.
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 * @return              Value at the given property offset.
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 * @error               Prop type is not an integer, or lack of mod support.
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 */
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native int GameRules_GetProp(const char[] prop, int size=4, int element=0);
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/**
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 * Sets an integer value for a property of the gamerules entity.
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 *
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 * @param prop          Property name.
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 * @param value         Value to set.
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 * @param size          Number of bytes to write (valid values are 1, 2, or 4).
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 *                      This value is auto-detected, and the size parameter is
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 *                      only used as a fallback in case detection fails.
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 * @param element       Element # (starting from 0) if property is an array.
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 * @param changeState   This parameter is ignored.
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 * @error               Prop type is not an integer, or lack of mod support.
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 */
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native void GameRules_SetProp(const char[] prop, any value, int size=4, int element=0, bool changeState=false);
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/**
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 * Retrieves a float value from a property of the gamerules entity.
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 *
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 * @param prop          Property name.
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 * @param element       Element # (starting from 0) if property is an array.
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 * @return              Value at the given property offset.
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 * @error               Prop type is not a float, or lack of mod support.
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 */
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native float GameRules_GetPropFloat(const char[] prop, int element=0);
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/**
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 * Sets a float value for a property of the gamerules entity.
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 *
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 * @param prop          Property name.
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 * @param value         Value to set.
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 * @param element       Element # (starting from 0) if property is an array.
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 * @param changeState   This parameter is ignored.
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 * @error               Prop type is not a float, or lack of mod support.
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 */
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native void GameRules_SetPropFloat(const char[] prop, float value, int element=0, bool changeState=false);
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/**
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 * Retrieves a entity index from a property of the gamerules entity.
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 *
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 * @param prop          Property name.
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 * @param element       Element # (starting from 0) if property is an array.
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 * @return              Entity index at the given property.
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 *                      If there is no entity, or the entity is not valid,
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 *                      then -1 is returned.
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 * @error               Prop type is not an entity, or lack of mod support.
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 */
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native int GameRules_GetPropEnt(const char[] prop, int element=0);
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/**
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 * Sets an entity index for a property of the gamerules entity.
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 *
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 * @param prop          Property name.
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 * @param other         Entity index to set, or -1 to unset.
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 * @param element       Element # (starting from 0) if property is an array.
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 * @param changeState   This parameter is ignored.
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 * @error               Prop type is not an entity, invalid entity, or lack of mod support.
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 */
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native void GameRules_SetPropEnt(const char[] prop, int other, int element=0, bool changeState=false);
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/**
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 * Retrieves a vector of floats from the gamerules entity, given a named network property.
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 *
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 * @param prop          Property name.
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 * @param vec           Vector buffer to store data in.
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 * @param element       Element # (starting from 0) if property is an array.
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 * @error               Prop type is not a vector, or lack of mod support.
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 */
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native void GameRules_GetPropVector(const char[] prop, float vec[3], int element=0);
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/**
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 * Sets a vector of floats in the gamerules entity, given a named network property.
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 *
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 * @param prop          Property name.
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 * @param vec           Vector to set.
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 * @param element       Element # (starting from 0) if property is an array.
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 * @param changeState   This parameter is ignored.
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 * @error               Prop type is not a vector, or lack of mod support.
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 */
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native void GameRules_SetPropVector(const char[] prop, const float vec[3], int element=0, bool changeState=false);
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/**
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 * Gets a gamerules property as a string.
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 *
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 * @param prop          Property to use.
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 * @param buffer        Destination string buffer.
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 * @param maxlen        Maximum length of output string buffer.
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 * @param element       Element # (starting from 0) if property is an array.
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 * @return              Number of non-null bytes written.
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 * @error               Prop type is not a string, or lack of mod support.
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 */
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native int GameRules_GetPropString(const char[] prop, char[] buffer, int maxlen, int element=0);
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/**
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 * Sets a gamerules property as a string.
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 *
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 * @param prop          Property to use.
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 * @param buffer        String to set.
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 * @param changeState   This parameter is ignored.
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 * @param element       Element # (starting from 0) if property is an array.
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 * @return              Number of non-null bytes written.
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 * @error               Prop type is not a string, or lack of mod support.
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 */
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native int GameRules_SetPropString(const char[] prop, const char[] buffer, bool changeState=false, int element=0);
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/**
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 * Gets the current round state.
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 *
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 * @return              Round state.
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 * @error               Game doesn't support round state.
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 */
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stock RoundState GameRules_GetRoundState()
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{
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	return view_as<RoundState>(GameRules_GetProp("m_iRoundState"));
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}
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