251cced1f8
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
545 lines
19 KiB
SourcePawn
545 lines
19 KiB
SourcePawn
/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod (C)2004-2008 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 _halflife_included
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#endinput
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#endif
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#define _halflife_included
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#define SOURCE_SDK_UNKNOWN 0 /**< Could not determine the engine version */
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#define SOURCE_SDK_ORIGINAL 10 /**< Original Source engine (still used by "The Ship") */
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#define SOURCE_SDK_EPISODE1 20 /**< SDK+Engine released after Episode 1 */
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#define SOURCE_SDK_EPISODE2 30 /**< Engine released after Episode 2 (no SDK yet) */
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#define MOTDPANEL_TYPE_TEXT 0 /**< Treat msg as plain text */
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#define MOTDPANEL_TYPE_INDEX 1 /**< Msg is auto determined by the engine */
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#define MOTDPANEL_TYPE_URL 2 /**< Treat msg as an URL link */
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#define MOTDPANEL_TYPE_FILE 3 /**< Treat msg as a filename to be openned */
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enum DialogType
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{
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DialogType_Msg = 0, /**< just an on screen message */
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DialogType_Menu, /**< an options menu */
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DialogType_Text, /**< a richtext dialog */
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DialogType_Entry, /**< an entry box */
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DialogType_AskConnect /**< ask the client to connect to a specified IP */
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};
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/**
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* Logs a generic message to the HL2 logs.
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*
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* @param format String format.
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* @param ... Format arguments.
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* @noreturn
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*/
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native LogToGame(const String:format[], any:...);
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/**
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* Sets the seed value for the global Half-Life 2 Random Stream.
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*
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* @param seed Seed value.
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* @noreturn
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*/
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native SetRandomSeed(seed);
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/**
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* Returns a random floating point number from the Half-Life 2 Random Stream.
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*
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* @param fMin Minimum random bound.
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* @param fMax Maximum random bound.
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* @return A random number between (inclusive) fMin and fMax.
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*/
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native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0);
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/**
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* Returns a random number from the Half-Life 2 Random Stream.
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*
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* @param nmin Minimum random bound.
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* @param nmax Maximum random bound.
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* @return A random number between (inclusive) nmin and nmax.
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*/
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native GetRandomInt(nmin, nmax);
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/**
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* Returns whether a map is valid or not.
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*
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* @param Map name, excluding .bsp extension.
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* @return True if valid, false otherwise.
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*/
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native bool:IsMapValid(const String:map[]);
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/**
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* Returns whether the server is dedicated.
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*
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* @return True if dedicated, false otherwise.
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*/
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native bool:IsDedicatedServer();
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/**
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* Returns a high-precision time value for profiling the engine.
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*
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* @return A floating point time value.
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*/
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native Float:GetEngineTime();
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/**
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* Returns the game time based on the game tick.
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*
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* @return Game tick time.
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*/
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native Float:GetGameTime();
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/**
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* Returns the game description from the mod.
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*
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* @param buffer Buffer to store the description.
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* @param maxlength Maximum size of the buffer.
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* @param original If true, retrieves the original game description,
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* ignoring any potential hooks from plugins.
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* @return Number of bytes written to the buffer (UTF-8 safe).
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*/
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native GetGameDescription(String:buffer[], maxlength, bool:original=false);
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/**
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* Returns the name of the game's directory.
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*
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* @param buffer Buffer to store the directory name.
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* @param maxlength Maximum size of the buffer.
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*
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* return Number of bytes written to the buffer (UTF-8 safe).
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*/
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native GetGameFolderName(String:buffer[], maxlength);
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/**
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* Returns the current map name.
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*
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* @param buffer Buffer to store map name.
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* @param maxlength Maximum length of buffer.
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* @return Number of bytes written (UTF-8 safe).
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*/
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native GetCurrentMap(String:buffer[], maxlength);
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/**
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* Precaches a given model.
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*
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* @param model Name of the model to precache.
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* @param preload If preload is true the file will be precached before level startup.
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* @return Returns the model index, 0 for error.
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*/
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native PrecacheModel(const String:model[], bool:preload=false);
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/**
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* Precaches a given sentence file.
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*
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* @param file Name of the sentence file to precache.
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* @param preload If preload is true the file will be precached before level startup.
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* @return Returns a sentence file index.
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*/
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native PrecacheSentenceFile(const String:file[], bool:preload=false);
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/**
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* Precaches a given decal.
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*
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* @param decal Name of the decal to precache.
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* @param preload If preload is true the file will be precached before level startup.
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* @return Returns a decal index.
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*/
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native PrecacheDecal(const String:decal[], bool:preload=false);
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/**
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* Precaches a given generic file.
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*
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* @param generic Name of the generic file to precache.
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* @param preload If preload is true the file will be precached before level startup.
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* @return Returns a generic file index.
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*/
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native PrecacheGeneric(const String:generic[], bool:preload=false);
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/**
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* Returns if a given model is precached.
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*
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* @param model Name of the model to check.
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* @return True if precached, false otherwise.
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*/
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native bool:IsModelPrecached(const String:model[]);
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/**
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* Returns if a given decal is precached.
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*
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* @param decal Name of the decal to check.
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* @return True if precached, false otherwise.
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*/
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native bool:IsDecalPrecached(const String:decal[]);
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/**
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* Returns if a given generic file is precached.
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*
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* @param decal Name of the generic file to check.
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* @return True if precached, false otherwise.
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*/
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native bool:IsGenericPrecached(const String:generic[]);
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/**
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* Precaches a given sound.
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*
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* @param sound Name of the sound to precache.
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* @param preload If preload is true the file will be precached before level startup.
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* @return True if successfully precached, false otherwise.
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*/
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native bool:PrecacheSound(const String:sound[], bool:preload=false);
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/**
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* Returns if a given sound is precached.
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*
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* @param sound Name of the sound to check.
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* @return True if precached, false otherwise.
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*/
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native bool:IsSoundPrecached(const String:sound[]);
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/**
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* Creates different types of ingame messages.
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*
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* @param client Index of the client.
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* @param kv KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information).
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* @param type Message type to display ingame.
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* @noreturn
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* @error Invalid client index, or client not connected.
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*/
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native CreateDialog(client, Handle:kv, DialogType:type);
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/**
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* Guesses the SDK version a mod was compiled against. If nothing
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* specific is known about the game, the engine version is used instead.
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*
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* The return values are guaranteed to increase chronologically (that is,
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* a later release will have a higher value).
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*
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* @return SOURCE_SDK version code.
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*/
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native GuessSDKVersion();
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/**
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* Prints a message to a specific client in the chat area.
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*
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* @param client Client index.
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @noreturn
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* @error If the client is not connected an error will be thrown.
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*/
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native PrintToChat(client, const String:format[], any:...);
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/**
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* Prints a message to all clients in the chat area.
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*
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @noreturn
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*/
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stock PrintToChatAll(const String:format[], any:...)
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{
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new maxClients = GetMaxClients();
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decl String:buffer[192];
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for (new i = 1; i <= maxClients; i++)
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{
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if (IsClientInGame(i))
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{
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SetGlobalTransTarget(i);
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VFormat(buffer, sizeof(buffer), format, 2);
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PrintToChat(i, "%s", buffer);
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}
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}
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}
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/**
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* Prints a message to a specific client in the center of the screen.
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*
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* @param client Client index.
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @noreturn
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* @error If the client is not connected an error will be thrown.
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*/
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native PrintCenterText(client, const String:format[], any:...);
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/**
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* Prints a message to all clients in the center of the screen.
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*
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @noreturn
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*/
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stock PrintCenterTextAll(const String:format[], any:...)
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{
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new maxClients = GetMaxClients();
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decl String:buffer[192];
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for (new i = 1; i <= maxClients; i++)
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{
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if (IsClientInGame(i))
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{
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SetGlobalTransTarget(i);
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VFormat(buffer, sizeof(buffer), format, 2);
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PrintCenterText(i, "%s", buffer);
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}
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}
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}
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/**
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* Prints a message to a specific client with a hint box.
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*
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* @param client Client index.
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @noreturn
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* @error If the client is not connected an error will be thrown.
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*/
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native PrintHintText(client, const String:format[], any:...);
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/**
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* Prints a message to all clients with a hint box.
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*
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @noreturn
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*/
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stock PrintHintTextToAll(const String:format[], any:...)
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{
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new maxClients = GetMaxClients();
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decl String:buffer[192];
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for (new i = 1; i <= maxClients; i++)
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{
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if (IsClientInGame(i))
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{
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SetGlobalTransTarget(i);
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VFormat(buffer, sizeof(buffer), format, 2);
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PrintHintText(i, "%s", buffer);
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}
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}
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}
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/**
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* Shows a VGUI panel to a specific client.
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*
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* @param client Client index.
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* @param name Panel type name (Check viewport_panel_names.h to see a list of
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* some panel names).
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* @param Kv KeyValues handle with all the data for the panel setup (Depends
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* on the panel type and may be unused).
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* @param show True to show the panel, or false to remove it from the client screen.
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* @noreturn
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* @error If the client is not connected an error will be thrown.
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*/
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native ShowVGUIPanel(client, const String:name[], Handle:Kv=INVALID_HANDLE, bool:show=true);
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/**
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* Creates a HUD synchronization object. This object is used to automatically assign and
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* re-use channels for a set of messages.
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*
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* The HUD has a hardcoded number of channels (usually 6) for displaying
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* text. You can use any channel for any area of the screen. Text on
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* different channels can overlap, but text on the same channel will
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* erase the old text first. This overlapping and overwriting gets problematic.
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*
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* A HUD synchronization object automatically selects channels for you based on
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* the following heuristics:
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* - If channel X was last used by the object, and hasn't been modified again,
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* channel X gets re-used.
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* - Otherwise, a new channel is chosen based on the least-recently-used channel.
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*
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* This ensures that if you display text on a sync object, that the previous text
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* displayed on it will always be cleared first. This is because your new text
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* will either overwrite the old text on the same channel, or because another
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* channel has already erased your text.
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*
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* Note that messages can still overlap if they are on different synchronization
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* objects, or they are displayed to manual channels.
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*
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* These are particularly useful for displaying repeating or refreshing HUD text, in
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* addition to displaying multiple message sets in one area of the screen (for example,
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* center-say messages that may pop up randomly that you don't want to overlap each
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* other).
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*
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* @return New HUD synchronization object.
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* The Handle can be closed with CloseHandle().
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* If HUD text is not supported on this mod, then
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* INVALID_HANDLE is returned.
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*/
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native Handle:CreateHudSynchronizer();
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/**
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* Sets the HUD parameters for drawing text. These parameters are stored
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* globally, although nothing other than this function and SetHudTextParamsEx
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* modify them.
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*
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* You must call this function before drawing text. If you are drawing
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* text to multiple clients, you can set the parameters once, since
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* they won't be modified. However, as soon as you pass control back
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* to other plugins, you must reset the parameters next time you draw.
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*
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* @param x x coordinate, from 0 to 1. -1.0 is the center.
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* @param y y coordinate, from 0 to 1. -1.0 is the center.
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* @param holdTime Number of seconds to hold the text.
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* @param r Red color value.
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* @param g Green color value.
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* @param b Blue color value.
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* @param a Alpha transparency value.
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* @param effect 0/1 causes the text to fade in and fade out.
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* 2 causes the text to flash[?].
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* @param fxTime Duration of chosen effect (may not apply to all effects).
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* @param fadeIn Number of seconds to spend fading in.
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* @param fadeOut Number of seconds to spend fading out.
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* @noreturn
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*/
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native SetHudTextParams(Float:x, Float:y, Float:holdTime, r, g, b, a, effect = 0,
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Float:fxTime=6.0, Float:fadeIn=0.1, Float:fadeOut=0.2);
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/**
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* Sets the HUD parameters for drawing text. These parameters are stored
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* globally, although nothing other than this function and SetHudTextParams
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* modify them.
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*
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* This is the same as SetHudTextParams(), except it lets you set the alternate
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* color for when effects require it.
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*
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* @param x x coordinate, from 0 to 1. -1.0 is the center.
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* @param y y coordinate, from 0 to 1. -1.0 is the center.
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* @param holdTime Number of seconds to hold the text.
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* @param color1 First color set, array values being [red, green, blue, alpha]
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* @param color2 Second color set, array values being [red, green, blue, alpha]
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* @param effect 0/1 causes the text to fade in and fade out.
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* 2 causes the text to flash[?].
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* @param fxTime Duration of chosen effect (may not apply to all effects).
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* @param fadeIn Number of seconds to spend fading in.
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* @param fadeOut Number of seconds to spend fading out.
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* @noreturn
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*/
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native SetHudTextParamsEx(Float:x, Float:y, Float:holdTime, color1[4],
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color2[4]={255,255,255,0}, effect = 0, Float:fxTime=6.0,
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Float:fadeIn=0.1, Float:fadeOut=0.2);
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/**
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* Shows a synchronized HUD message to a client.
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*
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* As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
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*
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* @param client Client index to send the message to.
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* @param sync Synchronization object.
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* @param message Message text or formatting rules.
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* @param ... Message formatting parameters.
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* @return -1 on failure, anything else on success.
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* This function fails if the mod does not support it.
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* @error Client not in-game, or sync object not valid.
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*/
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native ShowSyncHudText(client, Handle:sync, const String:message[], any:...);
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/**
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* Clears the text on a synchronized HUD channel.
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*
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* This is not the same as sending "" because it guarantees that it won't
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* overwrite text on another channel. For example, consider the scenario:
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*
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* 1. Your synchronized message goes to channel 3.
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* 2. Someone else's non-synchronized message goes to channel 3.
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*
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* If you were to simply send "" on your synchronized message,
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* then someone else's text could be overwritten.
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*
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* @param client Client index to send the message to.
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* @param sync Synchronization object.
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* @noreturn
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* @error Client not in-game, or sync object not valid.
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*/
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native ClearSyncHud(client, Handle:sync);
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/**
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* Shows a HUD message to a client on the given channel.
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*
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* As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
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*
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* @param client Client index to send the message to.
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* @param channel A channel number.
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* If -1, then a channel will automatically be selected
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* based on the least-recently-used channel. If the
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* channel is any other number, it will be modulo'd with
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* the channel count to get a final channel number.
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* @param message Message text or formatting rules.
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* @param ... Message formatting parameters.
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* @return -1 on failure (lack of mod support).
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* Any other return value is the channel number that was
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* used to render the text.
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*/
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native ShowHudText(client, channel, const String:message[], any:...);
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/**
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* Shows a MOTD panel to a specific client.
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*
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* @param client Client index.
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* @param title Title of the panel (printed on the top border of the window).
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* @param msg Contents of the panel, it can be treated as an url, filename or plain text
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* depending on the type parameter (WARNING: msg has to be 192 bytes maximum!)
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* @param type Determines the way to treat the message body of the panel.
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* @noreturn
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* @error If the client is not connected an error will be thrown.
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*/
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stock ShowMOTDPanel(client, const String:title[], const String:msg[], type=MOTDPANEL_TYPE_INDEX)
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{
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decl String:num[3];
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new Handle:Kv = CreateKeyValues("data");
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IntToString(type, num, sizeof(num));
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KvSetString(Kv, "title", title);
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KvSetString(Kv, "type", num);
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KvSetString(Kv, "msg", msg);
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ShowVGUIPanel(client, "info", Kv);
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CloseHandle(Kv);
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}
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/**
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* Displays a panel asking the client to connect to a specified IP.
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*
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* @param client Client index.
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* @param time Duration to hold the panel on the client's screen.
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* @param ip Destionation IP.
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* @noreturn
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*/
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stock DisplayAskConnectBox(client, Float:time, const String:ip[])
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{
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new Handle:Kv = CreateKeyValues("data");
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KvSetFloat(Kv, "time", time);
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KvSetString(Kv, "title", ip);
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CreateDialog(client, Kv, DialogType_AskConnect);
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CloseHandle(Kv);
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}
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