sourcemod/plugins/include/halflife.inc
Scott Ehlert d4bc20d32b Whoa, bug. Hopefully fixed PrintToChatAll and PrintCenterTextAll once and for all...
--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%40921
2007-06-07 07:36:41 +00:00

278 lines
7.7 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 _halflife_included
#endinput
#endif
#define _halflife_included
enum DialogType
{
DialogType_Msg = 0, /**< just an on screen message */
DialogType_Menu, /**< an options menu */
DialogType_Text, /**< a richtext dialog */
DialogType_Entry /**< an entry box */
};
/**
* Logs a generic message to the HL2 logs.
*
* @param format String format.
* @param ... Format arguments.
* @noreturn
*/
native LogToGame(const String:format[], any:...);
/**
* 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 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();
/**
* 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 name of the game's directory.
*
* @param buffer Buffer to store the directory name.
* @param maxlength Maximum size of the buffer.
*
* return Number of bytes written to the buffer (UTF-8 safe).
*/
native GetGameFolderName(String:buffer[], maxlength);
/**
* 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);
/**
* Precaches a given model.
*
* @param model Name of the model to precache.
* @param preload If preload is true the file will be precached before level startup.
* @return Returns the model index, 0 for error.
*/
native PrecacheModel(const String:model[], bool:preload=false);
/**
* Precaches a given sentence file.
*
* @param file Name of the sentence file to precache.
* @param preload If preload is true the file will be precached before level startup.
* @return Returns a sentence file index.
*/
native PrecacheSentenceFile(const String:file[], bool:preload=false);
/**
* Precaches a given decal.
*
* @param decal Name of the decal to precache.
* @param preload If preload is true the file will be precached before level startup.
* @return Returns a decal index.
*/
native PrecacheDecal(const String:decal[], bool:preload=false);
/**
* Precaches a given generic file.
*
* @param generic Name of the generic file to precache.
* @param preload If preload is true the file will be precached before level startup.
* @return Returns a generic file index.
*/
native PrecacheGeneric(const String:generic[], bool:preload=false);
/**
* Returns if a given model is precached.
*
* @param model Name of the model to check.
* @return True if precached, false otherwise.
*/
native bool:IsModelPrecached(const String:model[]);
/**
* Returns if a given decal is precached.
*
* @param decal Name of the decal to check.
* @return True if precached, false otherwise.
*/
native bool:IsDecalPrecached(const String:decal[]);
/**
* Returns if a given generic file is precached.
*
* @param decal Name of the generic file to check.
* @return True if precached, false otherwise.
*/
native bool:IsGenericPrecached(const String:generic[]);
/**
* Precaches a given sound.
*
* @param sound Name of the sound to precache.
* @param preload If preload is true the file will be precached before level startup.
* @return True if successfully precached, false otherwise.
*/
native bool:PrecacheSound(const String:sound[], bool:preload=false);
/**
* Returns if a given sound is precached.
*
* @param sound Name of the sound to check.
* @return True if precached, false otherwise.
*/
native bool:IsSoundPrecached(const String:sound[]);
/**
* Creates different types of ingame messages.
*
* @param client Index of the client.
* @param kv KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information).
* @param type Message type to display ingame.
* @noreturn
* @error Invalid client index, or client not connected.
*/
native CreateDialog(client, Handle:kv, DialogType:type);
/**
* Prints a message to a specific client in the chat area.
*
* @param client Client index.
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @noreturn
* @error If the client is not connected an error will be thrown.
*/
native PrintToChat(client, const String:format[], any:...);
/**
* Prints a message to all clients in the chat area.
*
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @noreturn
*/
stock PrintToChatAll(const String:format[], any:...)
{
new maxClients = GetMaxClients();
decl String:buffer[192];
VFormat(buffer, sizeof(buffer), format, 2);
for (new i = 1; i <= maxClients; i++)
{
if (IsClientInGame(i))
{
PrintToChat(i, "%s", buffer);
}
}
}
/**
* Prints a message to a specific client in the center of the screen.
*
* @param client Client index.
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @noreturn
* @error If the client is not connected an error will be thrown.
*/
native PrintCenterText(client, const String:format[], any:...);
/**
* Prints a message to all clients in the center of the screen.
*
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @noreturn
*/
stock PrintCenterTextAll(const String:format[], any:...)
{
new maxClients = GetMaxClients();
decl String:buffer[192];
VFormat(buffer, sizeof(buffer), format, 2);
for (new i = 1; i <= maxClients; i++)
{
if (IsClientInGame(i))
{
PrintCenterText(i, "%s", buffer);
}
}
}