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/** |
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* vim: set ts=4 : |
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* ============================================================================= |
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* SourceMod (C)2004-2007 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_trace_included |
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#endinput |
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#endif |
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#define _sdktools_trace_included |
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#define CONTENTS_EMPTY 0 /**< No contents. */ |
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#define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */ |
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#define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */ |
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#define CONTENTS_AUX 0x4 |
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#define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */ |
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#define CONTENTS_SLIME 0x10 |
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#define CONTENTS_WATER 0x20 |
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#define CONTENTS_MIST 0x40 |
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#define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */ |
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#define LAST_VISIBLE_CONTENTS 0x80 |
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#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1)) |
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#define CONTENTS_TESTFOGVOLUME 0x100 |
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#define CONTENTS_UNUSED5 0x200 |
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#define CONTENTS_UNUSED6 0x4000 |
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#define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */ |
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#define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */ |
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#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */ |
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#define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */ |
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#define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */ |
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#define CONTENTS_PLAYERCLIP 0x10000 |
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#define CONTENTS_MONSTERCLIP 0x20000 |
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/** |
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* @section currents can be added to any other contents, and may be mixed |
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*/ |
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#define CONTENTS_CURRENT_0 0x40000 |
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#define CONTENTS_CURRENT_90 0x80000 |
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#define CONTENTS_CURRENT_180 0x100000 |
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#define CONTENTS_CURRENT_270 0x200000 |
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#define CONTENTS_CURRENT_UP 0x400000 |
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#define CONTENTS_CURRENT_DOWN 0x800000 |
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/** |
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* @endsection |
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*/ |
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#define CONTENTS_ORIGIN 0x1000000 /**< removed before bsping an entity. */ |
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#define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */ |
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#define CONTENTS_DEBRIS 0x4000000 |
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#define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */ |
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#define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */ |
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#define CONTENTS_LADDER 0x20000000 |
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#define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */ |
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/** |
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* @section Trace masks. |
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*/ |
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#define MASK_ALL (0xFFFFFFFF) |
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#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */ |
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#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */ |
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#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */ |
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#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */ |
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#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */ |
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#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */ |
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#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */ |
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#define MASK_VISIBLE_AND_NPCS (MASK_OPAQUE_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players, but with monsters added. */ |
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#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */ |
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#define MASK_SHOT_HULL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_GRATE) /**< non-raycasted weapons see this as solid (includes grates) */ |
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#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */ |
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#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */ |
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#define MASK_PLAYERSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_PLAYERCLIP|CONTENTS_GRATE) /**< everything normally solid for player movement, except monsters (world+brush only) */ |
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#define MASK_NPCSOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< everything normally solid for npc movement, except monsters (world+brush only) */ |
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#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */ |
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#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */ |
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/** |
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* @endsection |
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*/ |
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enum RayType |
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{ |
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RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */ |
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RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */ |
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}; |
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/** |
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* Called on entity filtering. |
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* |
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* @param entity Entity index. |
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* @param contentsMask Contents Mask. |
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* @return True to allow the current entity to be hit, otherwise false. |
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*/ |
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functag TraceEntityFilter bool:public(entity, contentsMask); |
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/** |
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* Get the contents mask and the entity index at the given position. |
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* |
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* @param pos World position to test. |
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* @param entindex Entity index found at the given position (by reference). |
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* @return Contents mask. |
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*/ |
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native TR_GetPointContents(const Float:pos[3], &entindex=-1); |
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/** |
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* Get the point contents testing only the given entity index. |
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* |
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* @param entindex Entity index to test. |
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* @param pos World position. |
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* @return Contents mask. |
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*/ |
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native TR_GetPointContentsEnt(entindex, const Float:pos[3]); |
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/** |
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* Starts up a new trace ray using a global trace result. |
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* |
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* @param pos Starting position of the ray. |
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* @param vec Depending on RayType, it will be used as the ending point, or the direction angle. |
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* @param flags Trace flags. |
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* @param rtype Method to calculate the ray direction. |
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* @noreturn |
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*/ |
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native TR_TraceRay(const Float:pos[3], const Float:vec[3], flags, RayType:rtype); |
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/** |
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* Starts up a new trace ray using a global trace result and a customized trace ray filter. |
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* |
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* @param pos Starting position of the ray. |
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* @param vec Depending on RayType, it will be used as the ending point, or the direction angle. |
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* @param flags Trace flags. |
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* @param rtype Method to calculate the ray direction. |
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* @param filter Function to use as a filter. |
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* @noreturn |
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*/ |
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native TR_TraceRayFilter(const Float:pos[3], const Float:vec[3], flags, RayType:rtype, TraceEntityFilter:filter); |
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/** |
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* Starts up a new trace ray using a new trace result. |
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* |
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* @param pos Starting position of the ray. |
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* @param vec Depending on RayType, it will be used as the ending point, or the direction angle. |
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* @param flags Trace flags. |
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* @param rtype Method to calculate the ray direction. |
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* @return Ray trace handle. |
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* @note Traces are closed with CloseHandle(). |
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*/ |
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native Handle:TR_TraceRayEx(const Float:pos[3], const Float:vec[3], flags, RayType:rtype); |
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/** |
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* Starts up a new trace ray using a new trace result and a customized trace ray filter. |
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* |
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* @param pos Starting position of the ray. |
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* @param vec Depending on RayType, it will be used as the ending point, or the direction angle. |
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* @param flags Trace flags. |
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* @param rtype Method to calculate the ray direction. |
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* @param filter Function to use as a filter. |
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* @return Ray trace handle. |
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* @note Traces are closed with CloseHandle(). |
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*/ |
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native Handle:TR_TraceRayFilterEx(const Float:pos[3], const Float:vec[3], flags, RayType:rtype, TraceEntityFilter:filter); |
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/** |
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* Returns the time fraction from a trace result (1.0 means no collision). |
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* |
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. |
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* @return Time fraction value of the trace. |
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* @error Invalid Handle. |
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*/ |
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native Float:TR_GetFraction(Handle:hndl=INVALID_HANDLE); |
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/** |
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* Returns the collision position of a trace result. |
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* |
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* @param pos Vector buffer to store data in. |
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. |
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* @noreturn |
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* @error Invalid Handle. |
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*/ |
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native TR_GetEndPosition(Float:pos[3], Handle:hndl=INVALID_HANDLE); |
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/** |
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* Returns the entity index that collided with the trace. |
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* |
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. |
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* @return Entity index or -1 for no collision. |
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* @error Invalid Handle. |
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*/ |
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native TR_GetEntityIndex(Handle:hndl=INVALID_HANDLE); |
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/** |
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* Returns if there was any kind of collision along the trace ray. |
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* |
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. |
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* @return True if any collision found, otherwise false. |
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* @error Invalid Handle. |
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*/ |
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native bool:TR_DidHit(Handle:hndl=INVALID_HANDLE); |
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/** |
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* Returns in which body hit group the trace collided if any. |
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* |
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* @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. |
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* @return Body hit group. |
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* @error Invalid Handle. |
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*/ |
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native TR_GetHitGroup(Handle:hndl=INVALID_HANDLE); |