Bumped versions.
3 * =============================================================================
4 * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
5 * =============================================================================
7 * This file is part of the SourceMod/SourcePawn SDK.
9 * This program is free software; you can redistribute it and/or modify it under
10 * the terms of the GNU General Public License, version 3.0, as published by the
11 * Free Software Foundation.
13 * This program is distributed in the hope that it will be useful, but WITHOUT
14 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
15 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
18 * You should have received a copy of the GNU General Public License along with
19 * this program. If not, see <http://www.gnu.org/licenses/>.
21 * As a special exception, AlliedModders LLC gives you permission to link the
22 * code of this program (as well as its derivative works) to "Half-Life 2," the
23 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
24 * by the Valve Corporation. You must obey the GNU General Public License in
25 * all respects for all other code used. Additionally, AlliedModders LLC grants
26 * this exception to all derivative works. AlliedModders LLC defines further
27 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
28 * or <http://www.sourcemod.net/license.php>.
33 #if defined _halflife_included
36 #define _halflife_included
38 #define SOURCE_SDK_UNKNOWN 0 /**< Could not determine the engine version */
39 #define SOURCE_SDK_ORIGINAL 10 /**< Original Source engine (still used by "The Ship") */
40 #define SOURCE_SDK_DARKMESSIAH 15 /**< Modified version of original engine used by Dark Messiah (no SDK) */
41 #define SOURCE_SDK_EPISODE1 20 /**< SDK+Engine released after Episode 1 */
42 #define SOURCE_SDK_EPISODE2 30 /**< SDK+Engine released after Episode 2/Orange Box */
43 #define SOURCE_SDK_LEFT4DEAD 40 /**< Engine released after Left 4 Dead (no SDK yet) */
45 #define MOTDPANEL_TYPE_TEXT 0 /**< Treat msg as plain text */
46 #define MOTDPANEL_TYPE_INDEX 1 /**< Msg is auto determined by the engine */
47 #define MOTDPANEL_TYPE_URL 2 /**< Treat msg as an URL link */
48 #define MOTDPANEL_TYPE_FILE 3 /**< Treat msg as a filename to be openned */
52 DialogType_Msg = 0, /**< just an on screen message */
53 DialogType_Menu, /**< an options menu */
54 DialogType_Text, /**< a richtext dialog */
55 DialogType_Entry, /**< an entry box */
56 DialogType_AskConnect /**< ask the client to connect to a specified IP */
60 * Logs a generic message to the HL2 logs.
62 * @param format String format.
63 * @param ... Format arguments.
66 native LogToGame(const String:format[], any:...);
69 * Sets the seed value for the global Half-Life 2 Random Stream.
71 * @param seed Seed value.
74 native SetRandomSeed(seed);
77 * Returns a random floating point number from the Half-Life 2 Random Stream.
79 * @param fMin Minimum random bound.
80 * @param fMax Maximum random bound.
81 * @return A random number between (inclusive) fMin and fMax.
83 native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0);
86 * Returns a random number from the Half-Life 2 Random Stream.
88 * @param nmin Minimum random bound.
89 * @param nmax Maximum random bound.
90 * @return A random number between (inclusive) nmin and nmax.
92 native GetRandomInt(nmin, nmax);
95 * Returns whether a map is valid or not.
97 * @param Map name, excluding .bsp extension.
98 * @return True if valid, false otherwise.
100 native bool:IsMapValid(const String:map[]);
103 * Returns whether the server is dedicated.
105 * @return True if dedicated, false otherwise.
107 native bool:IsDedicatedServer();
110 * Returns a high-precision time value for profiling the engine.
112 * @return A floating point time value.
114 native Float:GetEngineTime();
117 * Returns the game time based on the game tick.
119 * @return Game tick time.
121 native Float:GetGameTime();
124 * Returns the game description from the mod.
126 * @param buffer Buffer to store the description.
127 * @param maxlength Maximum size of the buffer.
128 * @param original If true, retrieves the original game description,
129 * ignoring any potential hooks from plugins.
130 * @return Number of bytes written to the buffer (UTF-8 safe).
132 native GetGameDescription(String:buffer[], maxlength, bool:original=false);
135 * Returns the name of the game's directory.
137 * @param buffer Buffer to store the directory name.
138 * @param maxlength Maximum size of the buffer.
140 * return Number of bytes written to the buffer (UTF-8 safe).
142 native GetGameFolderName(String:buffer[], maxlength);
145 * Returns the current map name.
147 * @param buffer Buffer to store map name.
148 * @param maxlength Maximum length of buffer.
149 * @return Number of bytes written (UTF-8 safe).
151 native GetCurrentMap(String:buffer[], maxlength);
154 * Precaches a given model.
156 * @param model Name of the model to precache.
157 * @param preload If preload is true the file will be precached before level startup.
158 * @return Returns the model index, 0 for error.
160 native PrecacheModel(const String:model[], bool:preload=false);
163 * Precaches a given sentence file.
165 * @param file Name of the sentence file to precache.
166 * @param preload If preload is true the file will be precached before level startup.
167 * @return Returns a sentence file index.
169 native PrecacheSentenceFile(const String:file[], bool:preload=false);
172 * Precaches a given decal.
174 * @param decal Name of the decal to precache.
175 * @param preload If preload is true the file will be precached before level startup.
176 * @return Returns a decal index.
178 native PrecacheDecal(const String:decal[], bool:preload=false);
181 * Precaches a given generic file.
183 * @param generic Name of the generic file to precache.
184 * @param preload If preload is true the file will be precached before level startup.
185 * @return Returns a generic file index.
187 native PrecacheGeneric(const String:generic[], bool:preload=false);
190 * Returns if a given model is precached.
192 * @param model Name of the model to check.
193 * @return True if precached, false otherwise.
195 native bool:IsModelPrecached(const String:model[]);
198 * Returns if a given decal is precached.
200 * @param decal Name of the decal to check.
201 * @return True if precached, false otherwise.
203 native bool:IsDecalPrecached(const String:decal[]);
206 * Returns if a given generic file is precached.
208 * @param decal Name of the generic file to check.
209 * @return True if precached, false otherwise.
211 native bool:IsGenericPrecached(const String:generic[]);
214 * Precaches a given sound.
216 * @param sound Name of the sound to precache.
217 * @param preload If preload is true the file will be precached before level startup.
218 * @return True if successfully precached, false otherwise.
220 native bool:PrecacheSound(const String:sound[], bool:preload=false);
223 * Returns if a given sound is precached.
225 * @param sound Name of the sound to check.
226 * @return True if precached, false otherwise.
228 native bool:IsSoundPrecached(const String:sound[]);
231 * Creates different types of ingame messages.
233 * @param client Index of the client.
234 * @param kv KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information).
235 * @param type Message type to display ingame.
237 * @error Invalid client index, or client not connected.
239 native CreateDialog(client, Handle:kv, DialogType:type);
242 * Guesses the SDK version a mod was compiled against. If nothing
243 * specific is known about the game, the engine version is used instead.
245 * The return values are guaranteed to increase chronologically (that is,
246 * a later release will have a higher value).
248 * @return SOURCE_SDK version code.
250 native GuessSDKVersion();
253 * Prints a message to a specific client in the chat area.
255 * @param client Client index.
256 * @param format Formatting rules.
257 * @param ... Variable number of format parameters.
259 * @error If the client is not connected an error will be thrown.
261 native PrintToChat(client, const String:format[], any:...);
264 * Prints a message to all clients in the chat area.
266 * @param format Formatting rules.
267 * @param ... Variable number of format parameters.
270 stock PrintToChatAll(const String:format[], any:...)
272 new maxClients = GetMaxClients();
273 decl String:buffer[192];
275 for (new i = 1; i <= maxClients; i++)
277 if (IsClientInGame(i))
279 SetGlobalTransTarget(i);
280 VFormat(buffer, sizeof(buffer), format, 2);
281 PrintToChat(i, "%s", buffer);
287 * Prints a message to a specific client in the center of the screen.
289 * @param client Client index.
290 * @param format Formatting rules.
291 * @param ... Variable number of format parameters.
293 * @error If the client is not connected an error will be thrown.
295 native PrintCenterText(client, const String:format[], any:...);
298 * Prints a message to all clients in the center of the screen.
300 * @param format Formatting rules.
301 * @param ... Variable number of format parameters.
304 stock PrintCenterTextAll(const String:format[], any:...)
306 new maxClients = GetMaxClients();
307 decl String:buffer[192];
309 for (new i = 1; i <= maxClients; i++)
311 if (IsClientInGame(i))
313 SetGlobalTransTarget(i);
314 VFormat(buffer, sizeof(buffer), format, 2);
315 PrintCenterText(i, "%s", buffer);
321 * Prints a message to a specific client with a hint box.
323 * @param client Client index.
324 * @param format Formatting rules.
325 * @param ... Variable number of format parameters.
327 * @error If the client is not connected an error will be thrown.
329 native PrintHintText(client, const String:format[], any:...);
332 * Prints a message to all clients with a hint box.
334 * @param format Formatting rules.
335 * @param ... Variable number of format parameters.
338 stock PrintHintTextToAll(const String:format[], any:...)
340 new maxClients = GetMaxClients();
341 decl String:buffer[192];
343 for (new i = 1; i <= maxClients; i++)
345 if (IsClientInGame(i))
347 SetGlobalTransTarget(i);
348 VFormat(buffer, sizeof(buffer), format, 2);
349 PrintHintText(i, "%s", buffer);
355 * Shows a VGUI panel to a specific client.
357 * @param client Client index.
358 * @param name Panel type name (Check viewport_panel_names.h to see a list of
360 * @param Kv KeyValues handle with all the data for the panel setup (Depends
361 * on the panel type and may be unused).
362 * @param show True to show the panel, or false to remove it from the client screen.
364 * @error If the client is not connected an error will be thrown.
366 native ShowVGUIPanel(client, const String:name[], Handle:Kv=INVALID_HANDLE, bool:show=true);
369 * Creates a HUD synchronization object. This object is used to automatically assign and
370 * re-use channels for a set of messages.
372 * The HUD has a hardcoded number of channels (usually 6) for displaying
373 * text. You can use any channel for any area of the screen. Text on
374 * different channels can overlap, but text on the same channel will
375 * erase the old text first. This overlapping and overwriting gets problematic.
377 * A HUD synchronization object automatically selects channels for you based on
378 * the following heuristics:
379 * - If channel X was last used by the object, and hasn't been modified again,
380 * channel X gets re-used.
381 * - Otherwise, a new channel is chosen based on the least-recently-used channel.
383 * This ensures that if you display text on a sync object, that the previous text
384 * displayed on it will always be cleared first. This is because your new text
385 * will either overwrite the old text on the same channel, or because another
386 * channel has already erased your text.
388 * Note that messages can still overlap if they are on different synchronization
389 * objects, or they are displayed to manual channels.
391 * These are particularly useful for displaying repeating or refreshing HUD text, in
392 * addition to displaying multiple message sets in one area of the screen (for example,
393 * center-say messages that may pop up randomly that you don't want to overlap each
396 * @return New HUD synchronization object.
397 * The Handle can be closed with CloseHandle().
398 * If HUD text is not supported on this mod, then
399 * INVALID_HANDLE is returned.
401 native Handle:CreateHudSynchronizer();
404 * Sets the HUD parameters for drawing text. These parameters are stored
405 * globally, although nothing other than this function and SetHudTextParamsEx
408 * You must call this function before drawing text. If you are drawing
409 * text to multiple clients, you can set the parameters once, since
410 * they won't be modified. However, as soon as you pass control back
411 * to other plugins, you must reset the parameters next time you draw.
413 * @param x x coordinate, from 0 to 1. -1.0 is the center.
414 * @param y y coordinate, from 0 to 1. -1.0 is the center.
415 * @param holdTime Number of seconds to hold the text.
416 * @param r Red color value.
417 * @param g Green color value.
418 * @param b Blue color value.
419 * @param a Alpha transparency value.
420 * @param effect 0/1 causes the text to fade in and fade out.
421 * 2 causes the text to flash[?].
422 * @param fxTime Duration of chosen effect (may not apply to all effects).
423 * @param fadeIn Number of seconds to spend fading in.
424 * @param fadeOut Number of seconds to spend fading out.
427 native SetHudTextParams(Float:x, Float:y, Float:holdTime, r, g, b, a, effect = 0,
428 Float:fxTime=6.0, Float:fadeIn=0.1, Float:fadeOut=0.2);
431 * Sets the HUD parameters for drawing text. These parameters are stored
432 * globally, although nothing other than this function and SetHudTextParams
435 * This is the same as SetHudTextParams(), except it lets you set the alternate
436 * color for when effects require it.
438 * @param x x coordinate, from 0 to 1. -1.0 is the center.
439 * @param y y coordinate, from 0 to 1. -1.0 is the center.
440 * @param holdTime Number of seconds to hold the text.
441 * @param color1 First color set, array values being [red, green, blue, alpha]
442 * @param color2 Second color set, array values being [red, green, blue, alpha]
443 * @param effect 0/1 causes the text to fade in and fade out.
444 * 2 causes the text to flash[?].
445 * @param fxTime Duration of chosen effect (may not apply to all effects).
446 * @param fadeIn Number of seconds to spend fading in.
447 * @param fadeOut Number of seconds to spend fading out.
450 native SetHudTextParamsEx(Float:x, Float:y, Float:holdTime, color1[4],
451 color2[4]={255,255,255,0}, effect = 0, Float:fxTime=6.0,
452 Float:fadeIn=0.1, Float:fadeOut=0.2);
455 * Shows a synchronized HUD message to a client.
457 * As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
459 * @param client Client index to send the message to.
460 * @param sync Synchronization object.
461 * @param message Message text or formatting rules.
462 * @param ... Message formatting parameters.
463 * @return -1 on failure, anything else on success.
464 * This function fails if the mod does not support it.
465 * @error Client not in-game, or sync object not valid.
467 native ShowSyncHudText(client, Handle:sync, const String:message[], any:...);
470 * Clears the text on a synchronized HUD channel.
472 * This is not the same as sending "" because it guarantees that it won't
473 * overwrite text on another channel. For example, consider the scenario:
475 * 1. Your synchronized message goes to channel 3.
476 * 2. Someone else's non-synchronized message goes to channel 3.
478 * If you were to simply send "" on your synchronized message,
479 * then someone else's text could be overwritten.
481 * @param client Client index to send the message to.
482 * @param sync Synchronization object.
484 * @error Client not in-game, or sync object not valid.
486 native ClearSyncHud(client, Handle:sync);
489 * Shows a HUD message to a client on the given channel.
491 * As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
493 * @param client Client index to send the message to.
494 * @param channel A channel number.
495 * If -1, then a channel will automatically be selected
496 * based on the least-recently-used channel. If the
497 * channel is any other number, it will be modulo'd with
498 * the channel count to get a final channel number.
499 * @param message Message text or formatting rules.
500 * @param ... Message formatting parameters.
501 * @return -1 on failure (lack of mod support).
502 * Any other return value is the channel number that was
503 * used to render the text.
505 native ShowHudText(client, channel, const String:message[], any:...);
508 * Shows a MOTD panel to a specific client.
510 * @param client Client index.
511 * @param title Title of the panel (printed on the top border of the window).
512 * @param msg Contents of the panel, it can be treated as an url, filename or plain text
513 * depending on the type parameter (WARNING: msg has to be 192 bytes maximum!)
514 * @param type Determines the way to treat the message body of the panel.
516 * @error If the client is not connected an error will be thrown.
518 stock ShowMOTDPanel(client, const String:title[], const String:msg[], type=MOTDPANEL_TYPE_INDEX)
521 new Handle:Kv = CreateKeyValues("data");
522 IntToString(type, num, sizeof(num));
524 KvSetString(Kv, "title", title);
525 KvSetString(Kv, "type", num);
526 KvSetString(Kv, "msg", msg);
527 ShowVGUIPanel(client, "info", Kv);
532 * Displays a panel asking the client to connect to a specified IP.
534 * @param client Client index.
535 * @param time Duration to hold the panel on the client's screen.
536 * @param ip Destionation IP.
539 stock DisplayAskConnectBox(client, Float:time, const String:ip[])
541 new Handle:Kv = CreateKeyValues("data");
542 KvSetFloat(Kv, "time", time);
543 KvSetString(Kv, "title", ip);
544 CreateDialog(client, Kv, DialogType_AskConnect);