Update CS:GO team score gamedata.
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 _timers_included
36 #define _timers_included
40 #define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */
41 #define TIMER_FLAG_NO_MAPCHANGE (1<<1) /**< Timer will not carry over mapchanges */
42 #define TIMER_HNDL_CLOSE (1<<9) /**< Deprecated define, replaced by below */
43 #define TIMER_DATA_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its data when finished */
46 * Any of the following prototypes will work for a timed function.
51 * Called when the timer interval has elapsed.
53 * @param timer Handle to the timer object.
54 * @param hndl Handle passed to CreateTimer() when timer was created.
55 * @return Plugin_Stop to stop a repeating timer, any other value for
58 Action:public(Handle:timer, Handle:hndl),
61 * Called when the timer interval has elapsed.
63 * @param timer Handle to the timer object.
64 * @param data Data passed to CreateTimer() when timer was created.
65 * @return Plugin_Stop to stop a repeating timer, any other value for
68 Action:public(Handle:timer, any:data),
71 * Called when the timer interval has elapsed.
73 * @param timer Handle to the timer object.
74 * @return Plugin_Stop to stop a repeating timer, any other value for
77 Action:public(Handle:timer),
81 * Creates a basic timer. Calling CloseHandle() on a timer will end the timer.
83 * @param interval Interval from the current game time to execute the given function.
84 * @param func Function to execute once the given interval has elapsed.
85 * @param data Handle or value to pass through to the timer callback function.
86 * @param flags Flags to set (such as repeatability or auto-Handle closing).
87 * @return Handle to the timer object. You do not need to call CloseHandle().
88 * If the timer could not be created, INVALID_HANDLE will be returned.
90 native Handle:CreateTimer(Float:interval, Timer:func, any:data=INVALID_HANDLE, flags=0);
93 * Kills a timer. Use this instead of CloseHandle() if you need more options.
95 * @param timer Timer Handle to kill.
96 * @param autoClose If autoClose is true, the data that was passed to CreateTimer() will
97 * be closed as a handle if TIMER_DATA_HNDL_CLOSE was not specified.
100 native KillTimer(Handle:timer, bool:autoClose=false);
103 * Manually triggers a timer so its function will be called.
105 * @param timer Timer Handle to trigger.
106 * @param reset If reset is true, the elapsed time counter is reset
107 * so the full interval must pass again.
110 native TriggerTimer(Handle:timer, bool:reset=false);
113 * Returns the simulated game time.
115 * This time is internally maintained by SourceMod and is based on the game
116 * tick count and tick rate. Unlike GetGameTime(), it will increment past
117 * map changes and while no players are connected. Unlike GetEngineTime(),
118 * it will not increment based on the system clock (i.e. it is still bound
119 * to the ticking process).
121 * @return Time based on the game tick count.
123 native Float:GetTickedTime();
126 * Returns an estimate of the time left before the map ends. If the server
127 * has not processed any frames yet (i.e. no players have joined the map yet),
128 * then the time left returned will always be infinite.
130 * @param timeleft Variable to store the time, in seconds. If the
131 * value is less than 0, the time limit is infinite.
132 * @return True if the operation is supported, false otherwise.
134 native bool:GetMapTimeLeft(&timeleft);
137 * Retrieves the current map time limit. If the server has not processed any
138 * frames yet (i.e. no players have joined the map yet), then the time limit
139 * returned will always be 0.
141 * @param time Set to the number of total seconds in the map time
142 * limit, or 0 if there is no time limit set.
143 * @return True on success, false if operation is not supported.
145 native bool:GetMapTimeLimit(&time);
148 * Extends the map time limit in a way that will notify all plugins.
150 * @param time Number of seconds to extend map time limit by.
151 * The number can be negative to decrease the time limit.
152 * If 0, the map will be set to have no time limit.
153 * @return True on success, false if operation is not supported.
155 native bool:ExtendMapTimeLimit(time);
158 * Returns the number of seconds in between game server ticks.
160 * Note: A tick, in this context, is a frame.
162 * @return Number of seconds in between ticks.
164 native Float:GetTickInterval();
167 * Notification that the map's time left has changed via a change in the time
168 * limit or a change in the game rules (such as mp_restartgame). This is useful
169 * for plugins trying to create timers based on the time left in the map.
171 * Calling ExtendMapTimeLimit() from here, without proper precaution, will
172 * cause infinite recursion.
174 * If the operation is not supported, this will never be called.
176 * If the server has not yet processed any frames (i.e. no players have joined
177 * the map yet), then this will be called once the server begins ticking, even
178 * if there is no time limit set.
180 forward OnMapTimeLeftChanged();
183 * Returns whether or not the server is processing frames or not.
185 * The server does not process frames until at least one client joins the game.
186 * Once the first player has in, even if that player, leaves, the server's
187 * timers and entities will work.
189 * @return True if the server is ticking, false otherwise.
191 native bool:IsServerProcessing();
194 * Creates a timer associated with a new datapack, and returns the datapack.
195 * @note The datapack is automatically freed when the timer ends.
196 * @note The position of the datapack is not reset or changed for the timer function.
198 * @param interval Interval from the current game time to execute the given function.
199 * @param func Function to execute once the given interval has elapsed.
200 * @param datapack The newly created datapack is passed though this by-reference
201 * parameter to the timer callback function.
202 * @param flags Timer flags.
203 * @return Handle to the timer object. You do not need to call CloseHandle().
205 stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:datapack, flags=0)
207 datapack = CreateDataPack();
208 flags |= TIMER_DATA_HNDL_CLOSE;
209 return CreateTimer(interval, func, datapack, flags);