3 * =============================================================================
4 * SourceMod (C)2004-2007 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 _sdktools_trace_included
36 #define _sdktools_trace_included
38 #define CONTENTS_EMPTY 0 /**< No contents. */
39 #define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */
40 #define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */
41 #define CONTENTS_AUX 0x4
42 #define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */
43 #define CONTENTS_SLIME 0x10
44 #define CONTENTS_WATER 0x20
45 #define CONTENTS_MIST 0x40
46 #define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */
47 #define LAST_VISIBLE_CONTENTS 0x80
48 #define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
49 #define CONTENTS_TESTFOGVOLUME 0x100
50 #define CONTENTS_UNUSED5 0x200
51 #define CONTENTS_UNUSED6 0x4000
52 #define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */
53 #define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */
54 #define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */
55 #define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */
56 #define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */
57 #define CONTENTS_PLAYERCLIP 0x10000
58 #define CONTENTS_MONSTERCLIP 0x20000
61 * @section currents can be added to any other contents, and may be mixed
63 #define CONTENTS_CURRENT_0 0x40000
64 #define CONTENTS_CURRENT_90 0x80000
65 #define CONTENTS_CURRENT_180 0x100000
66 #define CONTENTS_CURRENT_270 0x200000
67 #define CONTENTS_CURRENT_UP 0x400000
68 #define CONTENTS_CURRENT_DOWN 0x800000
74 #define CONTENTS_ORIGIN 0x1000000 /**< removed before bsping an entity. */
75 #define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */
76 #define CONTENTS_DEBRIS 0x4000000
77 #define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */
78 #define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */
79 #define CONTENTS_LADDER 0x20000000
80 #define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */
83 * @section Trace masks.
85 #define MASK_ALL (0xFFFFFFFF)
86 #define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */
87 #define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */
88 #define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */
89 #define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */
90 #define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */
91 #define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */
92 #define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */
93 #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. */
94 #define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */
95 #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) */
96 #define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */
97 #define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */
98 #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) */
99 #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) */
100 #define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */
101 #define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */
109 RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */
110 RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */
113 funcenum TraceEntityFilter
116 * Called on entity filtering.
118 * @param entity Entity index.
119 * @param contentsMask Contents Mask.
120 * @return True to allow the current entity to be hit, otherwise false.
122 bool:public(entity, contentsMask),
125 * Called on entity filtering.
127 * @param entity Entity index.
128 * @param contentsMask Contents Mask.
129 * @param data Data value, if used.
130 * @return True to allow the current entity to be hit, otherwise false.
132 bool:public(entity, contentsMask, any:data),
136 * Get the contents mask and the entity index at the given position.
138 * @param pos World position to test.
139 * @param entindex Entity index found at the given position (by reference).
140 * @return Contents mask.
142 native TR_GetPointContents(const Float:pos[3], &entindex=-1);
145 * Get the point contents testing only the given entity index.
147 * @param entindex Entity index to test.
148 * @param pos World position.
149 * @return Contents mask.
151 native TR_GetPointContentsEnt(entindex, const Float:pos[3]);
154 * Starts up a new trace ray using a global trace result.
156 * @param pos Starting position of the ray.
157 * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
158 * @param flags Trace flags.
159 * @param rtype Method to calculate the ray direction.
162 native TR_TraceRay(const Float:pos[3], const Float:vec[3], flags, RayType:rtype);
165 * Starts up a new trace ray using a global trace result and a customized trace ray filter.
167 * Calling TR_TraceRayFilter or TR_TraceRayFilterEx from inside a filter function is
168 * currently not allowed and may not work.
170 * @param pos Starting position of the ray.
171 * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
172 * @param flags Trace flags.
173 * @param rtype Method to calculate the ray direction.
174 * @param filter Function to use as a filter.
175 * @param data Arbitrary data value to pass through to the filter function.
178 native TR_TraceRayFilter(const Float:pos[3],
182 TraceEntityFilter:filter,
186 * Starts up a new trace ray using a new trace result.
188 * @param pos Starting position of the ray.
189 * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
190 * @param flags Trace flags.
191 * @param rtype Method to calculate the ray direction.
192 * @return Ray trace handle, which must be closed via CloseHandle().
194 native Handle:TR_TraceRayEx(const Float:pos[3], const Float:vec[3], flags, RayType:rtype);
197 * Starts up a new trace ray using a new trace result and a customized trace ray filter.
199 * Calling TR_TraceRayFilter or TR_TraceRayFilterEx from inside a filter function is
200 * currently not allowed and may not work.
202 * @param pos Starting position of the ray.
203 * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
204 * @param flags Trace flags.
205 * @param rtype Method to calculate the ray direction.
206 * @param filter Function to use as a filter.
207 * @param data Arbitrary data value to pass through to the filter function.
208 * @return Ray trace handle, which must be closed via CloseHandle().
210 native Handle:TR_TraceRayFilterEx(const Float:pos[3],
214 TraceEntityFilter:filter,
218 * Returns the time fraction from a trace result (1.0 means no collision).
220 * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
221 * @return Time fraction value of the trace.
222 * @error Invalid Handle.
224 native Float:TR_GetFraction(Handle:hndl=INVALID_HANDLE);
227 * Returns the collision position of a trace result.
229 * @param pos Vector buffer to store data in.
230 * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
232 * @error Invalid Handle.
234 native TR_GetEndPosition(Float:pos[3], Handle:hndl=INVALID_HANDLE);
237 * Returns the entity index that collided with the trace.
239 * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
240 * @return Entity index or -1 for no collision.
241 * @error Invalid Handle.
243 native TR_GetEntityIndex(Handle:hndl=INVALID_HANDLE);
246 * Returns if there was any kind of collision along the trace ray.
248 * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
249 * @return True if any collision found, otherwise false.
250 * @error Invalid Handle.
252 native bool:TR_DidHit(Handle:hndl=INVALID_HANDLE);
255 * Returns in which body hit group the trace collided if any.
257 * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
258 * @return Body hit group.
259 * @error Invalid Handle.
261 native TR_GetHitGroup(Handle:hndl=INVALID_HANDLE);
264 * Find the normal vector to the collison plane of a trace.
266 * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
267 * @param normal Vector buffer to store the vector normal to the collision plane
269 * @error Invalid Handle
271 native TR_GetPlaneNormal(Handle:hndl, Float:normal[3]);