Added preliminary support for Left 4 Dead; some things may not yet work.
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) /**< Timer will automatically call CloseHandle() on its value when finished */
45 * Any of the following prototypes will work for a timed function.
50 * Called when the timer interval has elapsed.
52 * @param timer Handle to the timer object.
53 * @param hndl Handle passed when the timer was created.
54 * @return Plugin_Stop to stop a repeating timer, any other value for
57 Action:public(Handle:timer, Handle:hndl),
60 * Called when the timer interval has elapsed.
62 * @param timer Handle to the timer object.
63 * @param value Value passed when the timer was created.
64 * @return Plugin_Stop to stop a repeating timer, any other value for
67 Action:public(Handle:timer, any:value),
70 * Called when the timer interval has elapsed.
72 * @param timer Handle to the timer object.
73 * @return Plugin_Stop to stop a repeating timer, any other value for
76 Action:public(Handle:timer),
80 * Creates a basic timer. Calling CloseHandle() on a timer will end the timer.
82 * @param interval Interval from the current game time to execute the given function.
83 * @param func Function to execute once the given interval has elapsed.
84 * @param value Handle or value to give to the timer function.
85 * @param flags Flags to set (such as repeatability or auto-Handle closing).
86 * @return Handle to the timer object. You do not need to call CloseHandle().
87 * If the timer could not be created, INVALID_HANDLE will be returned.
89 native Handle:CreateTimer(Float:interval, Timer:func, any:value=INVALID_HANDLE, flags=0);
92 * Kills a timer. Use this instead of CloseHandle() if you need more options.
94 * @param autoClose If autoClose is true, the timer's value will be
95 * closed as a handle if TIMER_HNDL_CLOSE was not specified.
98 native KillTimer(Handle:timer, bool:autoClose=false);
101 * Manually triggers a timer so its function will be called.
103 * @param timer Timer Handle to trigger.
104 * @param reset If reset is true, the elapsed time counter is reset
105 * so the full interval must pass again.
108 native TriggerTimer(Handle:timer, bool:reset=false);
111 * Returns the simulated game time.
113 * This time is internally maintained by SourceMod and is based on the game
114 * tick count and tick rate. Unlike GetGameTime(), it will increment past
115 * map changes and while no players are connected. Unlike GetEngineTime(),
116 * it will not increment based on the system clock (i.e. it is still bound
117 * to the ticking process).
119 * @return Time based on the game tick count.
121 native Float:GetTickedTime();
124 * Returns an estimate of the time left before the map ends. If the server
125 * has not processed any frames yet (i.e. no players have joined the map yet),
126 * then the time left returned will always be infinite.
128 * @param timeleft Variable to store the time, in seconds. If the
129 * value is less than 0, the time limit is infinite.
130 * @return True if the operation is supported, false otherwise.
132 native bool:GetMapTimeLeft(&timeleft);
135 * Retrieves the current map time limit. If the server has not processed any
136 * frames yet (i.e. no players have joined the map yet), then the time limit
137 * returned will always be 0.
139 * @param time Set to the number of total seconds in the map time
140 * limit, or 0 if there is no time limit set.
141 * @return True on success, false if operation is not supported.
143 native bool:GetMapTimeLimit(&time);
146 * Extends the map time limit in a way that will notify all plugins.
148 * @param time Number of seconds to extend map time limit by.
149 * The number can be negative to decrease the time limit.
150 * If 0, the map will be set to have no time limit.
151 * @return True on success, false if operation is not supported.
153 native bool:ExtendMapTimeLimit(time);
156 * Returns the number of seconds in between game server ticks.
158 * Note: A tick, in this context, is a frame.
160 * @return Number of seconds in between ticks.
162 native Float:GetTickInterval();
165 * Notification that the map's time left has changed via a change in the time
166 * limit or a change in the game rules (such as mp_restartgame). This is useful
167 * for plugins trying to create timers based on the time left in the map.
169 * Calling ExtendMapTimeLimit() from here, without proper precaution, will
170 * cause infinite recursion.
172 * If the operation is not supported, this will never be called.
174 * If the server has not yet processed any frames (i.e. no players have joined
175 * the map yet), then this will be called once the server begins ticking, even
176 * if there is no time limit set.
178 forward OnMapTimeLeftChanged();
181 * Returns whether or not the server is processing frames or not.
183 * The server does not process frames until at least one client joins the game.
184 * Once the first player has in, even if that player, leaves, the server's
185 * timers and entities will work.
187 * @return True if the server is ticking, false otherwise.
189 native bool:IsServerProcessing();
192 * Creates a timer associated with a new data pack, and returns the datapack.
193 * @note The datapack is automatically freed when the timer ends.
194 * @note The position of the datapack is not reset or changed for the timer function.
196 * @param interval Interval from the current game time to execute the given function.
197 * @param func Function to execute once the given interval has elapsed.
198 * @param data The newly created datapack is passed though this by-reference parameter.
199 * @param flags Timer flags.
200 * @return Handle to the timer object. You do not need to call CloseHandle().
202 stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:data, flags=0)
204 data = CreateDataPack();
205 flags |= TIMER_HNDL_CLOSE;
206 return CreateTimer(interval, func, data, flags);