Fixed build scripts for OS X 10.7 build slave.
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_BLOODYGOODTIME 32 /**< Modified version of ep2 engine used by Bloody Good Time (no SDK) */
44 #define SOURCE_SDK_EYE 33 /**< Modified version of ep2 engine used by E.Y.E Divine Cybermancy (no SDK) */
45 #define SOURCE_SDK_EPISODE2VALVE 35 /**< SDK+Engine released after Episode 2/Orange Box */
46 #define SOURCE_SDK_LEFT4DEAD 40 /**< Engine released after Left 4 Dead (no SDK yet) */
47 #define SOURCE_SDK_LEFT4DEAD2 50 /**< Engine released after Left 4 Dead 2 (no SDK yet) */
48 #define SOURCE_SDK_ALIENSWARM 60 /**< SDK+Engine released after Alien Swarm */
50 #define MOTDPANEL_TYPE_TEXT 0 /**< Treat msg as plain text */
51 #define MOTDPANEL_TYPE_INDEX 1 /**< Msg is auto determined by the engine */
52 #define MOTDPANEL_TYPE_URL 2 /**< Treat msg as an URL link */
53 #define MOTDPANEL_TYPE_FILE 3 /**< Treat msg as a filename to be openned */
57 DialogType_Msg = 0, /**< just an on screen message */
58 DialogType_Menu, /**< an options menu */
59 DialogType_Text, /**< a richtext dialog */
60 DialogType_Entry, /**< an entry box */
61 DialogType_AskConnect /**< ask the client to connect to a specified IP */
64 #define INVALID_ENT_REFERENCE 0xFFFFFFFF
67 * Logs a generic message to the HL2 logs.
69 * @param format String format.
70 * @param ... Format arguments.
73 native LogToGame(const String:format[], any:...);
76 * Sets the seed value for the global Half-Life 2 Random Stream.
78 * @param seed Seed value.
81 native SetRandomSeed(seed);
84 * Returns a random floating point number from the Half-Life 2 Random Stream.
86 * @param fMin Minimum random bound.
87 * @param fMax Maximum random bound.
88 * @return A random number between (inclusive) fMin and fMax.
90 native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0);
93 * Returns a random number from the Half-Life 2 Random Stream.
95 * @param nmin Minimum random bound.
96 * @param nmax Maximum random bound.
97 * @return A random number between (inclusive) nmin and nmax.
99 native GetRandomInt(nmin, nmax);
102 * Returns whether a map is valid or not.
104 * @param Map name, excluding .bsp extension.
105 * @return True if valid, false otherwise.
107 native bool:IsMapValid(const String:map[]);
110 * Returns whether the server is dedicated.
112 * @return True if dedicated, false otherwise.
114 native bool:IsDedicatedServer();
117 * Returns a high-precision time value for profiling the engine.
119 * @return A floating point time value.
121 native Float:GetEngineTime();
124 * Returns the game time based on the game tick.
126 * @return Game tick time.
128 native Float:GetGameTime();
131 * Returns the game description from the mod.
133 * @param buffer Buffer to store the description.
134 * @param maxlength Maximum size of the buffer.
135 * @param original If true, retrieves the original game description,
136 * ignoring any potential hooks from plugins.
137 * @return Number of bytes written to the buffer (UTF-8 safe).
139 native GetGameDescription(String:buffer[], maxlength, bool:original=false);
142 * Returns the name of the game's directory.
144 * @param buffer Buffer to store the directory name.
145 * @param maxlength Maximum size of the buffer.
147 * return Number of bytes written to the buffer (UTF-8 safe).
149 native GetGameFolderName(String:buffer[], maxlength);
152 * Returns the current map name.
154 * @param buffer Buffer to store map name.
155 * @param maxlength Maximum length of buffer.
156 * @return Number of bytes written (UTF-8 safe).
158 native GetCurrentMap(String:buffer[], maxlength);
161 * Precaches a given model.
163 * @param model Name of the model to precache.
164 * @param preload If preload is true the file will be precached before level startup.
165 * @return Returns the model index, 0 for error.
167 native PrecacheModel(const String:model[], bool:preload=false);
170 * Precaches a given sentence file.
172 * @param file Name of the sentence file to precache.
173 * @param preload If preload is true the file will be precached before level startup.
174 * @return Returns a sentence file index.
176 native PrecacheSentenceFile(const String:file[], bool:preload=false);
179 * Precaches a given decal.
181 * @param decal Name of the decal to precache.
182 * @param preload If preload is true the file will be precached before level startup.
183 * @return Returns a decal index.
185 native PrecacheDecal(const String:decal[], bool:preload=false);
188 * Precaches a given generic file.
190 * @param generic Name of the generic file to precache.
191 * @param preload If preload is true the file will be precached before level startup.
192 * @return Returns a generic file index.
194 native PrecacheGeneric(const String:generic[], bool:preload=false);
197 * Returns if a given model is precached.
199 * @param model Name of the model to check.
200 * @return True if precached, false otherwise.
202 native bool:IsModelPrecached(const String:model[]);
205 * Returns if a given decal is precached.
207 * @param decal Name of the decal to check.
208 * @return True if precached, false otherwise.
210 native bool:IsDecalPrecached(const String:decal[]);
213 * Returns if a given generic file is precached.
215 * @param decal Name of the generic file to check.
216 * @return True if precached, false otherwise.
218 native bool:IsGenericPrecached(const String:generic[]);
221 * Precaches a given sound.
223 * @param sound Name of the sound to precache.
224 * @param preload If preload is true the file will be precached before level startup.
225 * @return True if successfully precached, false otherwise.
227 native bool:PrecacheSound(const String:sound[], bool:preload=false);
230 * Returns if a given sound is precached.
232 * @param sound Name of the sound to check.
233 * @return True if precached, false otherwise.
235 native bool:IsSoundPrecached(const String:sound[]);
238 * Creates different types of ingame messages.
240 * @param client Index of the client.
241 * @param kv KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information).
242 * @param type Message type to display ingame.
244 * @error Invalid client index, or client not connected.
246 native CreateDialog(client, Handle:kv, DialogType:type);
249 * Guesses the SDK version a mod was compiled against. If nothing
250 * specific is known about the game, the engine version is used instead.
252 * The return values are guaranteed to increase chronologically (that is,
253 * a later release will have a higher value).
255 * @return SOURCE_SDK version code.
257 native GuessSDKVersion();
260 * Prints a message to a specific client in the chat area.
262 * @param client Client index.
263 * @param format Formatting rules.
264 * @param ... Variable number of format parameters.
266 * @error If the client is not connected an error will be thrown.
268 native PrintToChat(client, const String:format[], any:...);
271 * Prints a message to all clients in the chat area.
273 * @param format Formatting rules.
274 * @param ... Variable number of format parameters.
277 stock PrintToChatAll(const String:format[], any:...)
279 decl String:buffer[192];
281 for (new i = 1; i <= MaxClients; i++)
283 if (IsClientInGame(i))
285 SetGlobalTransTarget(i);
286 VFormat(buffer, sizeof(buffer), format, 2);
287 PrintToChat(i, "%s", buffer);
293 * Prints a message to a specific client in the center of the screen.
295 * @param client Client index.
296 * @param format Formatting rules.
297 * @param ... Variable number of format parameters.
299 * @error If the client is not connected an error will be thrown.
301 native PrintCenterText(client, const String:format[], any:...);
304 * Prints a message to all clients in the center of the screen.
306 * @param format Formatting rules.
307 * @param ... Variable number of format parameters.
310 stock PrintCenterTextAll(const String:format[], any:...)
312 decl String:buffer[192];
314 for (new i = 1; i <= MaxClients; i++)
316 if (IsClientInGame(i))
318 SetGlobalTransTarget(i);
319 VFormat(buffer, sizeof(buffer), format, 2);
320 PrintCenterText(i, "%s", buffer);
326 * Prints a message to a specific client with a hint box.
328 * @param client Client index.
329 * @param format Formatting rules.
330 * @param ... Variable number of format parameters.
332 * @error If the client is not connected an error will be thrown.
334 native PrintHintText(client, const String:format[], any:...);
337 * Prints a message to all clients with a hint box.
339 * @param format Formatting rules.
340 * @param ... Variable number of format parameters.
343 stock PrintHintTextToAll(const String:format[], any:...)
345 decl String:buffer[192];
347 for (new i = 1; i <= MaxClients; i++)
349 if (IsClientInGame(i))
351 SetGlobalTransTarget(i);
352 VFormat(buffer, sizeof(buffer), format, 2);
353 PrintHintText(i, "%s", buffer);
359 * Shows a VGUI panel to a specific client.
361 * @param client Client index.
362 * @param name Panel type name (Check viewport_panel_names.h to see a list of
364 * @param Kv KeyValues handle with all the data for the panel setup (Depends
365 * on the panel type and may be unused).
366 * @param show True to show the panel, or false to remove it from the client screen.
368 * @error If the client is not connected an error will be thrown.
370 native ShowVGUIPanel(client, const String:name[], Handle:Kv=INVALID_HANDLE, bool:show=true);
373 * Creates a HUD synchronization object. This object is used to automatically assign and
374 * re-use channels for a set of messages.
376 * The HUD has a hardcoded number of channels (usually 6) for displaying
377 * text. You can use any channel for any area of the screen. Text on
378 * different channels can overlap, but text on the same channel will
379 * erase the old text first. This overlapping and overwriting gets problematic.
381 * A HUD synchronization object automatically selects channels for you based on
382 * the following heuristics:
383 * - If channel X was last used by the object, and hasn't been modified again,
384 * channel X gets re-used.
385 * - Otherwise, a new channel is chosen based on the least-recently-used channel.
387 * This ensures that if you display text on a sync object, that the previous text
388 * displayed on it will always be cleared first. This is because your new text
389 * will either overwrite the old text on the same channel, or because another
390 * channel has already erased your text.
392 * Note that messages can still overlap if they are on different synchronization
393 * objects, or they are displayed to manual channels.
395 * These are particularly useful for displaying repeating or refreshing HUD text, in
396 * addition to displaying multiple message sets in one area of the screen (for example,
397 * center-say messages that may pop up randomly that you don't want to overlap each
400 * @return New HUD synchronization object.
401 * The Handle can be closed with CloseHandle().
402 * If HUD text is not supported on this mod, then
403 * INVALID_HANDLE is returned.
405 native Handle:CreateHudSynchronizer();
408 * Sets the HUD parameters for drawing text. These parameters are stored
409 * globally, although nothing other than this function and SetHudTextParamsEx
412 * You must call this function before drawing text. If you are drawing
413 * text to multiple clients, you can set the parameters once, since
414 * they won't be modified. However, as soon as you pass control back
415 * to other plugins, you must reset the parameters next time you draw.
417 * @param x x coordinate, from 0 to 1. -1.0 is the center.
418 * @param y y coordinate, from 0 to 1. -1.0 is the center.
419 * @param holdTime Number of seconds to hold the text.
420 * @param r Red color value.
421 * @param g Green color value.
422 * @param b Blue color value.
423 * @param a Alpha transparency value.
424 * @param effect 0/1 causes the text to fade in and fade out.
425 * 2 causes the text to flash[?].
426 * @param fxTime Duration of chosen effect (may not apply to all effects).
427 * @param fadeIn Number of seconds to spend fading in.
428 * @param fadeOut Number of seconds to spend fading out.
431 native SetHudTextParams(Float:x, Float:y, Float:holdTime, r, g, b, a, effect = 0,
432 Float:fxTime=6.0, Float:fadeIn=0.1, Float:fadeOut=0.2);
435 * Sets the HUD parameters for drawing text. These parameters are stored
436 * globally, although nothing other than this function and SetHudTextParams
439 * This is the same as SetHudTextParams(), except it lets you set the alternate
440 * color for when effects require it.
442 * @param x x coordinate, from 0 to 1. -1.0 is the center.
443 * @param y y coordinate, from 0 to 1. -1.0 is the center.
444 * @param holdTime Number of seconds to hold the text.
445 * @param color1 First color set, array values being [red, green, blue, alpha]
446 * @param color2 Second color set, array values being [red, green, blue, alpha]
447 * @param effect 0/1 causes the text to fade in and fade out.
448 * 2 causes the text to flash[?].
449 * @param fxTime Duration of chosen effect (may not apply to all effects).
450 * @param fadeIn Number of seconds to spend fading in.
451 * @param fadeOut Number of seconds to spend fading out.
454 native SetHudTextParamsEx(Float:x, Float:y, Float:holdTime, color1[4],
455 color2[4]={255,255,255,0}, effect = 0, Float:fxTime=6.0,
456 Float:fadeIn=0.1, Float:fadeOut=0.2);
459 * Shows a synchronized HUD message to a client.
461 * As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
463 * @param client Client index to send the message to.
464 * @param sync Synchronization object.
465 * @param message Message text or formatting rules.
466 * @param ... Message formatting parameters.
467 * @return -1 on failure, anything else on success.
468 * This function fails if the mod does not support it.
469 * @error Client not in-game, or sync object not valid.
471 native ShowSyncHudText(client, Handle:sync, const String:message[], any:...);
474 * Clears the text on a synchronized HUD channel.
476 * This is not the same as sending "" because it guarantees that it won't
477 * overwrite text on another channel. For example, consider the scenario:
479 * 1. Your synchronized message goes to channel 3.
480 * 2. Someone else's non-synchronized message goes to channel 3.
482 * If you were to simply send "" on your synchronized message,
483 * then someone else's text could be overwritten.
485 * @param client Client index to send the message to.
486 * @param sync Synchronization object.
488 * @error Client not in-game, or sync object not valid.
490 native ClearSyncHud(client, Handle:sync);
493 * Shows a HUD message to a client on the given channel.
495 * As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
497 * @param client Client index to send the message to.
498 * @param channel A channel number.
499 * If -1, then a channel will automatically be selected
500 * based on the least-recently-used channel. If the
501 * channel is any other number, it will be modulo'd with
502 * the channel count to get a final channel number.
503 * @param message Message text or formatting rules.
504 * @param ... Message formatting parameters.
505 * @return -1 on failure (lack of mod support).
506 * Any other return value is the channel number that was
507 * used to render the text.
509 native ShowHudText(client, channel, const String:message[], any:...);
512 * Shows a MOTD panel to a specific client.
514 * @param client Client index.
515 * @param title Title of the panel (printed on the top border of the window).
516 * @param msg Contents of the panel, it can be treated as an url, filename or plain text
517 * depending on the type parameter (WARNING: msg has to be 192 bytes maximum!)
518 * @param type Determines the way to treat the message body of the panel.
520 * @error If the client is not connected an error will be thrown.
522 stock ShowMOTDPanel(client, const String:title[], const String:msg[], type=MOTDPANEL_TYPE_INDEX)
525 new Handle:Kv = CreateKeyValues("data");
526 IntToString(type, num, sizeof(num));
528 KvSetString(Kv, "title", title);
529 KvSetString(Kv, "type", num);
530 KvSetString(Kv, "msg", msg);
531 ShowVGUIPanel(client, "info", Kv);
536 * Displays a panel asking the client to connect to a specified IP.
538 * @param client Client index.
539 * @param time Duration to hold the panel on the client's screen.
540 * @param ip Destionation IP.
543 stock DisplayAskConnectBox(client, Float:time, const String:ip[])
545 new Handle:Kv = CreateKeyValues("data");
546 KvSetFloat(Kv, "time", time);
547 KvSetString(Kv, "title", ip);
548 CreateDialog(client, Kv, DialogType_AskConnect);
553 * Converts an entity index into a serial encoded entity reference.
555 * @param entity Entity index.
556 * @return Entity reference.
558 native EntIndexToEntRef(entity);
561 * Retrieves the entity index from a reference.
563 * @param ref Entity reference.
564 * @return Entity index.
566 native EntRefToEntIndex(ref);
569 * Converts a reference into a backwards compatible version.
571 * @param ref Entity reference.
572 * @return Bcompat reference.
574 native MakeCompatEntRef(ref);