Added replicate and notify parameters to ResetConVar() - these were already available for SetConVarX()
3 * ===============================================================
4 * SourceMod (C)2004-2007 AlliedModders LLC. All rights reserved.
5 * ===============================================================
7 * This file is part of the SourceMod/SourcePawn SDK. This file may only be used
8 * or modified under the Terms and Conditions of its License Agreement, which is found
9 * in LICENSE.txt. The Terms and Conditions for making SourceMod extensions/plugins
10 * may change at any time. To view the latest information, see:
11 * http://www.sourcemod.net/license.php
16 #if defined _sdktools_trace_included
19 #define _sdktools_trace_included
21 #define CONTENTS_EMPTY 0 /**< No contents. */
22 #define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */
23 #define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */
24 #define CONTENTS_AUX 0x4
25 #define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */
26 #define CONTENTS_SLIME 0x10
27 #define CONTENTS_WATER 0x20
28 #define CONTENTS_MIST 0x40
29 #define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */
30 #define LAST_VISIBLE_CONTENTS 0x80
31 #define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
32 #define CONTENTS_TESTFOGVOLUME 0x100
33 #define CONTENTS_UNUSED5 0x200
34 #define CONTENTS_UNUSED6 0x4000
35 #define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */
36 #define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */
37 #define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */
38 #define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */
39 #define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */
40 #define CONTENTS_PLAYERCLIP 0x10000
41 #define CONTENTS_MONSTERCLIP 0x20000
44 * @section currents can be added to any other contents, and may be mixed
46 #define CONTENTS_CURRENT_0 0x40000
47 #define CONTENTS_CURRENT_90 0x80000
48 #define CONTENTS_CURRENT_180 0x100000
49 #define CONTENTS_CURRENT_270 0x200000
50 #define CONTENTS_CURRENT_UP 0x400000
51 #define CONTENTS_CURRENT_DOWN 0x800000
57 #define CONTENTS_ORIGIN 0x1000000 /**< removed before bsping an entity. */
58 #define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */
59 #define CONTENTS_DEBRIS 0x4000000
60 #define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */
61 #define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */
62 #define CONTENTS_LADDER 0x20000000
63 #define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */
66 * @section Trace masks.
68 #define MASK_ALL (0xFFFFFFFF)
69 #define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */
70 #define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */
71 #define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */
72 #define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */
73 #define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */
74 #define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */
75 #define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */
76 #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. */
77 #define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */
78 #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) */
79 #define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */
80 #define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */
81 #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) */
82 #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) */
83 #define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */
84 #define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */
92 RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */
93 RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */
97 * Called on entity filtering.
99 * @param entity Entity index.
100 * @param contentsMask Contents Mask.
101 * @return True to allow the current entity to be hit, otherwise false.
103 functag TraceEntityFilter bool:public(entity, contentsMask);
106 * Get the contents mask and the entity index at the given position.
108 * @param pos World position to test.
109 * @param entindex Entity index found at the given position (by reference).
110 * @return Contents mask.
112 native TR_GetPointContents(const Float:pos[3], &entindex=-1);
115 * Get the point contents testing only the given entity index.
117 * @param entindex Entity index to test.
118 * @param pos World position.
119 * @return Contents mask.
121 native TR_GetPointContentsEnt(entindex, const Float:pos[3]);
124 * Starts up a new trace ray using a global trace result.
126 * @param pos Starting position of the ray.
127 * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
128 * @param flags Trace flags.
129 * @param rtype Method to calculate the ray direction.
132 native TR_TraceRay(const Float:pos[3], const Float:vec[3], flags, RayType:rtype);
135 * Starts up a new trace ray using a global trace result and a customized trace ray filter.
137 * @param pos Starting position of the ray.
138 * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
139 * @param flags Trace flags.
140 * @param rtype Method to calculate the ray direction.
141 * @param filter Function to use as a filter.
144 native TR_TraceRayFilter(const Float:pos[3], const Float:vec[3], flags, RayType:rtype, TraceEntityFilter:filter);
147 * Starts up a new trace ray using a new trace result.
149 * @param pos Starting position of the ray.
150 * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
151 * @param flags Trace flags.
152 * @param rtype Method to calculate the ray direction.
153 * @return Ray trace handle.
154 * @note Traces are closed with CloseHandle().
156 native Handle:TR_TraceRayEx(const Float:pos[3], const Float:vec[3], flags, RayType:rtype);
159 * Starts up a new trace ray using a new trace result and a customized trace ray filter.
161 * @param pos Starting position of the ray.
162 * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
163 * @param flags Trace flags.
164 * @param rtype Method to calculate the ray direction.
165 * @param filter Function to use as a filter.
166 * @return Ray trace handle.
167 * @note Traces are closed with CloseHandle().
169 native Handle:TR_TraceRayFilterEx(const Float:pos[3], const Float:vec[3], flags, RayType:rtype, TraceEntityFilter:filter);
172 * Returns the time fraction from a trace result (1.0 means no collision).
174 * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
175 * @return Time fraction value of the trace.
176 * @error Invalid Handle.
178 native Float:TR_GetFraction(Handle:hndl=INVALID_HANDLE);
181 * Returns the collision position of a trace result.
183 * @param pos Vector buffer to store data in.
184 * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
186 * @error Invalid Handle.
188 native TR_GetEndPosition(Float:pos[3], Handle:hndl=INVALID_HANDLE);
191 * Returns the entity index that collided with the trace.
193 * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
194 * @return Entity index or -1 for no collision.
195 * @error Invalid Handle.
197 native TR_GetEntityIndex(Handle:hndl=INVALID_HANDLE);
200 * Returns if there was any kind of collision along the trace ray.
202 * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
203 * @return True if any collision found, otherwise false.
204 * @error Invalid Handle.
206 native bool:TR_DidHit(Handle:hndl=INVALID_HANDLE);
209 * Returns in which body hit group the trace collided if any.
211 * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
212 * @return Body hit group.
213 * @error Invalid Handle.
215 native TR_GetHitGroup(Handle:hndl=INVALID_HANDLE);