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_CSS 34 /**< Sometime-older version of Source 2009 SDK+Engine, used for Counter-Strike: Source */
46 #define SOURCE_SDK_EPISODE2VALVE 35 /**< SDK+Engine released after Episode 2/Orange Box, "Source 2009" or "Source MP" */
47 #define SOURCE_SDK_LEFT4DEAD 40 /**< Engine released after Left 4 Dead (no SDK yet) */
48 #define SOURCE_SDK_LEFT4DEAD2 50 /**< Engine released after Left 4 Dead 2 (no SDK yet) */
49 #define SOURCE_SDK_ALIENSWARM 60 /**< SDK+Engine released after Alien Swarm */
50 #define SOURCE_SDK_CSGO 80 /**< Engine released after CS:GO (no SDK yet) */
52 #define MOTDPANEL_TYPE_TEXT 0 /**< Treat msg as plain text */
53 #define MOTDPANEL_TYPE_INDEX 1 /**< Msg is auto determined by the engine */
54 #define MOTDPANEL_TYPE_URL 2 /**< Treat msg as an URL link */
55 #define MOTDPANEL_TYPE_FILE 3 /**< Treat msg as a filename to be openned */
59 DialogType_Msg = 0, /**< just an on screen message */
60 DialogType_Menu, /**< an options menu */
61 DialogType_Text, /**< a richtext dialog */
62 DialogType_Entry, /**< an entry box */
63 DialogType_AskConnect /**< ask the client to connect to a specified IP */
66 #define INVALID_ENT_REFERENCE 0xFFFFFFFF
69 * Logs a generic message to the HL2 logs.
71 * @param format String format.
72 * @param ... Format arguments.
75 native LogToGame(const String:format[], any:...);
78 * Sets the seed value for the global Half-Life 2 Random Stream.
80 * @param seed Seed value.
83 native SetRandomSeed(seed);
86 * Returns a random floating point number from the Half-Life 2 Random Stream.
88 * @param fMin Minimum random bound.
89 * @param fMax Maximum random bound.
90 * @return A random number between (inclusive) fMin and fMax.
92 native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0);
95 * Returns a random number from the Half-Life 2 Random Stream.
97 * @param nmin Minimum random bound.
98 * @param nmax Maximum random bound.
99 * @return A random number between (inclusive) nmin and nmax.
101 native GetRandomInt(nmin, nmax);
104 * Returns whether a map is valid or not.
106 * @param Map name, excluding .bsp extension.
107 * @return True if valid, false otherwise.
109 native bool:IsMapValid(const String:map[]);
112 * Returns whether the server is dedicated.
114 * @return True if dedicated, false otherwise.
116 native bool:IsDedicatedServer();
119 * Returns a high-precision time value for profiling the engine.
121 * @return A floating point time value.
123 native Float:GetEngineTime();
126 * Returns the game time based on the game tick.
128 * @return Game tick time.
130 native Float:GetGameTime();
133 * Returns the game's internal tick count.
135 * @return Game tick count.
137 native GetGameTickCount();
140 * Returns the game description from the mod.
142 * @param buffer Buffer to store the description.
143 * @param maxlength Maximum size of the buffer.
144 * @param original If true, retrieves the original game description,
145 * ignoring any potential hooks from plugins.
146 * @return Number of bytes written to the buffer (UTF-8 safe).
148 native GetGameDescription(String:buffer[], maxlength, bool:original=false);
151 * Returns the name of the game's directory.
153 * @param buffer Buffer to store the directory name.
154 * @param maxlength Maximum size of the buffer.
156 * return Number of bytes written to the buffer (UTF-8 safe).
158 native GetGameFolderName(String:buffer[], maxlength);
161 * Returns the current map name.
163 * @param buffer Buffer to store map name.
164 * @param maxlength Maximum length of buffer.
165 * @return Number of bytes written (UTF-8 safe).
167 native GetCurrentMap(String:buffer[], maxlength);
170 * Precaches a given model.
172 * @param model Name of the model to precache.
173 * @param preload If preload is true the file will be precached before level startup.
174 * @return Returns the model index, 0 for error.
176 native PrecacheModel(const String:model[], bool:preload=false);
179 * Precaches a given sentence file.
181 * @param file Name of the sentence file to precache.
182 * @param preload If preload is true the file will be precached before level startup.
183 * @return Returns a sentence file index.
185 native PrecacheSentenceFile(const String:file[], bool:preload=false);
188 * Precaches a given decal.
190 * @param decal Name of the decal to precache.
191 * @param preload If preload is true the file will be precached before level startup.
192 * @return Returns a decal index.
194 native PrecacheDecal(const String:decal[], bool:preload=false);
197 * Precaches a given generic file.
199 * @param generic Name of the generic file to precache.
200 * @param preload If preload is true the file will be precached before level startup.
201 * @return Returns a generic file index.
203 native PrecacheGeneric(const String:generic[], bool:preload=false);
206 * Returns if a given model is precached.
208 * @param model Name of the model to check.
209 * @return True if precached, false otherwise.
211 native bool:IsModelPrecached(const String:model[]);
214 * Returns if a given decal is precached.
216 * @param decal Name of the decal to check.
217 * @return True if precached, false otherwise.
219 native bool:IsDecalPrecached(const String:decal[]);
222 * Returns if a given generic file is precached.
224 * @param decal Name of the generic file to check.
225 * @return True if precached, false otherwise.
227 native bool:IsGenericPrecached(const String:generic[]);
230 * Precaches a given sound.
232 * @param sound Name of the sound to precache.
233 * @param preload If preload is true the file will be precached before level startup.
234 * @return True if successfully precached, false otherwise.
236 native bool:PrecacheSound(const String:sound[], bool:preload=false);
239 * Returns if a given sound is precached.
241 * @param sound Name of the sound to check.
242 * @return True if precached, false otherwise.
244 native bool:IsSoundPrecached(const String:sound[]);
247 * Creates different types of ingame messages.
249 * @param client Index of the client.
250 * @param kv KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information).
251 * @param type Message type to display ingame.
253 * @error Invalid client index, or client not connected.
255 native CreateDialog(client, Handle:kv, DialogType:type);
258 * Guesses the SDK version a mod was compiled against. If nothing
259 * specific is known about the game, the engine version is used instead.
261 * The return values are guaranteed to increase chronologically (that is,
262 * a later release will have a higher value).
264 * @return SOURCE_SDK version code.
266 native GuessSDKVersion();
269 * Prints a message to a specific client in the chat area.
271 * @param client Client index.
272 * @param format Formatting rules.
273 * @param ... Variable number of format parameters.
275 * @error If the client is not connected an error will be thrown.
277 native PrintToChat(client, const String:format[], any:...);
280 * Prints a message to all clients in the chat area.
282 * @param format Formatting rules.
283 * @param ... Variable number of format parameters.
286 stock PrintToChatAll(const String:format[], any:...)
288 decl String:buffer[192];
290 for (new i = 1; i <= MaxClients; i++)
292 if (IsClientInGame(i))
294 SetGlobalTransTarget(i);
295 VFormat(buffer, sizeof(buffer), format, 2);
296 PrintToChat(i, "%s", buffer);
302 * Prints a message to a specific client in the center of the screen.
304 * @param client Client index.
305 * @param format Formatting rules.
306 * @param ... Variable number of format parameters.
308 * @error If the client is not connected an error will be thrown.
310 native PrintCenterText(client, const String:format[], any:...);
313 * Prints a message to all clients in the center of the screen.
315 * @param format Formatting rules.
316 * @param ... Variable number of format parameters.
319 stock PrintCenterTextAll(const String:format[], any:...)
321 decl String:buffer[192];
323 for (new i = 1; i <= MaxClients; i++)
325 if (IsClientInGame(i))
327 SetGlobalTransTarget(i);
328 VFormat(buffer, sizeof(buffer), format, 2);
329 PrintCenterText(i, "%s", buffer);
335 * Prints a message to a specific client with a hint box.
337 * @param client Client index.
338 * @param format Formatting rules.
339 * @param ... Variable number of format parameters.
341 * @error If the client is not connected an error will be thrown.
343 native PrintHintText(client, const String:format[], any:...);
346 * Prints a message to all clients with a hint box.
348 * @param format Formatting rules.
349 * @param ... Variable number of format parameters.
352 stock PrintHintTextToAll(const String:format[], any:...)
354 decl String:buffer[192];
356 for (new i = 1; i <= MaxClients; i++)
358 if (IsClientInGame(i))
360 SetGlobalTransTarget(i);
361 VFormat(buffer, sizeof(buffer), format, 2);
362 PrintHintText(i, "%s", buffer);
368 * Shows a VGUI panel to a specific client.
370 * @param client Client index.
371 * @param name Panel type name (Check viewport_panel_names.h to see a list of
373 * @param Kv KeyValues handle with all the data for the panel setup (Depends
374 * on the panel type and may be unused).
375 * @param show True to show the panel, or false to remove it from the client screen.
377 * @error If the client is not connected an error will be thrown.
379 native ShowVGUIPanel(client, const String:name[], Handle:Kv=INVALID_HANDLE, bool:show=true);
382 * Creates a HUD synchronization object. This object is used to automatically assign and
383 * re-use channels for a set of messages.
385 * The HUD has a hardcoded number of channels (usually 6) for displaying
386 * text. You can use any channel for any area of the screen. Text on
387 * different channels can overlap, but text on the same channel will
388 * erase the old text first. This overlapping and overwriting gets problematic.
390 * A HUD synchronization object automatically selects channels for you based on
391 * the following heuristics:
392 * - If channel X was last used by the object, and hasn't been modified again,
393 * channel X gets re-used.
394 * - Otherwise, a new channel is chosen based on the least-recently-used channel.
396 * This ensures that if you display text on a sync object, that the previous text
397 * displayed on it will always be cleared first. This is because your new text
398 * will either overwrite the old text on the same channel, or because another
399 * channel has already erased your text.
401 * Note that messages can still overlap if they are on different synchronization
402 * objects, or they are displayed to manual channels.
404 * These are particularly useful for displaying repeating or refreshing HUD text, in
405 * addition to displaying multiple message sets in one area of the screen (for example,
406 * center-say messages that may pop up randomly that you don't want to overlap each
409 * @return New HUD synchronization object.
410 * The Handle can be closed with CloseHandle().
411 * If HUD text is not supported on this mod, then
412 * INVALID_HANDLE is returned.
414 native Handle:CreateHudSynchronizer();
417 * Sets the HUD parameters for drawing text. These parameters are stored
418 * globally, although nothing other than this function and SetHudTextParamsEx
421 * You must call this function before drawing text. If you are drawing
422 * text to multiple clients, you can set the parameters once, since
423 * they won't be modified. However, as soon as you pass control back
424 * to other plugins, you must reset the parameters next time you draw.
426 * @param x x coordinate, from 0 to 1. -1.0 is the center.
427 * @param y y coordinate, from 0 to 1. -1.0 is the center.
428 * @param holdTime Number of seconds to hold the text.
429 * @param r Red color value.
430 * @param g Green color value.
431 * @param b Blue color value.
432 * @param a Alpha transparency value.
433 * @param effect 0/1 causes the text to fade in and fade out.
434 * 2 causes the text to flash[?].
435 * @param fxTime Duration of chosen effect (may not apply to all effects).
436 * @param fadeIn Number of seconds to spend fading in.
437 * @param fadeOut Number of seconds to spend fading out.
440 native SetHudTextParams(Float:x, Float:y, Float:holdTime, r, g, b, a, effect = 0,
441 Float:fxTime=6.0, Float:fadeIn=0.1, Float:fadeOut=0.2);
444 * Sets the HUD parameters for drawing text. These parameters are stored
445 * globally, although nothing other than this function and SetHudTextParams
448 * This is the same as SetHudTextParams(), except it lets you set the alternate
449 * color for when effects require it.
451 * @param x x coordinate, from 0 to 1. -1.0 is the center.
452 * @param y y coordinate, from 0 to 1. -1.0 is the center.
453 * @param holdTime Number of seconds to hold the text.
454 * @param color1 First color set, array values being [red, green, blue, alpha]
455 * @param color2 Second color set, array values being [red, green, blue, alpha]
456 * @param effect 0/1 causes the text to fade in and fade out.
457 * 2 causes the text to flash[?].
458 * @param fxTime Duration of chosen effect (may not apply to all effects).
459 * @param fadeIn Number of seconds to spend fading in.
460 * @param fadeOut Number of seconds to spend fading out.
463 native SetHudTextParamsEx(Float:x, Float:y, Float:holdTime, color1[4],
464 color2[4]={255,255,255,0}, effect = 0, Float:fxTime=6.0,
465 Float:fadeIn=0.1, Float:fadeOut=0.2);
468 * Shows a synchronized HUD message to a client.
470 * As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
472 * @param client Client index to send the message to.
473 * @param sync Synchronization object.
474 * @param message Message text or formatting rules.
475 * @param ... Message formatting parameters.
476 * @return -1 on failure, anything else on success.
477 * This function fails if the mod does not support it.
478 * @error Client not in-game, or sync object not valid.
480 native ShowSyncHudText(client, Handle:sync, const String:message[], any:...);
483 * Clears the text on a synchronized HUD channel.
485 * This is not the same as sending "" because it guarantees that it won't
486 * overwrite text on another channel. For example, consider the scenario:
488 * 1. Your synchronized message goes to channel 3.
489 * 2. Someone else's non-synchronized message goes to channel 3.
491 * If you were to simply send "" on your synchronized message,
492 * then someone else's text could be overwritten.
494 * @param client Client index to send the message to.
495 * @param sync Synchronization object.
497 * @error Client not in-game, or sync object not valid.
499 native ClearSyncHud(client, Handle:sync);
502 * Shows a HUD message to a client on the given channel.
504 * As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
506 * @param client Client index to send the message to.
507 * @param channel A channel number.
508 * If -1, then a channel will automatically be selected
509 * based on the least-recently-used channel. If the
510 * channel is any other number, it will be modulo'd with
511 * the channel count to get a final channel number.
512 * @param message Message text or formatting rules.
513 * @param ... Message formatting parameters.
514 * @return -1 on failure (lack of mod support).
515 * Any other return value is the channel number that was
516 * used to render the text.
518 native ShowHudText(client, channel, const String:message[], any:...);
521 * Shows a MOTD panel to a specific client.
523 * @param client Client index.
524 * @param title Title of the panel (printed on the top border of the window).
525 * @param msg Contents of the panel, it can be treated as an url, filename or plain text
526 * depending on the type parameter (WARNING: msg has to be 192 bytes maximum!)
527 * @param type Determines the way to treat the message body of the panel.
529 * @error If the client is not connected an error will be thrown.
531 stock ShowMOTDPanel(client, const String:title[], const String:msg[], type=MOTDPANEL_TYPE_INDEX)
534 new Handle:Kv = CreateKeyValues("data");
535 IntToString(type, num, sizeof(num));
537 KvSetString(Kv, "title", title);
538 KvSetString(Kv, "type", num);
539 KvSetString(Kv, "msg", msg);
540 ShowVGUIPanel(client, "info", Kv);
545 * Displays a panel asking the client to connect to a specified IP.
547 * @param client Client index.
548 * @param time Duration to hold the panel on the client's screen.
549 * @param ip Destionation IP.
552 stock DisplayAskConnectBox(client, Float:time, const String:ip[])
554 new Handle:Kv = CreateKeyValues("data");
555 KvSetFloat(Kv, "time", time);
556 KvSetString(Kv, "title", ip);
557 CreateDialog(client, Kv, DialogType_AskConnect);
562 * Converts an entity index into a serial encoded entity reference.
564 * @param entity Entity index.
565 * @return Entity reference.
567 native EntIndexToEntRef(entity);
570 * Retrieves the entity index from a reference.
572 * @param ref Entity reference.
573 * @return Entity index.
575 native EntRefToEntIndex(ref);
578 * Converts a reference into a backwards compatible version.
580 * @param ref Entity reference.
581 * @return Bcompat reference.
583 native MakeCompatEntRef(ref);