Update CS:GO team score gamedata.
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) */
51 #define SOURCE_SDK_DOTA 90 /**< Engine released after Dota 2 (no SDK) */
53 #define MOTDPANEL_TYPE_TEXT 0 /**< Treat msg as plain text */
54 #define MOTDPANEL_TYPE_INDEX 1 /**< Msg is auto determined by the engine */
55 #define MOTDPANEL_TYPE_URL 2 /**< Treat msg as an URL link */
56 #define MOTDPANEL_TYPE_FILE 3 /**< Treat msg as a filename to be openned */
60 DialogType_Msg = 0, /**< just an on screen message */
61 DialogType_Menu, /**< an options menu */
62 DialogType_Text, /**< a richtext dialog */
63 DialogType_Entry, /**< an entry box */
64 DialogType_AskConnect /**< ask the client to connect to a specified IP */
69 Engine_Unknown, /**< Could not determine the engine version */
70 Engine_Original, /**< Original Source Engine (used by The Ship) */
71 Engine_SourceSDK2006, /**< Episode 1 Source Engine (second major SDK) */
72 Engine_SourceSDK2007, /**< Orange Box Source Engine (third major SDK) */
73 Engine_Left4Dead, /**< Left 4 Dead */
74 Engine_DarkMessiah, /**< Dark Messiah Multiplayer (based on original engine) */
75 Engine_Left4Dead2 = 7, /**< Left 4 Dead 2 */
76 Engine_AlienSwarm, /**< Alien Swarm (and Alien Swarm SDK) */
77 Engine_BloodyGoodTime, /**< Bloody Good Time */
78 Engine_EYE, /**< E.Y.E Divine Cybermancy */
79 Engine_Portal2, /**< Portal 2 */
80 Engine_CSGO, /**< Counter-Strike: Global Offensive */
81 Engine_CSS, /**< Counter-Strike: Source */
82 Engine_DOTA, /**< Dota 2 */
83 Engine_HL2DM, /**< Half-Life 2 Deathmatch */
84 Engine_DODS, /**< Day of Defeat: Source */
85 Engine_TF2, /**< Team Fortress 2 */
86 Engine_NuclearDawn, /**< Nuclear Dawn */
87 Engine_SDK2013, /**< Source SDK 2013 */
88 Engine_Blade, /**< Blade Symphony */
89 Engine_Insurgency, /**< Insurgency (2013 Retail version)*/
90 Engine_Contagion, /**< Contagion */
93 #define INVALID_ENT_REFERENCE 0xFFFFFFFF
96 * Logs a generic message to the HL2 logs.
98 * @param format String format.
99 * @param ... Format arguments.
102 native LogToGame(const String:format[], any:...);
105 * Sets the seed value for the global Half-Life 2 Random Stream.
107 * @param seed Seed value.
110 native SetRandomSeed(seed);
113 * Returns a random floating point number from the Half-Life 2 Random Stream.
115 * @param fMin Minimum random bound.
116 * @param fMax Maximum random bound.
117 * @return A random number between (inclusive) fMin and fMax.
119 native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0);
122 * Returns a random number from the Half-Life 2 Random Stream.
124 * @param nmin Minimum random bound.
125 * @param nmax Maximum random bound.
126 * @return A random number between (inclusive) nmin and nmax.
128 native GetRandomInt(nmin, nmax);
131 * Returns whether a map is valid or not.
133 * @param map Map name, excluding .bsp extension.
134 * @return True if valid, false otherwise.
136 native bool:IsMapValid(const String:map[]);
139 * Returns whether the server is dedicated.
141 * @return True if dedicated, false otherwise.
143 native bool:IsDedicatedServer();
146 * Returns a high-precision time value for profiling the engine.
148 * @return A floating point time value.
150 native Float:GetEngineTime();
153 * Returns the game time based on the game tick.
155 * @return Game tick time.
157 native Float:GetGameTime();
160 * Returns the game's internal tick count.
162 * @return Game tick count.
164 native GetGameTickCount();
167 * Returns the game description from the mod.
169 * @param buffer Buffer to store the description.
170 * @param maxlength Maximum size of the buffer.
171 * @param original If true, retrieves the original game description,
172 * ignoring any potential hooks from plugins.
173 * @return Number of bytes written to the buffer (UTF-8 safe).
175 native GetGameDescription(String:buffer[], maxlength, bool:original=false);
178 * Returns the name of the game's directory.
180 * @param buffer Buffer to store the directory name.
181 * @param maxlength Maximum size of the buffer.
183 * return Number of bytes written to the buffer (UTF-8 safe).
185 native GetGameFolderName(String:buffer[], maxlength);
188 * Returns the current map name.
190 * @param buffer Buffer to store map name.
191 * @param maxlength Maximum length of buffer.
192 * @return Number of bytes written (UTF-8 safe).
194 native GetCurrentMap(String:buffer[], maxlength);
197 * Precaches a given model.
199 * @param model Name of the model to precache.
200 * @param preload If preload is true the file will be precached before level startup.
201 * @return Returns the model index, 0 for error.
203 native PrecacheModel(const String:model[], bool:preload=false);
206 * Precaches a given sentence file.
208 * @param file Name of the sentence file to precache.
209 * @param preload If preload is true the file will be precached before level startup.
210 * @return Returns a sentence file index.
212 native PrecacheSentenceFile(const String:file[], bool:preload=false);
215 * Precaches a given decal.
217 * @param decal Name of the decal to precache.
218 * @param preload If preload is true the file will be precached before level startup.
219 * @return Returns a decal index.
221 native PrecacheDecal(const String:decal[], bool:preload=false);
224 * Precaches a given generic file.
226 * @param generic Name of the generic file to precache.
227 * @param preload If preload is true the file will be precached before level startup.
228 * @return Returns a generic file index.
230 native PrecacheGeneric(const String:generic[], bool:preload=false);
233 * Returns if a given model is precached.
235 * @param model Name of the model to check.
236 * @return True if precached, false otherwise.
238 native bool:IsModelPrecached(const String:model[]);
241 * Returns if a given decal is precached.
243 * @param decal Name of the decal to check.
244 * @return True if precached, false otherwise.
246 native bool:IsDecalPrecached(const String:decal[]);
249 * Returns if a given generic file is precached.
251 * @param generic Name of the generic file to check.
252 * @return True if precached, false otherwise.
254 native bool:IsGenericPrecached(const String:generic[]);
257 * Precaches a given sound.
259 * @param sound Name of the sound to precache.
260 * @param preload If preload is true the file will be precached before level startup.
261 * @return True if successfully precached, false otherwise.
263 native bool:PrecacheSound(const String:sound[], bool:preload=false);
266 * Returns if a given sound is precached.
268 * @param sound Name of the sound to check.
269 * @return True if precached, false otherwise.
271 native bool:IsSoundPrecached(const String:sound[]);
274 * Creates different types of ingame messages.
276 * @param client Index of the client.
277 * @param kv KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information).
278 * @param type Message type to display ingame.
280 * @error Invalid client index, or client not connected.
282 native CreateDialog(client, Handle:kv, DialogType:type);
285 * Guesses the SDK version a mod was compiled against. If nothing
286 * specific is known about the game, the engine version is used instead.
288 * The return values are guaranteed to increase chronologically (that is,
289 * a later release will have a higher value).
291 * @return SOURCE_SDK version code.
293 #pragma deprecated See GetEngineVersion()
294 native GuessSDKVersion();
297 * Gets the engine version that the currently-loaded SM core was compiled against.
299 * The engine version values are not guaranteed to be in any particular order,
300 * and should only be compared by (in)equality.
302 * @return An EngineVersion value.
304 native EngineVersion:GetEngineVersion();
307 * Prints a message to a specific client in the chat area.
309 * @param client Client index.
310 * @param format Formatting rules.
311 * @param ... Variable number of format parameters.
313 * @error If the client is not connected an error will be thrown.
315 native PrintToChat(client, const String:format[], any:...);
318 * Prints a message to all clients in the chat area.
320 * @param format Formatting rules.
321 * @param ... Variable number of format parameters.
324 stock PrintToChatAll(const String:format[], any:...)
326 decl String:buffer[192];
328 for (new i = 1; i <= MaxClients; i++)
330 if (IsClientInGame(i))
332 SetGlobalTransTarget(i);
333 VFormat(buffer, sizeof(buffer), format, 2);
334 PrintToChat(i, "%s", buffer);
340 * Prints a message to a specific client in the center of the screen.
342 * @param client Client index.
343 * @param format Formatting rules.
344 * @param ... Variable number of format parameters.
346 * @error If the client is not connected an error will be thrown.
348 native PrintCenterText(client, const String:format[], any:...);
351 * Prints a message to all clients in the center of the screen.
353 * @param format Formatting rules.
354 * @param ... Variable number of format parameters.
357 stock PrintCenterTextAll(const String:format[], any:...)
359 decl String:buffer[192];
361 for (new i = 1; i <= MaxClients; i++)
363 if (IsClientInGame(i))
365 SetGlobalTransTarget(i);
366 VFormat(buffer, sizeof(buffer), format, 2);
367 PrintCenterText(i, "%s", buffer);
373 * Prints a message to a specific client with a hint box.
375 * @param client Client index.
376 * @param format Formatting rules.
377 * @param ... Variable number of format parameters.
379 * @error If the client is not connected an error will be thrown.
381 native PrintHintText(client, const String:format[], any:...);
384 * Prints a message to all clients with a hint box.
386 * @param format Formatting rules.
387 * @param ... Variable number of format parameters.
390 stock PrintHintTextToAll(const String:format[], any:...)
392 decl String:buffer[192];
394 for (new i = 1; i <= MaxClients; i++)
396 if (IsClientInGame(i))
398 SetGlobalTransTarget(i);
399 VFormat(buffer, sizeof(buffer), format, 2);
400 PrintHintText(i, "%s", buffer);
406 * Shows a VGUI panel to a specific client.
408 * @param client Client index.
409 * @param name Panel type name (Check viewport_panel_names.h to see a list of
411 * @param Kv KeyValues handle with all the data for the panel setup (Depends
412 * on the panel type and may be unused).
413 * @param show True to show the panel, or false to remove it from the client screen.
415 * @error If the client is not connected an error will be thrown.
417 native ShowVGUIPanel(client, const String:name[], Handle:Kv=INVALID_HANDLE, bool:show=true);
420 * Creates a HUD synchronization object. This object is used to automatically assign and
421 * re-use channels for a set of messages.
423 * The HUD has a hardcoded number of channels (usually 6) for displaying
424 * text. You can use any channel for any area of the screen. Text on
425 * different channels can overlap, but text on the same channel will
426 * erase the old text first. This overlapping and overwriting gets problematic.
428 * A HUD synchronization object automatically selects channels for you based on
429 * the following heuristics:
430 * - If channel X was last used by the object, and hasn't been modified again,
431 * channel X gets re-used.
432 * - Otherwise, a new channel is chosen based on the least-recently-used channel.
434 * This ensures that if you display text on a sync object, that the previous text
435 * displayed on it will always be cleared first. This is because your new text
436 * will either overwrite the old text on the same channel, or because another
437 * channel has already erased your text.
439 * Note that messages can still overlap if they are on different synchronization
440 * objects, or they are displayed to manual channels.
442 * These are particularly useful for displaying repeating or refreshing HUD text, in
443 * addition to displaying multiple message sets in one area of the screen (for example,
444 * center-say messages that may pop up randomly that you don't want to overlap each
447 * @return New HUD synchronization object.
448 * The Handle can be closed with CloseHandle().
449 * If HUD text is not supported on this mod, then
450 * INVALID_HANDLE is returned.
452 native Handle:CreateHudSynchronizer();
455 * Sets the HUD parameters for drawing text. These parameters are stored
456 * globally, although nothing other than this function and SetHudTextParamsEx
459 * You must call this function before drawing text. If you are drawing
460 * text to multiple clients, you can set the parameters once, since
461 * they won't be modified. However, as soon as you pass control back
462 * to other plugins, you must reset the parameters next time you draw.
464 * @param x x coordinate, from 0 to 1. -1.0 is the center.
465 * @param y y coordinate, from 0 to 1. -1.0 is the center.
466 * @param holdTime Number of seconds to hold the text.
467 * @param r Red color value.
468 * @param g Green color value.
469 * @param b Blue color value.
470 * @param a Alpha transparency value.
471 * @param effect 0/1 causes the text to fade in and fade out.
472 * 2 causes the text to flash[?].
473 * @param fxTime Duration of chosen effect (may not apply to all effects).
474 * @param fadeIn Number of seconds to spend fading in.
475 * @param fadeOut Number of seconds to spend fading out.
478 native SetHudTextParams(Float:x, Float:y, Float:holdTime, r, g, b, a, effect = 0,
479 Float:fxTime=6.0, Float:fadeIn=0.1, Float:fadeOut=0.2);
482 * Sets the HUD parameters for drawing text. These parameters are stored
483 * globally, although nothing other than this function and SetHudTextParams
486 * This is the same as SetHudTextParams(), except it lets you set the alternate
487 * color for when effects require it.
489 * @param x x coordinate, from 0 to 1. -1.0 is the center.
490 * @param y y coordinate, from 0 to 1. -1.0 is the center.
491 * @param holdTime Number of seconds to hold the text.
492 * @param color1 First color set, array values being [red, green, blue, alpha]
493 * @param color2 Second color set, array values being [red, green, blue, alpha]
494 * @param effect 0/1 causes the text to fade in and fade out.
495 * 2 causes the text to flash[?].
496 * @param fxTime Duration of chosen effect (may not apply to all effects).
497 * @param fadeIn Number of seconds to spend fading in.
498 * @param fadeOut Number of seconds to spend fading out.
501 native SetHudTextParamsEx(Float:x, Float:y, Float:holdTime, color1[4],
502 color2[4]={255,255,255,0}, effect = 0, Float:fxTime=6.0,
503 Float:fadeIn=0.1, Float:fadeOut=0.2);
506 * Shows a synchronized HUD message to a client.
508 * As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
510 * @param client Client index to send the message to.
511 * @param sync Synchronization object.
512 * @param message Message text or formatting rules.
513 * @param ... Message formatting parameters.
514 * @return -1 on failure, anything else on success.
515 * This function fails if the mod does not support it.
516 * @error Client not in-game, or sync object not valid.
518 native ShowSyncHudText(client, Handle:sync, const String:message[], any:...);
521 * Clears the text on a synchronized HUD channel.
523 * This is not the same as sending "" because it guarantees that it won't
524 * overwrite text on another channel. For example, consider the scenario:
526 * 1. Your synchronized message goes to channel 3.
527 * 2. Someone else's non-synchronized message goes to channel 3.
529 * If you were to simply send "" on your synchronized message,
530 * then someone else's text could be overwritten.
532 * @param client Client index to send the message to.
533 * @param sync Synchronization object.
535 * @error Client not in-game, or sync object not valid.
537 native ClearSyncHud(client, Handle:sync);
540 * Shows a HUD message to a client on the given channel.
542 * As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
544 * @param client Client index to send the message to.
545 * @param channel A channel number.
546 * If -1, then a channel will automatically be selected
547 * based on the least-recently-used channel. If the
548 * channel is any other number, it will be modulo'd with
549 * the channel count to get a final channel number.
550 * @param message Message text or formatting rules.
551 * @param ... Message formatting parameters.
552 * @return -1 on failure (lack of mod support).
553 * Any other return value is the channel number that was
554 * used to render the text.
556 native ShowHudText(client, channel, const String:message[], any:...);
559 * Shows a MOTD panel to a specific client.
561 * @param client Client index.
562 * @param title Title of the panel (printed on the top border of the window).
563 * @param msg Contents of the panel, it can be treated as an url, filename or plain text
564 * depending on the type parameter (WARNING: msg has to be 192 bytes maximum!)
565 * @param type Determines the way to treat the message body of the panel.
567 * @error If the client is not connected an error will be thrown.
569 stock ShowMOTDPanel(client, const String:title[], const String:msg[], type=MOTDPANEL_TYPE_INDEX)
572 new Handle:Kv = CreateKeyValues("data");
573 IntToString(type, num, sizeof(num));
575 KvSetString(Kv, "title", title);
576 KvSetString(Kv, "type", num);
577 KvSetString(Kv, "msg", msg);
578 ShowVGUIPanel(client, "info", Kv);
583 * Displays a panel asking the client to connect to a specified IP.
585 * @param client Client index.
586 * @param time Duration to hold the panel on the client's screen.
587 * @param ip Destination IP.
588 * @param password Password to connect to the destination IP. The client will be able to see this.
591 stock DisplayAskConnectBox(client, Float:time, const String:ip[], const String:password[] = "")
593 decl String:destination[288];
594 FormatEx(destination, sizeof(destination), "%s/%s", ip, password);
595 new Handle:Kv = CreateKeyValues("data");
596 KvSetFloat(Kv, "time", time);
597 KvSetString(Kv, "title", destination);
598 CreateDialog(client, Kv, DialogType_AskConnect);
603 * Converts an entity index into a serial encoded entity reference.
605 * @param entity Entity index.
606 * @return Entity reference.
608 native EntIndexToEntRef(entity);
611 * Retrieves the entity index from a reference.
613 * @param ref Entity reference.
614 * @return Entity index.
616 native EntRefToEntIndex(ref);
619 * Converts a reference into a backwards compatible version.
621 * @param ref Entity reference.
622 * @return Bcompat reference.
624 native MakeCompatEntRef(ref);