faluco@1031: /**
faluco@1031: * vim: set ts=4 :
ds@1330: * =============================================================================
ds@1947: * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
ds@1330: * =============================================================================
ds@1330: *
ds@1330: * This file is part of the SourceMod/SourcePawn SDK.
faluco@1031: *
ds@1330: * This program is free software; you can redistribute it and/or modify it under
ds@1330: * the terms of the GNU General Public License, version 3.0, as published by the
ds@1330: * Free Software Foundation.
ds@1330: *
ds@1330: * This program is distributed in the hope that it will be useful, but WITHOUT
ds@1330: * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
ds@1330: * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
ds@1330: * details.
ds@1330: *
ds@1330: * You should have received a copy of the GNU General Public License along with
ds@1330: * this program. If not, see .
ds@1330: *
ds@1330: * As a special exception, AlliedModders LLC gives you permission to link the
ds@1330: * code of this program (as well as its derivative works) to "Half-Life 2," the
ds@1330: * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
ds@1330: * by the Valve Corporation. You must obey the GNU General Public License in
ds@1330: * all respects for all other code used. Additionally, AlliedModders LLC grants
ds@1330: * this exception to all derivative works. AlliedModders LLC defines further
ds@1330: * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
ds@1330: * or .
faluco@1031: *
faluco@1031: * Version: $Id$
faluco@1031: */
faluco@1031:
faluco@1031: #if defined _sdktools_tempents_included
faluco@1031: #endinput
faluco@1031: #endif
faluco@1031: #define _sdktools_tempents_included
faluco@1031:
faluco@1031: /**
faluco@1255: * Called when a temp entity is going to be sent.
faluco@1255: *
faluco@1255: * @param te_name TE name.
faluco@1255: * @param Players Array containing target player indexes.
faluco@1255: * @param numClients Number of players in the array.
faluco@1255: * @param delay Delay in seconds to send the TE.
faluco@1255: * @return Plugin_Continue to allow the transmission of the TE, Plugin_Stop to block it.
faluco@1255: */
dvander@2317: functag public Action:TEHook(const String:te_name[], const Players[], numClients, Float:delay);
faluco@1255:
faluco@1255: /**
faluco@1255: * Hooks a temp entity.
faluco@1255: *
faluco@1255: * @param te_name TE name to hook.
faluco@1255: * @param hook Function to use as a hook.
faluco@1255: * @noreturn
faluco@1255: * @error Temp Entity name not available or invalid function hook.
faluco@1255: */
faluco@1255: native AddTempEntHook(const String:te_name[], TEHook:hook);
faluco@1255:
faluco@1255: /**
faluco@1256: * Removes a temp entity hook.
faluco@1255: *
faluco@1255: * @param te_name TE name to unhook.
faluco@1255: * @param hook Function used for the hook.
faluco@1255: * @noreturn
faluco@1255: * @error Temp Entity name not available or invalid function hook.
faluco@1255: */
faluco@1255: native RemoveTempEntHook(const String:te_name[], TEHook:hook);
faluco@1255:
faluco@1255: /**
faluco@1031: * Starts a temp entity transmission.
faluco@1031: *
faluco@1031: * @param te_name TE name.
faluco@1031: * @noreturn
faluco@1031: * @error Temp Entity name not available.
faluco@1031: */
faluco@1031: native TE_Start(const String:te_name[]);
faluco@1031:
faluco@1031: /**
faluco@1031: * Checks if a certain TE property exists.
faluco@1031: *
faluco@1031: * @param prop Property to use.
faluco@1031: * @return True if the property exists, otherwise false.
faluco@1031: */
faluco@1031: native bool:TE_IsValidProp(const String:prop[]);
faluco@1031:
faluco@1031: /**
faluco@1031: * Sets an integer value in the current temp entity.
faluco@1031: *
faluco@1031: * @param prop Property to use.
faluco@1031: * @param value Integer value to set.
faluco@1031: * @noreturn
faluco@1031: * @error Property not found.
faluco@1031: */
faluco@1031: native TE_WriteNum(const String:prop[], value);
faluco@1031:
faluco@1031: /**
faluco@1255: * Reads an integer value in the current temp entity.
faluco@1255: *
faluco@1255: * @param prop Property to use.
faluco@1255: * @return Property value.
faluco@1255: * @error Property not found.
faluco@1255: */
faluco@1255: native TE_ReadNum(const String:prop[]);
faluco@1255:
faluco@1255: /**
faluco@1031: * Sets a floating point number in the current temp entity.
faluco@1031: *
faluco@1031: * @param prop Property to use.
faluco@1031: * @param value Floating point number to set.
faluco@1031: * @noreturn
faluco@1031: * @error Property not found.
faluco@1031: */
faluco@1031: native TE_WriteFloat(const String:prop[], Float:value);
faluco@1031:
faluco@1031: /**
faluco@1255: * Reads a floating point number in the current temp entity.
faluco@1255: *
faluco@1255: * @param prop Property to use.
faluco@1255: * @noreturn Property value.
faluco@1255: * @error Property not found.
faluco@1255: */
faluco@1255: native Float:TE_ReadFloat(const String:prop[]);
faluco@1255:
faluco@1255: /**
faluco@1031: * Sets a vector in the current temp entity.
faluco@1031: *
faluco@1031: * @param prop Property to use.
faluco@1031: * @param vector Vector to set.
faluco@1031: * @noreturn
faluco@1031: * @error Property not found.
faluco@1031: */
faluco@1039: native TE_WriteVector(const String:prop[], const Float:vector[3]);
faluco@1031:
faluco@1031: /**
faluco@1255: * Reads a vector in the current temp entity.
faluco@1255: *
faluco@1255: * @param prop Property to use.
faluco@1255: * @param vector Vector to read.
faluco@1255: * @noreturn
faluco@1255: * @error Property not found.
faluco@1255: */
faluco@1255: native TE_ReadVector(const String:prop[], Float:vector[3]);
faluco@1255:
faluco@1255: /**
faluco@1031: * Sets a QAngle in the current temp entity.
faluco@1031: *
faluco@1031: * @param prop Property to use.
faluco@1031: * @param angles Angles to set.
faluco@1031: * @return True on success, otherwise false.
faluco@1031: * @error Property not found.
faluco@1031: */
faluco@1039: native TE_WriteAngles(const String:prop[], const Float:angles[3]);
faluco@1039:
faluco@1039: /**
faluco@1039: * Sets an array of floats in the current temp entity.
faluco@1039: *
faluco@1039: * @param prop Property to use.
faluco@1039: * @param array Array of values to copy.
faluco@1039: * @param arraySize Number of values to copy.
faluco@1039: * @return True on success, otherwise false.
faluco@1039: * @error Property not found.
faluco@1039: */
faluco@1039: native TE_WriteFloatArray(const String:prop[], const Float:array[], arraySize);
faluco@1031:
faluco@1031: /**
faluco@1031: * Sends the current temp entity to one or more clients.
faluco@1031: *
faluco@1031: * @param clients Array containing player indexes to broadcast to.
faluco@1031: * @param numClients Number of players in the array.
faluco@1031: * @param delay Delay in seconds to send the TE.
faluco@1031: * @noreturn
faluco@1031: * @error Invalid client index or client not in game.
faluco@1031: */
faluco@1031: native TE_Send(clients[], numClients, Float:delay=0.0);
faluco@1031:
faluco@1031: /**
faluco@1031: * Sets an encoded entity index in the current temp entity.
faluco@1031: * (This is usually used for m_nStartEntity and m_nEndEntity).
faluco@1031: *
faluco@1031: * @param prop Property to use.
faluco@1031: * @param value Value to set.
faluco@1031: * @noreturn
faluco@1031: * @error Property not found.
faluco@1031: */
faluco@1031: stock TE_WriteEncodedEnt(const String:prop[], value)
faluco@1031: {
faluco@1031: new encvalue = (value & 0x0FFF) | ((1 & 0xF)<<12);
faluco@1031: return TE_WriteNum(prop, encvalue);
faluco@1031: }
faluco@1031:
faluco@1031: /**
faluco@1031: * Broadcasts the current temp entity to all clients.
faluco@1031: * @note See TE_Start().
faluco@1031: *
faluco@1031: * @param delay Delay in seconds to send the TE.
faluco@1031: * @noreturn
faluco@1031: */
faluco@1031: stock TE_SendToAll(Float:delay=0.0)
faluco@1031: {
faluco@1031: new total = 0;
skamonkey@2920: new clients[MaxClients];
skamonkey@2920: for (new i=1; i<=MaxClients; i++)
faluco@1031: {
faluco@1031: if (IsClientInGame(i))
faluco@1031: {
faluco@1031: clients[total++] = i;
faluco@1031: }
faluco@1031: }
faluco@1031: return TE_Send(clients, total, delay);
faluco@1031: }
faluco@1031:
faluco@1031: /**
faluco@1031: * Sends the current TE to only a client.
faluco@1031: * @note See TE_Start().
faluco@1031: *
faluco@1031: * @param client Client to send to.
faluco@1031: * @param delay Delay in seconds to send the TE.
faluco@1031: * @noreturn
faluco@1031: * @error Invalid client index or client not in game.
faluco@1031: */
dvander@1053: stock TE_SendToClient(client, Float:delay=0.0)
faluco@1031: {
faluco@1031: new players[1];
faluco@1031:
faluco@1031: players[0] = client;
faluco@1031:
faluco@1031: return TE_Send(players, 1, delay);
faluco@1031: }