ds@1990: /** ds@1990: * vim: set ts=4 : ds@1990: * ============================================================================= ds@1990: * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved. ds@1990: * ============================================================================= ds@1990: * ds@1990: * This file is part of the SourceMod/SourcePawn SDK. ds@1990: * ds@1990: * This program is free software; you can redistribute it and/or modify it under ds@1990: * the terms of the GNU General Public License, version 3.0, as published by the ds@1990: * Free Software Foundation. ds@1990: * ds@1990: * This program is distributed in the hope that it will be useful, but WITHOUT ds@1990: * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS ds@1990: * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more ds@1990: * details. ds@1990: * ds@1990: * You should have received a copy of the GNU General Public License along with ds@1990: * this program. If not, see . ds@1990: * ds@1990: * As a special exception, AlliedModders LLC gives you permission to link the ds@1990: * code of this program (as well as its derivative works) to "Half-Life 2," the ds@1990: * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software ds@1990: * by the Valve Corporation. You must obey the GNU General Public License in ds@1990: * all respects for all other code used. Additionally, AlliedModders LLC grants ds@1990: * this exception to all derivative works. AlliedModders LLC defines further ds@1990: * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), ds@1990: * or . ds@1990: * ds@1990: * Version: $Id$ ds@1990: */ ds@1990: ds@1990: #if defined _sdktools_trace_included ds@1990: #endinput ds@1990: #endif ds@1990: #define _sdktools_trace_included ds@1990: ds@1990: #define CONTENTS_EMPTY 0 /**< No contents. */ ds@1990: #define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */ ds@1990: #define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */ ds@1990: #define CONTENTS_AUX 0x4 ds@1990: #define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */ ds@1990: #define CONTENTS_SLIME 0x10 ds@1990: #define CONTENTS_WATER 0x20 ds@1990: #define CONTENTS_MIST 0x40 ds@1990: #define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */ ds@1990: #define LAST_VISIBLE_CONTENTS 0x80 ds@1990: #define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1)) ds@1990: #define CONTENTS_TESTFOGVOLUME 0x100 ds@1990: #define CONTENTS_UNUSED5 0x200 ds@1990: #define CONTENTS_UNUSED6 0x4000 ds@1990: #define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */ ds@1990: #define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */ ds@1990: #define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */ ds@1990: #define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */ ds@1990: #define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */ ds@1990: #define CONTENTS_PLAYERCLIP 0x10000 ds@1990: #define CONTENTS_MONSTERCLIP 0x20000 ds@1990: ds@1990: /** ds@1990: * @section currents can be added to any other contents, and may be mixed ds@1990: */ ds@1990: #define CONTENTS_CURRENT_0 0x40000 ds@1990: #define CONTENTS_CURRENT_90 0x80000 ds@1990: #define CONTENTS_CURRENT_180 0x100000 ds@1990: #define CONTENTS_CURRENT_270 0x200000 ds@1990: #define CONTENTS_CURRENT_UP 0x400000 ds@1990: #define CONTENTS_CURRENT_DOWN 0x800000 ds@1990: ds@1990: /** ds@1990: * @endsection ds@1990: */ ds@1990: ds@1990: #define CONTENTS_ORIGIN 0x1000000 /**< removed before bsping an entity. */ ds@1990: #define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */ ds@1990: #define CONTENTS_DEBRIS 0x4000000 ds@1990: #define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */ ds@1990: #define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */ ds@1990: #define CONTENTS_LADDER 0x20000000 ds@1990: #define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */ ds@1990: ds@1990: /** ds@1990: * @section Trace masks. ds@1990: */ ds@1990: #define MASK_ALL (0xFFFFFFFF) ds@1990: #define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */ ds@1990: #define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */ ds@1990: #define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */ ds@1990: #define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */ ds@1990: #define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */ ds@1990: #define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */ ds@1990: #define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */ ds@1990: #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. */ ds@1990: #define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */ ds@1990: #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) */ ds@1990: #define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */ ds@1990: #define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */ ds@1990: #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) */ ds@1990: #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) */ ds@1990: #define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */ ds@1990: #define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */ ds@1990: ds@1990: /** ds@1990: * @endsection ds@1990: */ ds@1990: ds@1990: enum RayType ds@1990: { ds@1990: RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */ ds@1990: RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */ ds@1990: }; ds@1990: ds@1990: funcenum TraceEntityFilter ds@1990: { ds@1990: /** ds@1990: * Called on entity filtering. ds@1990: * ds@1990: * @param entity Entity index. ds@1990: * @param contentsMask Contents Mask. ds@1990: * @return True to allow the current entity to be hit, otherwise false. ds@1990: */ ds@1990: bool:public(entity, contentsMask), ds@1990: ds@1990: /** ds@1990: * Called on entity filtering. ds@1990: * ds@1990: * @param entity Entity index. ds@1990: * @param contentsMask Contents Mask. ds@1990: * @param data Data value, if used. ds@1990: * @return True to allow the current entity to be hit, otherwise false. ds@1990: */ ds@1990: bool:public(entity, contentsMask, any:data), ds@1990: }; ds@1990: ds@1990: /** ds@1990: * Get the contents mask and the entity index at the given position. ds@1990: * ds@1990: * @param pos World position to test. ds@1990: * @param entindex Entity index found at the given position (by reference). ds@1990: * @return Contents mask. ds@1990: */ ds@1990: native TR_GetPointContents(const Float:pos[3], &entindex=-1); ds@1990: ds@1990: /** ds@1990: * Get the point contents testing only the given entity index. ds@1990: * ds@1990: * @param entindex Entity index to test. ds@1990: * @param pos World position. ds@1990: * @return Contents mask. ds@1990: */ ds@1990: native TR_GetPointContentsEnt(entindex, const Float:pos[3]); ds@1990: ds@1990: /** ds@1990: * Starts up a new trace ray using a global trace result. ds@1990: * ds@1990: * @param pos Starting position of the ray. dvander@2089: * @param vec Depending on RayType, it will be used as the dvander@2089: * ending point, or the direction angle. ds@1990: * @param flags Trace flags. ds@1990: * @param rtype Method to calculate the ray direction. ds@1990: * @noreturn ds@1990: */ dvander@2089: native TR_TraceRay(const Float:pos[3], dvander@2089: const Float:vec[3], dvander@2089: flags, dvander@2089: RayType:rtype); dvander@2089: dvander@2089: /** dvander@2089: * Starts up a new trace hull using a global trace result. dvander@2089: * dvander@2089: * @param pos Starting position of the ray. dvander@2089: * @param vec Ending position of the ray. dvander@2089: * @param mins Hull minimum size. dvander@2089: * @param maxs Hull maximum size. dvander@2089: * @param flags Trace flags. dvander@2089: * @noreturn dvander@2089: */ dvander@2089: native TR_TraceHull(const Float:pos[3], dvander@2089: const Float:vec[3], dvander@2089: const Float:mins[3], dvander@2089: const Float:maxs[3], dvander@2089: flags); ds@1990: ds@1990: /** dvander@2089: * Starts up a new trace ray using a global trace result and a customized dvander@2089: * trace ray filter. ds@1990: * dvander@2089: * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter dvander@2089: * function is currently not allowed and may not work. ds@1990: * ds@1990: * @param pos Starting position of the ray. dvander@2089: * @param vec Depending on RayType, it will be used as the ending dvander@2089: * point, or the direction angle. ds@1990: * @param flags Trace flags. ds@1990: * @param rtype Method to calculate the ray direction. ds@1990: * @param filter Function to use as a filter. dvander@2089: * @param data Arbitrary data value to pass through to the filter dvander@2089: * function. ds@1990: * @noreturn ds@1990: */ ds@1990: native TR_TraceRayFilter(const Float:pos[3], ds@1990: const Float:vec[3], ds@1990: flags, ds@1990: RayType:rtype, ds@1990: TraceEntityFilter:filter, ds@1990: any:data=0); dvander@2089: dvander@2089: /** dvander@2089: * Starts up a new trace hull using a global trace result and a customized dvander@2089: * trace ray filter. dvander@2089: * dvander@2089: * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter dvander@2089: * function is currently not allowed and may not work. dvander@2089: * dvander@2089: * @param pos Starting position of the ray. dvander@2089: * @param vec Depending on RayType, it will be used as the ending dvander@2089: * point, or the direction angle. dvander@2089: * @param mins Hull minimum size. dvander@2089: * @param maxs Hull maximum size. dvander@2089: * @param flags Trace flags. dvander@2089: * @param filter Function to use as a filter. dvander@2089: * @param data Arbitrary data value to pass through to the filter dvander@2089: * function. dvander@2089: * @noreturn dvander@2089: */ dvander@2089: native TR_TraceHullFilter(const Float:pos[3], dvander@2089: const Float:vec[3], dvander@2089: const Float:mins[3], dvander@2089: const Float:maxs[3], dvander@2089: flags, dvander@2089: TraceEntityFilter:filter, dvander@2089: any:data=0); ds@1990: ds@1990: /** ds@1990: * Starts up a new trace ray using a new trace result. ds@1990: * ds@1990: * @param pos Starting position of the ray. dvander@2089: * @param vec Depending on RayType, it will be used as the ending dvander@2089: * point, or the direction angle. ds@1990: * @param flags Trace flags. ds@1990: * @param rtype Method to calculate the ray direction. ds@1990: * @return Ray trace handle, which must be closed via CloseHandle(). ds@1990: */ dvander@2089: native Handle:TR_TraceRayEx(const Float:pos[3], dvander@2089: const Float:vec[3], dvander@2089: flags, dvander@2089: RayType:rtype); dvander@2089: dvander@2089: /** dvander@2089: * Starts up a new trace hull using a new trace result. dvander@2089: * dvander@2089: * @param pos Starting position of the ray. dvander@2089: * @param vec Ending position of the ray. dvander@2089: * @param mins Hull minimum size. dvander@2089: * @param maxs Hull maximum size. dvander@2089: * @param flags Trace flags. dvander@2089: * @return Ray trace handle, which must be closed via CloseHandle(). dvander@2089: */ dvander@2089: native Handle:TR_TraceHullEx(const Float:pos[3], dvander@2089: const Float:vec[3], dvander@2089: const Float:mins[3], dvander@2089: const Float:maxs[3], dvander@2089: flags); ds@1990: ds@1990: /** dvander@2089: * Starts up a new trace ray using a new trace result and a customized dvander@2089: * trace ray filter. ds@1990: * dvander@2089: * Calling TR_Trace*Filter or TR_TraceRay*Ex from inside a filter dvander@2089: * function is currently not allowed and may not work. ds@1990: * ds@1990: * @param pos Starting position of the ray. dvander@2089: * @param vec Depending on RayType, it will be used as the ending dvander@2089: * point, or the direction angle. ds@1990: * @param flags Trace flags. ds@1990: * @param rtype Method to calculate the ray direction. ds@1990: * @param filter Function to use as a filter. ds@1990: * @param data Arbitrary data value to pass through to the filter function. ds@1990: * @return Ray trace handle, which must be closed via CloseHandle(). ds@1990: */ ds@1990: native Handle:TR_TraceRayFilterEx(const Float:pos[3], ds@1990: const Float:vec[3], ds@1990: flags, ds@1990: RayType:rtype, ds@1990: TraceEntityFilter:filter, ds@1990: any:data=0); dvander@2089: dvander@2089: /** dvander@2089: * Starts up a new trace hull using a new trace result and a customized dvander@2089: * trace ray filter. dvander@2089: * dvander@2089: * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter dvander@2089: * function is currently not allowed and may not work. dvander@2089: * dvander@2089: * @param pos Starting position of the ray. dvander@2089: * @param vec Ending position of the ray. dvander@2089: * @param mins Hull minimum size. dvander@2089: * @param maxs Hull maximum size. dvander@2089: * @param flags Trace flags. dvander@2089: * @param filter Function to use as a filter. dvander@2089: * @param data Arbitrary data value to pass through to the filter function. dvander@2089: * @return Ray trace handle, which must be closed via CloseHandle(). dvander@2089: */ dvander@2089: native Handle:TR_TraceHullFilterEx(const Float:pos[3], dvander@2089: const Float:vec[3], dvander@2089: const Float:mins[3], dvander@2089: const Float:maxs[3], dvander@2089: flags, dvander@2089: TraceEntityFilter:filter, dvander@2089: any:data=0); ds@1990: ds@1990: /** ds@1990: * Returns the time fraction from a trace result (1.0 means no collision). ds@1990: * ds@1990: * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. ds@1990: * @return Time fraction value of the trace. ds@1990: * @error Invalid Handle. ds@1990: */ ds@1990: native Float:TR_GetFraction(Handle:hndl=INVALID_HANDLE); ds@1990: ds@1990: /** ds@1990: * Returns the collision position of a trace result. ds@1990: * ds@1990: * @param pos Vector buffer to store data in. ds@1990: * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. ds@1990: * @noreturn ds@1990: * @error Invalid Handle. ds@1990: */ ds@1990: native TR_GetEndPosition(Float:pos[3], Handle:hndl=INVALID_HANDLE); ds@1990: ds@1990: /** ds@1990: * Returns the entity index that collided with the trace. ds@1990: * ds@1990: * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. ds@1990: * @return Entity index or -1 for no collision. ds@1990: * @error Invalid Handle. ds@1990: */ ds@1990: native TR_GetEntityIndex(Handle:hndl=INVALID_HANDLE); ds@1990: ds@1990: /** ds@1990: * Returns if there was any kind of collision along the trace ray. ds@1990: * ds@1990: * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. ds@1990: * @return True if any collision found, otherwise false. ds@1990: * @error Invalid Handle. ds@1990: */ ds@1990: native bool:TR_DidHit(Handle:hndl=INVALID_HANDLE); ds@1990: ds@1990: /** ds@1990: * Returns in which body hit group the trace collided if any. ds@1990: * ds@1990: * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. ds@1990: * @return Body hit group. ds@1990: * @error Invalid Handle. ds@1990: */ ds@1990: native TR_GetHitGroup(Handle:hndl=INVALID_HANDLE); ds@1990: ds@1990: /** ds@1990: * Find the normal vector to the collison plane of a trace. ds@1990: * ds@1990: * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. ds@1990: * @param normal Vector buffer to store the vector normal to the collision plane ds@1990: * @noreturn ds@1990: * @error Invalid Handle ds@1990: */ ds@1990: native TR_GetPlaneNormal(Handle:hndl, Float:normal[3]); ds@1990: the_dafox@2780: /** the_dafox@2780: * Tests a point to see if it's outside any playable area the_dafox@2780: * the_dafox@2780: * @param pos Vector buffer to store data in. the_dafox@2780: * @return True if outside world, otherwise false. the_dafox@2780: */ the_dafox@2780: native TR_PointOutsideWorld(Float:pos[3]);