dvander@1859: /** dvander@1859: * vim: set ts=4 : dvander@1859: * ============================================================================= dvander@1859: * SourceMod (C)2004-2007 AlliedModders LLC. All rights reserved. dvander@1859: * ============================================================================= dvander@1859: * dvander@1859: * This file is part of the SourceMod/SourcePawn SDK. dvander@1859: * dvander@1859: * This program is free software; you can redistribute it and/or modify it under dvander@1859: * the terms of the GNU General Public License, version 3.0, as published by the dvander@1859: * Free Software Foundation. dvander@1859: * dvander@1859: * This program is distributed in the hope that it will be useful, but WITHOUT dvander@1859: * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS dvander@1859: * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more dvander@1859: * details. dvander@1859: * dvander@1859: * You should have received a copy of the GNU General Public License along with dvander@1859: * this program. If not, see . dvander@1859: * dvander@1859: * As a special exception, AlliedModders LLC gives you permission to link the dvander@1859: * code of this program (as well as its derivative works) to "Half-Life 2," the dvander@1859: * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software dvander@1859: * by the Valve Corporation. You must obey the GNU General Public License in dvander@1859: * all respects for all other code used. Additionally, AlliedModders LLC grants dvander@1859: * this exception to all derivative works. AlliedModders LLC defines further dvander@1859: * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), dvander@1859: * or . dvander@1859: * dvander@1859: * Version: $Id$ dvander@1859: */ dvander@1859: dvander@1859: #if defined _sdktools_trace_included dvander@1859: #endinput dvander@1859: #endif dvander@1859: #define _sdktools_trace_included dvander@1859: dvander@1859: #define CONTENTS_EMPTY 0 /**< No contents. */ dvander@1859: #define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */ dvander@1859: #define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */ dvander@1859: #define CONTENTS_AUX 0x4 dvander@1859: #define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */ dvander@1859: #define CONTENTS_SLIME 0x10 dvander@1859: #define CONTENTS_WATER 0x20 dvander@1859: #define CONTENTS_MIST 0x40 dvander@1859: #define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */ dvander@1859: #define LAST_VISIBLE_CONTENTS 0x80 dvander@1859: #define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1)) dvander@1859: #define CONTENTS_TESTFOGVOLUME 0x100 dvander@1859: #define CONTENTS_UNUSED5 0x200 dvander@1859: #define CONTENTS_UNUSED6 0x4000 dvander@1859: #define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */ dvander@1859: #define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */ dvander@1859: #define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */ dvander@1859: #define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */ dvander@1859: #define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */ dvander@1859: #define CONTENTS_PLAYERCLIP 0x10000 dvander@1859: #define CONTENTS_MONSTERCLIP 0x20000 dvander@1859: dvander@1859: /** dvander@1859: * @section currents can be added to any other contents, and may be mixed dvander@1859: */ dvander@1859: #define CONTENTS_CURRENT_0 0x40000 dvander@1859: #define CONTENTS_CURRENT_90 0x80000 dvander@1859: #define CONTENTS_CURRENT_180 0x100000 dvander@1859: #define CONTENTS_CURRENT_270 0x200000 dvander@1859: #define CONTENTS_CURRENT_UP 0x400000 dvander@1859: #define CONTENTS_CURRENT_DOWN 0x800000 dvander@1859: dvander@1859: /** dvander@1859: * @endsection dvander@1859: */ dvander@1859: dvander@1859: #define CONTENTS_ORIGIN 0x1000000 /**< removed before bsping an entity. */ dvander@1859: #define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */ dvander@1859: #define CONTENTS_DEBRIS 0x4000000 dvander@1859: #define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */ dvander@1859: #define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */ dvander@1859: #define CONTENTS_LADDER 0x20000000 dvander@1859: #define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */ dvander@1859: dvander@1859: /** dvander@1859: * @section Trace masks. dvander@1859: */ dvander@1859: #define MASK_ALL (0xFFFFFFFF) dvander@1859: #define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */ dvander@1859: #define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */ dvander@1859: #define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */ dvander@1859: #define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */ dvander@1859: #define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */ dvander@1859: #define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */ dvander@1859: #define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */ dvander@1859: #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. */ dvander@1859: #define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */ dvander@1859: #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) */ dvander@1859: #define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */ dvander@1859: #define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */ dvander@1859: #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) */ dvander@1859: #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) */ dvander@1859: #define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */ dvander@1859: #define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */ dvander@1859: dvander@1859: /** dvander@1859: * @endsection dvander@1859: */ dvander@1859: dvander@1859: enum RayType dvander@1859: { dvander@1859: RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */ dvander@1859: RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */ dvander@1859: }; dvander@1859: dvander@1859: funcenum TraceEntityFilter dvander@1859: { dvander@1859: /** dvander@1859: * Called on entity filtering. dvander@1859: * dvander@1859: * @param entity Entity index. dvander@1859: * @param contentsMask Contents Mask. dvander@1859: * @return True to allow the current entity to be hit, otherwise false. dvander@1859: */ dvander@1859: bool:public(entity, contentsMask), dvander@1859: dvander@1859: /** dvander@1859: * Called on entity filtering. dvander@1859: * dvander@1859: * @param entity Entity index. dvander@1859: * @param contentsMask Contents Mask. dvander@1859: * @param data Data value, if used. dvander@1859: * @return True to allow the current entity to be hit, otherwise false. dvander@1859: */ dvander@1859: bool:public(entity, contentsMask, any:data), dvander@1859: }; dvander@1859: dvander@1859: /** dvander@1859: * Get the contents mask and the entity index at the given position. dvander@1859: * dvander@1859: * @param pos World position to test. dvander@1859: * @param entindex Entity index found at the given position (by reference). dvander@1859: * @return Contents mask. dvander@1859: */ dvander@1859: native TR_GetPointContents(const Float:pos[3], &entindex=-1); dvander@1859: dvander@1859: /** dvander@1859: * Get the point contents testing only the given entity index. dvander@1859: * dvander@1859: * @param entindex Entity index to test. dvander@1859: * @param pos World position. dvander@1859: * @return Contents mask. dvander@1859: */ dvander@1859: native TR_GetPointContentsEnt(entindex, const Float:pos[3]); dvander@1859: dvander@1859: /** dvander@1859: * Starts up a new trace ray using a global trace result. dvander@1859: * dvander@1859: * @param pos Starting position of the ray. dvander@1859: * @param vec Depending on RayType, it will be used as the ending point, or the direction angle. dvander@1859: * @param flags Trace flags. dvander@1859: * @param rtype Method to calculate the ray direction. dvander@1859: * @noreturn dvander@1859: */ dvander@1859: native TR_TraceRay(const Float:pos[3], const Float:vec[3], flags, RayType:rtype); dvander@1859: dvander@1859: /** dvander@1859: * Starts up a new trace ray using a global trace result and a customized trace ray filter. dvander@1859: * dvander@1859: * Calling TR_TraceRayFilter or TR_TraceRayFilterEx from inside a filter function is dvander@1859: * currently not allowed and may not work. dvander@1859: * dvander@1859: * @param pos Starting position of the ray. dvander@1859: * @param vec Depending on RayType, it will be used as the ending point, or the direction angle. dvander@1859: * @param flags Trace flags. dvander@1859: * @param rtype Method to calculate the ray direction. dvander@1859: * @param filter Function to use as a filter. dvander@1859: * @param data Arbitrary data value to pass through to the filter function. dvander@1859: * @noreturn dvander@1859: */ dvander@1859: native TR_TraceRayFilter(const Float:pos[3], dvander@1859: const Float:vec[3], dvander@1859: flags, dvander@1859: RayType:rtype, dvander@1859: TraceEntityFilter:filter, dvander@1859: any:data=0); dvander@1859: dvander@1859: /** dvander@1859: * Starts up a new trace ray using a new trace result. dvander@1859: * dvander@1859: * @param pos Starting position of the ray. dvander@1859: * @param vec Depending on RayType, it will be used as the ending point, or the direction angle. dvander@1859: * @param flags Trace flags. dvander@1859: * @param rtype Method to calculate the ray direction. dvander@1859: * @return Ray trace handle, which must be closed via CloseHandle(). dvander@1859: */ dvander@1859: native Handle:TR_TraceRayEx(const Float:pos[3], const Float:vec[3], flags, RayType:rtype); dvander@1859: dvander@1859: /** dvander@1859: * Starts up a new trace ray using a new trace result and a customized trace ray filter. dvander@1859: * dvander@1859: * Calling TR_TraceRayFilter or TR_TraceRayFilterEx from inside a filter function is dvander@1859: * currently not allowed and may not work. dvander@1859: * dvander@1859: * @param pos Starting position of the ray. dvander@1859: * @param vec Depending on RayType, it will be used as the ending point, or the direction angle. dvander@1859: * @param flags Trace flags. dvander@1859: * @param rtype Method to calculate the ray direction. dvander@1859: * @param filter Function to use as a filter. dvander@1859: * @param data Arbitrary data value to pass through to the filter function. dvander@1859: * @return Ray trace handle, which must be closed via CloseHandle(). dvander@1859: */ dvander@1859: native Handle:TR_TraceRayFilterEx(const Float:pos[3], dvander@1859: const Float:vec[3], dvander@1859: flags, dvander@1859: RayType:rtype, dvander@1859: TraceEntityFilter:filter, dvander@1859: any:data=0); dvander@1859: dvander@1859: /** dvander@1859: * Returns the time fraction from a trace result (1.0 means no collision). dvander@1859: * dvander@1859: * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. dvander@1859: * @return Time fraction value of the trace. dvander@1859: * @error Invalid Handle. dvander@1859: */ dvander@1859: native Float:TR_GetFraction(Handle:hndl=INVALID_HANDLE); dvander@1859: dvander@1859: /** dvander@1859: * Returns the collision position of a trace result. dvander@1859: * dvander@1859: * @param pos Vector buffer to store data in. dvander@1859: * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. dvander@1859: * @noreturn dvander@1859: * @error Invalid Handle. dvander@1859: */ dvander@1859: native TR_GetEndPosition(Float:pos[3], Handle:hndl=INVALID_HANDLE); dvander@1859: dvander@1859: /** dvander@1859: * Returns the entity index that collided with the trace. dvander@1859: * dvander@1859: * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. dvander@1859: * @return Entity index or -1 for no collision. dvander@1859: * @error Invalid Handle. dvander@1859: */ dvander@1859: native TR_GetEntityIndex(Handle:hndl=INVALID_HANDLE); dvander@1859: dvander@1859: /** dvander@1859: * Returns if there was any kind of collision along the trace ray. dvander@1859: * dvander@1859: * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. dvander@1859: * @return True if any collision found, otherwise false. dvander@1859: * @error Invalid Handle. dvander@1859: */ dvander@1859: native bool:TR_DidHit(Handle:hndl=INVALID_HANDLE); dvander@1859: dvander@1859: /** dvander@1859: * Returns in which body hit group the trace collided if any. dvander@1859: * dvander@1859: * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. dvander@1859: * @return Body hit group. dvander@1859: * @error Invalid Handle. dvander@1859: */ dvander@1859: native TR_GetHitGroup(Handle:hndl=INVALID_HANDLE); dvander@1859: dvander@1859: /** dvander@1859: * Find the normal vector to the collison plane of a trace. dvander@1859: * dvander@1859: * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. dvander@1859: * @param normal Vector buffer to store the vector normal to the collision plane dvander@1859: * @noreturn dvander@1859: * @error Invalid Handle dvander@1859: */ dvander@1860: native TR_GetPlaneNormal(Handle:hndl, Float:normal[3]); dvander@1860: