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: