diff -r e0f3b8a03d19 -r de135d1f05b1 plugins/include/sdktools_trace.inc
--- a/plugins/include/sdktools_trace.inc Fri Apr 11 08:04:11 2008 +0000
+++ b/plugins/include/sdktools_trace.inc Fri Apr 11 17:16:36 2008 +0000
@@ -1,272 +1,272 @@
-/**
- * vim: set ts=4 :
- * =============================================================================
- * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
- * =============================================================================
- *
- * This file is part of the SourceMod/SourcePawn SDK.
- *
- * This program is free software; you can redistribute it and/or modify it under
- * the terms of the GNU General Public License, version 3.0, as published by the
- * Free Software Foundation.
- *
- * This program is distributed in the hope that it will be useful, but WITHOUT
- * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
- * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
- * details.
- *
- * You should have received a copy of the GNU General Public License along with
- * this program. If not, see .
- *
- * As a special exception, AlliedModders LLC gives you permission to link the
- * code of this program (as well as its derivative works) to "Half-Life 2," the
- * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
- * by the Valve Corporation. You must obey the GNU General Public License in
- * all respects for all other code used. Additionally, AlliedModders LLC grants
- * this exception to all derivative works. AlliedModders LLC defines further
- * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
- * or .
- *
- * Version: $Id$
- */
-
-#if defined _sdktools_trace_included
- #endinput
-#endif
-#define _sdktools_trace_included
-
-#define CONTENTS_EMPTY 0 /**< No contents. */
-#define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */
-#define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */
-#define CONTENTS_AUX 0x4
-#define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */
-#define CONTENTS_SLIME 0x10
-#define CONTENTS_WATER 0x20
-#define CONTENTS_MIST 0x40
-#define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */
-#define LAST_VISIBLE_CONTENTS 0x80
-#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
-#define CONTENTS_TESTFOGVOLUME 0x100
-#define CONTENTS_UNUSED5 0x200
-#define CONTENTS_UNUSED6 0x4000
-#define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */
-#define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */
-#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */
-#define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */
-#define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */
-#define CONTENTS_PLAYERCLIP 0x10000
-#define CONTENTS_MONSTERCLIP 0x20000
-
-/**
- * @section currents can be added to any other contents, and may be mixed
- */
-#define CONTENTS_CURRENT_0 0x40000
-#define CONTENTS_CURRENT_90 0x80000
-#define CONTENTS_CURRENT_180 0x100000
-#define CONTENTS_CURRENT_270 0x200000
-#define CONTENTS_CURRENT_UP 0x400000
-#define CONTENTS_CURRENT_DOWN 0x800000
-
-/**
- * @endsection
- */
-
-#define CONTENTS_ORIGIN 0x1000000 /**< removed before bsping an entity. */
-#define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */
-#define CONTENTS_DEBRIS 0x4000000
-#define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */
-#define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */
-#define CONTENTS_LADDER 0x20000000
-#define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */
-
-/**
- * @section Trace masks.
- */
-#define MASK_ALL (0xFFFFFFFF)
-#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */
-#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */
-#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */
-#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */
-#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */
-#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */
-#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */
-#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. */
-#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */
-#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) */
-#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */
-#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */
-#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) */
-#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) */
-#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */
-#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */
-
-/**
- * @endsection
- */
-
-enum RayType
-{
- RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */
- RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */
-};
-
-funcenum TraceEntityFilter
-{
- /**
- * Called on entity filtering.
- *
- * @param entity Entity index.
- * @param contentsMask Contents Mask.
- * @return True to allow the current entity to be hit, otherwise false.
- */
- bool:public(entity, contentsMask),
-
- /**
- * Called on entity filtering.
- *
- * @param entity Entity index.
- * @param contentsMask Contents Mask.
- * @param data Data value, if used.
- * @return True to allow the current entity to be hit, otherwise false.
- */
- bool:public(entity, contentsMask, any:data),
-};
-
-/**
- * Get the contents mask and the entity index at the given position.
- *
- * @param pos World position to test.
- * @param entindex Entity index found at the given position (by reference).
- * @return Contents mask.
- */
-native TR_GetPointContents(const Float:pos[3], &entindex=-1);
-
-/**
- * Get the point contents testing only the given entity index.
- *
- * @param entindex Entity index to test.
- * @param pos World position.
- * @return Contents mask.
- */
-native TR_GetPointContentsEnt(entindex, const Float:pos[3]);
-
-/**
- * Starts up a new trace ray using a global trace result.
- *
- * @param pos Starting position of the ray.
- * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
- * @param flags Trace flags.
- * @param rtype Method to calculate the ray direction.
- * @noreturn
- */
-native TR_TraceRay(const Float:pos[3], const Float:vec[3], flags, RayType:rtype);
-
-/**
- * Starts up a new trace ray using a global trace result and a customized trace ray filter.
- *
- * Calling TR_TraceRayFilter or TR_TraceRayFilterEx from inside a filter function is
- * currently not allowed and may not work.
- *
- * @param pos Starting position of the ray.
- * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
- * @param flags Trace flags.
- * @param rtype Method to calculate the ray direction.
- * @param filter Function to use as a filter.
- * @param data Arbitrary data value to pass through to the filter function.
- * @noreturn
- */
-native TR_TraceRayFilter(const Float:pos[3],
- const Float:vec[3],
- flags,
- RayType:rtype,
- TraceEntityFilter:filter,
- any:data=0);
-
-/**
- * Starts up a new trace ray using a new trace result.
- *
- * @param pos Starting position of the ray.
- * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
- * @param flags Trace flags.
- * @param rtype Method to calculate the ray direction.
- * @return Ray trace handle, which must be closed via CloseHandle().
- */
-native Handle:TR_TraceRayEx(const Float:pos[3], const Float:vec[3], flags, RayType:rtype);
-
-/**
- * Starts up a new trace ray using a new trace result and a customized trace ray filter.
- *
- * Calling TR_TraceRayFilter or TR_TraceRayFilterEx from inside a filter function is
- * currently not allowed and may not work.
- *
- * @param pos Starting position of the ray.
- * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
- * @param flags Trace flags.
- * @param rtype Method to calculate the ray direction.
- * @param filter Function to use as a filter.
- * @param data Arbitrary data value to pass through to the filter function.
- * @return Ray trace handle, which must be closed via CloseHandle().
- */
-native Handle:TR_TraceRayFilterEx(const Float:pos[3],
- const Float:vec[3],
- flags,
- RayType:rtype,
- TraceEntityFilter:filter,
- any:data=0);
-
-/**
- * Returns the time fraction from a trace result (1.0 means no collision).
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @return Time fraction value of the trace.
- * @error Invalid Handle.
- */
-native Float:TR_GetFraction(Handle:hndl=INVALID_HANDLE);
-
-/**
- * Returns the collision position of a trace result.
- *
- * @param pos Vector buffer to store data in.
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @noreturn
- * @error Invalid Handle.
- */
-native TR_GetEndPosition(Float:pos[3], Handle:hndl=INVALID_HANDLE);
-
-/**
- * Returns the entity index that collided with the trace.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @return Entity index or -1 for no collision.
- * @error Invalid Handle.
- */
-native TR_GetEntityIndex(Handle:hndl=INVALID_HANDLE);
-
-/**
- * Returns if there was any kind of collision along the trace ray.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @return True if any collision found, otherwise false.
- * @error Invalid Handle.
- */
-native bool:TR_DidHit(Handle:hndl=INVALID_HANDLE);
-
-/**
- * Returns in which body hit group the trace collided if any.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @return Body hit group.
- * @error Invalid Handle.
- */
-native TR_GetHitGroup(Handle:hndl=INVALID_HANDLE);
-
-/**
- * Find the normal vector to the collison plane of a trace.
- *
- * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
- * @param normal Vector buffer to store the vector normal to the collision plane
- * @noreturn
- * @error Invalid Handle
- */
-native TR_GetPlaneNormal(Handle:hndl, Float:normal[3]);
-
+/**
+ * vim: set ts=4 :
+ * =============================================================================
+ * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
+ * =============================================================================
+ *
+ * This file is part of the SourceMod/SourcePawn SDK.
+ *
+ * This program is free software; you can redistribute it and/or modify it under
+ * the terms of the GNU General Public License, version 3.0, as published by the
+ * Free Software Foundation.
+ *
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
+ * details.
+ *
+ * You should have received a copy of the GNU General Public License along with
+ * this program. If not, see .
+ *
+ * As a special exception, AlliedModders LLC gives you permission to link the
+ * code of this program (as well as its derivative works) to "Half-Life 2," the
+ * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
+ * by the Valve Corporation. You must obey the GNU General Public License in
+ * all respects for all other code used. Additionally, AlliedModders LLC grants
+ * this exception to all derivative works. AlliedModders LLC defines further
+ * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
+ * or .
+ *
+ * Version: $Id$
+ */
+
+#if defined _sdktools_trace_included
+ #endinput
+#endif
+#define _sdktools_trace_included
+
+#define CONTENTS_EMPTY 0 /**< No contents. */
+#define CONTENTS_SOLID 0x1 /**< an eye is never valid in a solid . */
+#define CONTENTS_WINDOW 0x2 /**< translucent, but not watery (glass). */
+#define CONTENTS_AUX 0x4
+#define CONTENTS_GRATE 0x8 /**< alpha-tested "grate" textures. Bullets/sight pass through, but solids don't. */
+#define CONTENTS_SLIME 0x10
+#define CONTENTS_WATER 0x20
+#define CONTENTS_MIST 0x40
+#define CONTENTS_OPAQUE 0x80 /**< things that cannot be seen through (may be non-solid though). */
+#define LAST_VISIBLE_CONTENTS 0x80
+#define ALL_VISIBLE_CONTENTS (LAST_VISIBLE_CONTENTS | (LAST_VISIBLE_CONTENTS-1))
+#define CONTENTS_TESTFOGVOLUME 0x100
+#define CONTENTS_UNUSED5 0x200
+#define CONTENTS_UNUSED6 0x4000
+#define CONTENTS_TEAM1 0x800 /**< per team contents used to differentiate collisions. */
+#define CONTENTS_TEAM2 0x1000 /**< between players and objects on different teams. */
+#define CONTENTS_IGNORE_NODRAW_OPAQUE 0x2000 /**< ignore CONTENTS_OPAQUE on surfaces that have SURF_NODRAW. */
+#define CONTENTS_MOVEABLE 0x4000 /**< hits entities which are MOVETYPE_PUSH (doors, plats, etc) */
+#define CONTENTS_AREAPORTAL 0x8000 /**< remaining contents are non-visible, and don't eat brushes. */
+#define CONTENTS_PLAYERCLIP 0x10000
+#define CONTENTS_MONSTERCLIP 0x20000
+
+/**
+ * @section currents can be added to any other contents, and may be mixed
+ */
+#define CONTENTS_CURRENT_0 0x40000
+#define CONTENTS_CURRENT_90 0x80000
+#define CONTENTS_CURRENT_180 0x100000
+#define CONTENTS_CURRENT_270 0x200000
+#define CONTENTS_CURRENT_UP 0x400000
+#define CONTENTS_CURRENT_DOWN 0x800000
+
+/**
+ * @endsection
+ */
+
+#define CONTENTS_ORIGIN 0x1000000 /**< removed before bsping an entity. */
+#define CONTENTS_MONSTER 0x2000000 /**< should never be on a brush, only in game. */
+#define CONTENTS_DEBRIS 0x4000000
+#define CONTENTS_DETAIL 0x8000000 /**< brushes to be added after vis leafs. */
+#define CONTENTS_TRANSLUCENT 0x10000000 /**< auto set if any surface has trans. */
+#define CONTENTS_LADDER 0x20000000
+#define CONTENTS_HITBOX 0x40000000 /**< use accurate hitboxes on trace. */
+
+/**
+ * @section Trace masks.
+ */
+#define MASK_ALL (0xFFFFFFFF)
+#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that is normally solid */
+#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< everything that blocks player movement */
+#define MASK_NPCSOLID (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_MONSTER|CONTENTS_GRATE) /**< blocks npc movement */
+#define MASK_WATER (CONTENTS_WATER|CONTENTS_MOVEABLE|CONTENTS_SLIME) /**< water physics in these contents */
+#define MASK_OPAQUE (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_OPAQUE) /**< everything that blocks line of sight for AI, lighting, etc */
+#define MASK_OPAQUE_AND_NPCS (MASK_OPAQUE|CONTENTS_MONSTER) /**< everything that blocks line of sight for AI, lighting, etc, but with monsters added. */
+#define MASK_VISIBLE (MASK_OPAQUE|CONTENTS_IGNORE_NODRAW_OPAQUE) /**< everything that blocks line of sight for players */
+#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. */
+#define MASK_SHOT (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX) /**< bullets see these as solid */
+#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) */
+#define MASK_SHOT_PORTAL (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW) /**< hits solids (not grates) and passes through everything else */
+#define MASK_SOLID_BRUSHONLY (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE) /**< everything normally solid, except monsters (world+brush only) */
+#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) */
+#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) */
+#define MASK_NPCWORLDSTATIC (CONTENTS_SOLID|CONTENTS_WINDOW|CONTENTS_MONSTERCLIP|CONTENTS_GRATE) /**< just the world, used for route rebuilding */
+#define MASK_SPLITAREAPORTAL (CONTENTS_WATER|CONTENTS_SLIME) /**< These are things that can split areaportals */
+
+/**
+ * @endsection
+ */
+
+enum RayType
+{
+ RayType_EndPoint, /**< The trace ray will go from the start position to the end position. */
+ RayType_Infinite /**< The trace ray will go from the start position to infinity using a direction vector. */
+};
+
+funcenum TraceEntityFilter
+{
+ /**
+ * Called on entity filtering.
+ *
+ * @param entity Entity index.
+ * @param contentsMask Contents Mask.
+ * @return True to allow the current entity to be hit, otherwise false.
+ */
+ bool:public(entity, contentsMask),
+
+ /**
+ * Called on entity filtering.
+ *
+ * @param entity Entity index.
+ * @param contentsMask Contents Mask.
+ * @param data Data value, if used.
+ * @return True to allow the current entity to be hit, otherwise false.
+ */
+ bool:public(entity, contentsMask, any:data),
+};
+
+/**
+ * Get the contents mask and the entity index at the given position.
+ *
+ * @param pos World position to test.
+ * @param entindex Entity index found at the given position (by reference).
+ * @return Contents mask.
+ */
+native TR_GetPointContents(const Float:pos[3], &entindex=-1);
+
+/**
+ * Get the point contents testing only the given entity index.
+ *
+ * @param entindex Entity index to test.
+ * @param pos World position.
+ * @return Contents mask.
+ */
+native TR_GetPointContentsEnt(entindex, const Float:pos[3]);
+
+/**
+ * Starts up a new trace ray using a global trace result.
+ *
+ * @param pos Starting position of the ray.
+ * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
+ * @param flags Trace flags.
+ * @param rtype Method to calculate the ray direction.
+ * @noreturn
+ */
+native TR_TraceRay(const Float:pos[3], const Float:vec[3], flags, RayType:rtype);
+
+/**
+ * Starts up a new trace ray using a global trace result and a customized trace ray filter.
+ *
+ * Calling TR_TraceRayFilter or TR_TraceRayFilterEx from inside a filter function is
+ * currently not allowed and may not work.
+ *
+ * @param pos Starting position of the ray.
+ * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
+ * @param flags Trace flags.
+ * @param rtype Method to calculate the ray direction.
+ * @param filter Function to use as a filter.
+ * @param data Arbitrary data value to pass through to the filter function.
+ * @noreturn
+ */
+native TR_TraceRayFilter(const Float:pos[3],
+ const Float:vec[3],
+ flags,
+ RayType:rtype,
+ TraceEntityFilter:filter,
+ any:data=0);
+
+/**
+ * Starts up a new trace ray using a new trace result.
+ *
+ * @param pos Starting position of the ray.
+ * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
+ * @param flags Trace flags.
+ * @param rtype Method to calculate the ray direction.
+ * @return Ray trace handle, which must be closed via CloseHandle().
+ */
+native Handle:TR_TraceRayEx(const Float:pos[3], const Float:vec[3], flags, RayType:rtype);
+
+/**
+ * Starts up a new trace ray using a new trace result and a customized trace ray filter.
+ *
+ * Calling TR_TraceRayFilter or TR_TraceRayFilterEx from inside a filter function is
+ * currently not allowed and may not work.
+ *
+ * @param pos Starting position of the ray.
+ * @param vec Depending on RayType, it will be used as the ending point, or the direction angle.
+ * @param flags Trace flags.
+ * @param rtype Method to calculate the ray direction.
+ * @param filter Function to use as a filter.
+ * @param data Arbitrary data value to pass through to the filter function.
+ * @return Ray trace handle, which must be closed via CloseHandle().
+ */
+native Handle:TR_TraceRayFilterEx(const Float:pos[3],
+ const Float:vec[3],
+ flags,
+ RayType:rtype,
+ TraceEntityFilter:filter,
+ any:data=0);
+
+/**
+ * Returns the time fraction from a trace result (1.0 means no collision).
+ *
+ * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
+ * @return Time fraction value of the trace.
+ * @error Invalid Handle.
+ */
+native Float:TR_GetFraction(Handle:hndl=INVALID_HANDLE);
+
+/**
+ * Returns the collision position of a trace result.
+ *
+ * @param pos Vector buffer to store data in.
+ * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
+ * @noreturn
+ * @error Invalid Handle.
+ */
+native TR_GetEndPosition(Float:pos[3], Handle:hndl=INVALID_HANDLE);
+
+/**
+ * Returns the entity index that collided with the trace.
+ *
+ * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
+ * @return Entity index or -1 for no collision.
+ * @error Invalid Handle.
+ */
+native TR_GetEntityIndex(Handle:hndl=INVALID_HANDLE);
+
+/**
+ * Returns if there was any kind of collision along the trace ray.
+ *
+ * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
+ * @return True if any collision found, otherwise false.
+ * @error Invalid Handle.
+ */
+native bool:TR_DidHit(Handle:hndl=INVALID_HANDLE);
+
+/**
+ * Returns in which body hit group the trace collided if any.
+ *
+ * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
+ * @return Body hit group.
+ * @error Invalid Handle.
+ */
+native TR_GetHitGroup(Handle:hndl=INVALID_HANDLE);
+
+/**
+ * Find the normal vector to the collison plane of a trace.
+ *
+ * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result.
+ * @param normal Vector buffer to store the vector normal to the collision plane
+ * @noreturn
+ * @error Invalid Handle
+ */
+native TR_GetPlaneNormal(Handle:hndl, Float:normal[3]);
+