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]); +