- sdktools_tempents.inc
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/**
* 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 <http://www.gnu.org/licenses/>.
*
* 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 <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#if defined _sdktools_tempents_included
#endinput
#endif
#define _sdktools_tempents_included
/**
* Called when a temp entity is going to be sent.
*
* @param te_name TE name.
* @param Players Array containing target player indexes.
* @param numClients Number of players in the array.
* @param delay Delay in seconds to send the TE.
* @return Plugin_Continue to allow the transmission of the TE, Plugin_Stop to block it.
*/
typedef TEHook = function Action (const char[] te_name, const int[] Players, int numClients, float delay);
/**
* Hooks a temp entity.
*
* @param te_name TE name to hook.
* @param hook Function to use as a hook.
* @error Temp Entity name not available or invalid function hook.
*/
native void AddTempEntHook(const char[] te_name, TEHook hook);
/**
* Removes a temp entity hook.
*
* @param te_name TE name to unhook.
* @param hook Function used for the hook.
* @error Temp Entity name not available or invalid function hook.
*/
native void RemoveTempEntHook(const char[] te_name, TEHook hook);
/**
* Starts a temp entity transmission.
*
* @param te_name TE name.
* @error Temp Entity name not available.
*/
native void TE_Start(const char[] te_name);
/**
* Checks if a certain TE property exists.
*
* @param prop Property to use.
* @return True if the property exists, otherwise false.
*/
native bool TE_IsValidProp(const char[] prop);
/**
* Sets an integer value in the current temp entity.
*
* @param prop Property to use.
* @param value Integer value to set.
* @error Property not found.
*/
native void TE_WriteNum(const char[] prop, int value);
/**
* Reads an integer value in the current temp entity.
*
* @param prop Property to use.
* @return Property value.
* @error Property not found.
*/
native int TE_ReadNum(const char[] prop);
/**
* Sets an entity value in the current temp entity.
*
* @param prop Property to use.
* @param value Entity reference or index value to set.
* @error Property not found.
*/
native void TE_WriteEnt(const char[] prop, int value);
/**
* Reads an entity value in the current temp entity.
*
* @param prop Property to use.
* @return Property value as backwards compatible entity reference.
* @error Property not found.
*/
native int TE_ReadEnt(const char[] prop);
/**
* Sets a floating point number in the current temp entity.
*
* @param prop Property to use.
* @param value Floating point number to set.
* @error Property not found.
*/
native void TE_WriteFloat(const char[] prop, float value);
/**
* Reads a floating point number in the current temp entity.
*
* @param prop Property to use.
* @return Property value.
* @error Property not found.
*/
native float TE_ReadFloat(const char[] prop);
/**
* Sets a vector in the current temp entity.
*
* @param prop Property to use.
* @param vector Vector to set.
* @error Property not found.
*/
native void TE_WriteVector(const char[] prop, const float vector[3]);
/**
* Reads a vector in the current temp entity.
*
* @param prop Property to use.
* @param vector Vector to read.
* @error Property not found.
*/
native void TE_ReadVector(const char[] prop, float vector[3]);
/**
* Sets a QAngle in the current temp entity.
*
* @param prop Property to use.
* @param angles Angles to set.
* @error Property not found.
*/
native void TE_WriteAngles(const char[] prop, const float angles[3]);
/**
* Sets an array of floats in the current temp entity.
*
* @param prop Property to use.
* @param array Array of values to copy.
* @param arraySize Number of values to copy.
* @error Property not found.
*/
native void TE_WriteFloatArray(const char[] prop, const float[] array, int arraySize);
/**
* Sends the current temp entity to one or more clients.
*
* @param clients Array containing player indexes to broadcast to.
* @param numClients Number of players in the array.
* @param delay Delay in seconds to send the TE.
* @error Invalid client index or client not in game.
*/
native void TE_Send(const int[] clients, int numClients, float delay=0.0);
/**
* Sets an encoded entity index in the current temp entity.
* (This is usually used for m_nStartEntity and m_nEndEntity).
*
* @param prop Property to use.
* @param value Value to set.
* @error Property not found.
*/
stock void TE_WriteEncodedEnt(const char[] prop, int value)
{
int encvalue = (value & 0x0FFF) | ((1 & 0xF)<<12);
TE_WriteNum(prop, encvalue);
}
/**
* Broadcasts the current temp entity to all clients.
* @note See TE_Start().
*
* @param delay Delay in seconds to send the TE.
*/
stock void TE_SendToAll(float delay=0.0)
{
int total = 0;
int[] clients = new int[MaxClients];
for (int i=1; i<=MaxClients; i++)
{
if (IsClientInGame(i))
{
clients[total++] = i;
}
}
TE_Send(clients, total, delay);
}
/**
* Sends the current TE to only a client.
* @note See TE_Start().
*
* @param client Client to send to.
* @param delay Delay in seconds to send the TE.
* @error Invalid client index or client not in game.
*/
stock void TE_SendToClient(int client, float delay=0.0)
{
int players[1];
players[0] = client;
TE_Send(players, 1, delay);
}
/**
* Sends the current TE to all clients that are in
* visible or audible range of the origin.
* @note See TE_Start().
* @note See GetClientsInRange()
*
* @param origin Coordinates from which to test range.
* @param rangeType Range type to use for filtering clients.
* @param delay Delay in seconds to send the TE.
*/
stock void TE_SendToAllInRange(const float origin[3], ClientRangeType rangeType, float delay=0.0)
{
int[] clients = new int[MaxClients];
int total = GetClientsInRange(origin, rangeType, clients, MaxClients);
TE_Send(clients, total, delay);
}