/** * 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 bsp-ing 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 */ /** * @section Surface flags. */ #define SURF_LIGHT 0x0001 /**< value will hold the light strength */ #define SURF_SKY2D 0x0002 /**< don't draw, indicates we should skylight + draw 2d sky but not draw the 3D skybox */ #define SURF_SKY 0x0004 /**< don't draw, but add to skybox */ #define SURF_WARP 0x0008 /**< turbulent water warp */ #define SURF_TRANS 0x0010 #define SURF_NOPORTAL 0x0020 /**< the surface can not have a portal placed on it */ #define SURF_TRIGGER 0x0040 /**< This is an xbox hack to work around elimination of trigger surfaces, which breaks occluders */ #define SURF_NODRAW 0x0080 /**< don't bother referencing the texture */ #define SURF_HINT 0x0100 /**< make a primary bsp splitter */ #define SURF_SKIP 0x0200 /**< completely ignore, allowing non-closed brushes */ #define SURF_NOLIGHT 0x0400 /**< Don't calculate light */ #define SURF_BUMPLIGHT 0x0800 /**< calculate three lightmaps for the surface for bumpmapping */ #define SURF_NOSHADOWS 0x1000 /**< Don't receive shadows */ #define SURF_NODECALS 0x2000 /**< Don't receive decals */ #define SURF_NOCHOP 0x4000 /**< Don't subdivide patches on this surface */ #define SURF_HITBOX 0x8000 /**< surface is part of a hitbox */ /** * @endsection */ /** * @section Partition masks. */ #define PARTITION_SOLID_EDICTS (1 << 1) /**< every edict_t that isn't SOLID_TRIGGER or SOLID_NOT (and static props) */ #define PARTITION_TRIGGER_EDICTS (1 << 2) /**< every edict_t that IS SOLID_TRIGGER */ #define PARTITION_NON_STATIC_EDICTS (1 << 5) /**< everything in solid & trigger except the static props, includes SOLID_NOTs */ #define PARTITION_STATIC_PROPS (1 << 7) /** * @endsection */ /** * @section Displacement flags. */ #define DISPSURF_FLAG_SURFACE (1<<0) #define DISPSURF_FLAG_WALKABLE (1<<1) #define DISPSURF_FLAG_BUILDABLE (1<<2) #define DISPSURF_FLAG_SURFPROP1 (1<<3) #define DISPSURF_FLAG_SURFPROP2 (1<<4) /** * @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. */ }; typeset 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. */ function bool (int entity, int 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. */ function bool (int entity, int contentsMask, any data); }; typeset TraceEntityEnumerator { /** * Called for each entity enumerated with EnumerateEntities*. * * @param entity Entity index. * @return True to continue enumerating, otherwise false. */ function bool (int entity); /** * Called for each entity enumerated with EnumerateEntities*. * * @param entity Entity index. * @param data Data value, if used. * @return True to continue enumerating, otherwise false. */ function bool (int entity, 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 int TR_GetPointContents(const float pos[3], int &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 int TR_GetPointContentsEnt(int 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. */ native void TR_TraceRay(const float pos[3], const float vec[3], int flags, RayType rtype); /** * Starts up a new trace hull using a global trace result. * * @param pos Starting position of the ray. * @param vec Ending position of the ray. * @param mins Hull minimum size. * @param maxs Hull maximum size. * @param flags Trace flags. */ native void TR_TraceHull(const float pos[3], const float vec[3], const float mins[3], const float maxs[3], int flags); /** * Enumerates over entities along a ray. This may find entities that are * close to the ray but do not actually intersect it. Use TR_Clip*RayToEntity * with TR_DidHit to check if the ray actually intersects the entity. * * @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 mask Mask to use for the trace. See PARTITION_* flags. * @param rtype Method to calculate the ray direction. * @param enumerator Function to use as enumerator. For each entity found * along the ray, this function is called. * @param data Arbitrary data value to pass through to the enumerator. */ native void TR_EnumerateEntities(const float pos[3], const float vec[3], int mask, RayType rtype, TraceEntityEnumerator enumerator, any data=0); /** * Enumerates over entities along a ray hull. This may find entities that are * close to the ray but do not actually intersect it. Use TR_Clip*RayToEntity * with TR_DidHit to check if the ray actually intersects the entity. * * @param pos Starting position of the ray. * @param vec Ending position of the ray. * @param mins Hull minimum size. * @param maxs Hull maximum size. * @param mask Mask to use for the trace. See PARTITION_* flags. * @param enumerator Function to use as enumerator. For each entity found * along the ray, this function is called. * @param data Arbitrary data value to pass through to the enumerator. */ native void TR_EnumerateEntitiesHull(const float pos[3], const float vec[3], const float mins[3], const float maxs[3], int mask, TraceEntityEnumerator enumerator, any data=0); /** * Starts up a new trace ray using a global trace result and a customized * trace ray filter. * * Calling TR_Trace*Filter or TR_Trace*FilterEx 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. */ native void TR_TraceRayFilter(const float pos[3], const float vec[3], int flags, RayType rtype, TraceEntityFilter filter, any data=0); /** * Starts up a new trace hull using a global trace result and a customized * trace ray filter. * * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter * function is currently not allowed and may not work. * * @param pos Starting position of the ray. * @param vec Ending position of the ray. * @param mins Hull minimum size. * @param maxs Hull maximum size. * @param flags Trace flags. * @param filter Function to use as a filter. * @param data Arbitrary data value to pass through to the filter * function. */ native void TR_TraceHullFilter(const float pos[3], const float vec[3], const float mins[3], const float maxs[3], int flags, TraceEntityFilter filter, any data=0); /** * Clips a ray to a particular entity. * * @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 entity Entity to clip to. */ native void TR_ClipRayToEntity(const float pos[3], const float vec[3], int flags, RayType rtype, int entity); /** * Clips a ray hull to a particular entity. * * @param pos Starting position of the ray. * @param vec Ending position of the ray. * @param mins Hull minimum size. * @param maxs Hull maximum size. * @param flags Trace flags. * @param entity Entity to clip to. */ native void TR_ClipRayHullToEntity(const float pos[3], const float vec[3], const float mins[3], const float maxs[3], int flags, int entity); /** * Clips the current global ray (or hull) to a particular entity. * * @param flags Trace flags. * @param entity Entity to clip to. */ native void TR_ClipCurrentRayToEntity(int flags, int entity); /** * 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], int flags, RayType rtype); /** * Starts up a new trace hull using a new trace result. * * @param pos Starting position of the ray. * @param vec Ending position of the ray. * @param mins Hull minimum size. * @param maxs Hull maximum size. * @param flags Trace flags. * @return Ray trace handle, which must be closed via CloseHandle(). */ native Handle TR_TraceHullEx(const float pos[3], const float vec[3], const float mins[3], const float maxs[3], int flags); /** * Starts up a new trace ray using a new trace result and a customized * trace ray filter. * * Calling TR_Trace*Filter or TR_TraceRay*Ex 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], int flags, RayType rtype, TraceEntityFilter filter, any data=0); /** * Starts up a new trace hull using a new trace result and a customized * trace ray filter. * * Calling TR_Trace*Filter or TR_Trace*FilterEx from inside a filter * function is currently not allowed and may not work. * * @param pos Starting position of the ray. * @param vec Ending position of the ray. * @param mins Hull minimum size. * @param maxs Hull maximum size. * @param flags Trace flags. * @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_TraceHullFilterEx(const float pos[3], const float vec[3], const float mins[3], const float maxs[3], int flags, TraceEntityFilter filter, any data=0); /** * Clips a ray to a particular entity. * * @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 entity Entity to clip to. * @return Ray trace handle, which must be closed via CloseHandle(). */ native Handle TR_ClipRayToEntityEx(const float pos[3], const float vec[3], int flags, RayType rtype, int entity); /** * Clips a ray hull to a particular entity. * * @param pos Starting position of the ray. * @param vec Ending position of the ray. * @param mins Hull minimum size. * @param maxs Hull maximum size. * @param flags Trace flags. * @param entity Entity to clip to. * @return Ray trace handle, which must be closed via CloseHandle(). */ native Handle TR_ClipRayHullToEntityEx(const float pos[3], const float vec[3], const float mins[3], const float maxs[3], int flags, int entity); /** * Clips the current global ray (or hull) to a particular entity. * * @param flags Trace flags. * @param entity Entity to clip to. * @return Ray trace handle, which must be closed via CloseHandle(). */ native Handle TR_ClipCurrentRayToEntityEx(int flags, int entity); /** * 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 time fraction from a trace result when it left a solid. * Only valid if trace started in solid * * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. * @return Time fraction left solid value of the trace. * @error Invalid Handle. */ native float TR_GetFractionLeftSolid(Handle hndl=INVALID_HANDLE); /** * Returns the starting position of a trace. * * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. * @param pos Vector buffer to store data in. * @error Invalid Handle. */ native void TR_GetStartPosition(Handle hndl, float pos[3]); /** * 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. * @error Invalid Handle. */ native void 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 int TR_GetEntityIndex(Handle hndl=INVALID_HANDLE); /** * Returns the displacement flags for the surface that was hit. See DISPSURF_FLAG_*. * * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. * @return Displacement flags. * @error Invalid Handle. */ native int TR_GetDisplacementFlags(Handle hndl=INVALID_HANDLE); /** * Returns the name of the surface that was hit. * * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. * @param buffer Buffer to store surface name in * @param maxlen Maximum length of output buffer * @error Invalid Handle. */ native void TR_GetSurfaceName(Handle hndl, char[] buffer, int maxlen); /** * Returns the surface properties index of the surface that was hit. * * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. * @return Surface props. * @error Invalid Handle. */ native int TR_GetSurfaceProps(Handle hndl=INVALID_HANDLE); /** * Returns the surface flags. See SURF_*. * * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. * @return Surface flags. * @error Invalid Handle. */ native int TR_GetSurfaceFlags(Handle hndl=INVALID_HANDLE); /** * Returns the index of the physics bone that was hit. * * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. * @return Physics bone index. * @error Invalid Handle. */ native int TR_GetPhysicsBone(Handle hndl=INVALID_HANDLE); /** * Returns whether the entire trace was in a solid area. * * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. * @return True if entire trace was in a solid area, otherwise false. * @error Invalid Handle. */ native bool TR_AllSolid(Handle hndl=INVALID_HANDLE); /** * Returns whether the initial point was in a solid area. * * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. * @return True if initial point was in a solid area, otherwise false. * @error Invalid Handle. */ native bool TR_StartSolid(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 int TR_GetHitGroup(Handle hndl=INVALID_HANDLE); /** * Returns in which hitbox the trace collided if any. * * Note: if the entity that collided with the trace is the world entity, * then this function doesn't return an hitbox index but a static prop index. * * @param hndl A trace Handle, or INVALID_HANDLE to use a global trace result. * @return Hitbox index (Or static prop index). * @error Invalid Handle. */ native int TR_GetHitBoxIndex(Handle hndl=INVALID_HANDLE); /** * Find the normal vector to the collision 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 * @error Invalid Handle */ native void TR_GetPlaneNormal(Handle hndl, float normal[3]); /** * Tests a point to see if it's outside any playable area * * @param pos Vector buffer to store data in. * @return True if outside world, otherwise false. */ native bool TR_PointOutsideWorld(float pos[3]);