plugins/include/sdktools_functions.inc
author David Anderson <dvander@alliedmods.net>
Fri Jul 11 05:14:32 2008 +0000 (2008-07-11)
branchrefac-jit
changeset 2190 880e81f30b5e
parent 2168 c24a6fa957db
permissions -rw-r--r--
GetContext() now returns 'this' as a hack (shouldn't+can't be accessed anyway)
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/**
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 * vim: set ts=4 :
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 * =============================================================================
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 * SourceMod (C)2004-2008 AlliedModders LLC.  All rights reserved.
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 * =============================================================================
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 *
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 * This file is part of the SourceMod/SourcePawn SDK.
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 *
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 * This program is free software; you can redistribute it and/or modify it under
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 * the terms of the GNU General Public License, version 3.0, as published by the
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 * Free Software Foundation.
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 * 
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 * This program is distributed in the hope that it will be useful, but WITHOUT
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 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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 * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
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 * details.
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 *
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 * You should have received a copy of the GNU General Public License along with
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 * this program.  If not, see <http://www.gnu.org/licenses/>.
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 *
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 * As a special exception, AlliedModders LLC gives you permission to link the
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 * code of this program (as well as its derivative works) to "Half-Life 2," the
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 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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 * by the Valve Corporation.  You must obey the GNU General Public License in
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 * all respects for all other code used.  Additionally, AlliedModders LLC grants
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 * this exception to all derivative works.  AlliedModders LLC defines further
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 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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 * or <http://www.sourcemod.net/license.php>.
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 *
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 * Version: $Id$
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 */
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#if defined _sdktools_functions_included
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  #endinput
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#endif
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#define _sdktools_functions_included
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/**
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 * Removes a player's item.
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 *
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 * @param client		Client index.
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 * @param item			CBaseCombatWeapon entity index.
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 * @return				True on success, false otherwise.
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 * @error				Invalid client or entity, lack of mod support, or client not in 
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 *						game.
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 */
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native bool:RemovePlayerItem(client, item);
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/**
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 * Gives a named item to a player.
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 *
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 * @param client		Client index.
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 * @param item			Item classname (such as weapon_ak47).
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 * @param iSubType		Unknown.
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 * @return				Entity index on success, or -1 on failure.
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 * @error				Invalid client or client not in game, or lack of mod support.
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 */
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native GivePlayerItem(client, const String:item[], iSubType=0);
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/**
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 * Returns the weapon in a player's slot.  
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 *
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 * @param client		Client index.
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 * @param slot			Slot index (mod specific).
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 * @return				Entity index on success, -1 if no weapon existed.
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 * @error				Invalid client or client not in game, or lack of mod support.
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 */
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native GetPlayerWeaponSlot(client, slot);
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/**
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 * Ignites an entity on fire.
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 *
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 * @param entity		Entity index.
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 * @param time			Number of seconds to set on fire.
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 * @param npc			True to only affect NPCs.
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 * @param size			Unknown.
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 * @param level			Unknown.
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 * @noreturn
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 * @error				Invalid entity or client not in game, or lack of mod support.
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 */
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native IgniteEntity(entity, Float:time, bool:npc=false, Float:size=0.0, bool:level=false);
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/**
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 * Extinguishes a player that is on fire.
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 *
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 * @param entity		Entity index.
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 * @noreturn
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 * @error				Invalid entity or client not in game, or lack of mod support.
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 */
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native ExtinguishEntity(client);
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/**
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 * Teleports an entity.
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 *
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 * @param entity		Client index.
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 * @param origin		New origin, or NULL_VECTOR for no change.
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 * @param angles		New angles, or NULL_VECTOR for no change.
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 * @param velocity		New velocity, or NULL_VECTOR for no change.
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 * @noreturn
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 * @error				Invalid entity or client not in game, or lack of mod support.
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 */
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native TeleportEntity(entity, const Float:origin[3], const Float:angles[3], const Float:velocity[3]);
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/**
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 * Forces a player to commit suicide.
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 *
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 * @param client		Client index.
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 * @noreturn
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 * @error				Invalid client or client not in game, or lack of mod support.
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 */
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native ForcePlayerSuicide(client);
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/**
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 * Slaps a player in a random direction.
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 *
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 * @param client		Client index.
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 * @param health		Health to subtract.
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 * @param sound			False to disable the sound effects.
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 * @noreturn
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 * @error				Invalid client or client not in game, or lack of mod support.
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 */
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native SlapPlayer(client, health=5, bool:sound=true);
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/**
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 * Searches for an entity by classname.
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 *
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 * @param startEnt		The entity index after which to begin searching from.
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 *						Use -1 to start from the first entity.
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 * @param classname		Classname of the entity to find.
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 * @return				Entity index >= 0 if found, -1 otherwise.
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 * @error				Lack of mod support.
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 */
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native FindEntityByClassname(startEnt, const String:classname[]);
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/**
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 * Returns the client's eye angles.
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 *
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 * @param client		Player's index.
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 * @param ang			Destination vector to store the client's eye angles.
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 * @return				True on success, false on failure.
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 * @error				Invalid client index, client not in game, or no mod support.
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 */
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native bool:GetClientEyeAngles(client, Float:ang[3]);
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/**
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 * Creates an entity by string name, but does not spawn it (see DispatchSpawn).
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 * If ForceEdictIndex is not -1, then it will use the edict by that index. If the index is 
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 *  invalid or there is already an edict using that index, it will error out.
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 *
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 * @param classname			Entity classname.
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 * @param ForceEdictIndex	Edict index used by the created entity.
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 * @return					Entity index on success, or -1 on failure.
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 * @error					Invalid edict index, or no mod support.
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 */
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native CreateEntityByName(const String:classname[], ForceEdictIndex=-1);
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/**
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 * Spawns an entity into the game.
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 *
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 * @param entity		Entity index of the created entity.
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 * @return				True on success, false otherwise.
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 * @error				Invalid entity index, or no mod support.
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 */
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native bool:DispatchSpawn(entity);
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/**
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 * Dispatches a KeyValue into given entity using a string value.
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 *
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 * @param entity		Destination entity index.
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 * @param keyName		Name of the key.
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 * @param value			String value.
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 * @return				True on success, false otherwise.
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 * @error				Invalid entity index, or no mod support.
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 */
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native bool:DispatchKeyValue(entity, const String:keyName[], const String:value[]);
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/**
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 * Dispatches a KeyValue into given entity using a floating point value.
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 *
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 * @param entity		Destination entity index.
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 * @param keyName		Name of the key.
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 * @param value			Floating point value.
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 * @return				True on success, false otherwise.
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 * @error				Invalid entity index, or no mod support.
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 */
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native bool:DispatchKeyValueFloat(entity, const String:keyName[], Float:value);
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/**
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 * Dispatches a KeyValue into given entity using a vector value.
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 *
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 * @param entity		Destination entity index.
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 * @param keyName		Name of the key.
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 * @param vec			Vector value.
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 * @return				True on success, false otherwise.
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 * @error				Invalid entity index, or no mod support.
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 */
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native bool:DispatchKeyValueVector(entity, const String:keyName[], const Float:vector[3]);
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/**
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 * Returns the entity a client is aiming at.
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 *
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 * @param client		Client performing the aiming.
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 * @param only_clients	True to exclude all entities but clients.
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 * @return				Entity index being aimed at.
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 *						-1 if no entity is being aimed at.
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 * 						-2 if the function is not supported.
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 * @error				Invalid client index or client not in game.
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 */
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native GetClientAimTarget(client, bool:only_clients=true);
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/**
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 * Returns the total number of teams in a game.
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 * Note: This native should not be called before OnMapStart.
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 *
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 * @return				Total number of teams.
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 */
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native GetTeamCount();
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/**
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 * Retrieves the team name based on a team index.
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 * Note: This native should not be called before OnMapStart.
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 *
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 * @param index				Team index.
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 * @param name				Buffer to store string in.
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 * @param maxlength			Maximum length of string buffer.
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 * @noreturn
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 * @error				Invalid team index.
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 */
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native GetTeamName(index, String:name[], maxlength);
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/**
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 * Returns the score of a team based on a team index.
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 * Note: This native should not be called before OnMapStart.
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 *
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 * @param index				Team index.
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 * @return				Score.
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 * @error				Invalid team index.
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 */
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native GetTeamScore(index);
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/**
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 * Sets the score of a team based on a team index.
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 * Note: This native should not be called before OnMapStart.
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 *
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 * @param index				Team index.
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 * @param value				New score value.
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 * @return				Score.
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 * @error				Invalid team index.
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 */
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native SetTeamScore(index, value);
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/**
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 * Retrieves the number of players in a certain team.
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 * Note: This native should not be called before OnMapStart.
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 *
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 * @param index				Team index.
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 * @return				Number of players in the team.
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 * @error				Invalid team index.
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 */
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native GetTeamClientCount(index);
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/**
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 * Sets the model to a given entity.
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 *
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 * @param entity			Entity index.
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 * @param model				Model name.
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 * @noreturn
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 * @error				Invalid entity index, or no mod support.
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 */
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native SetEntityModel(entity, const String:model[]);
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/**
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 * Retrieves the decal file name associated to a given client.
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 *
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 * @param client			Player's index.
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 * @param hex				Buffer to store the logo filename.
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 * @param maxlength			Maximum length of string buffer.
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 * @return				True on success, otherwise false.
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 * @error				Invalid client or client not in game.
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 */
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native bool:GetPlayerDecalFile(client, String:hex[], maxlength);
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/**
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 * Returns the average server network traffic in bytes/sec.
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 *
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 * @param in				Buffer to store the input traffic velocity.
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 * @param out				Buffer to store the output traffic velocity.
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 * @noreturn
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 */
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native GetServerNetStats(&Float:in, &Float:out);
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/**
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 * Equip's a player's weapon.
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 *
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 * @param client		Client index.
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 * @param item			CBaseCombatWeapon entity index.
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 * @noreturn
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 * @error				Invalid client or entity, lack of mod support, or client not in 
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 *						game.
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 */
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native EquipPlayerWeapon(client, weapon);
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/**
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 * Activates an entity (CBaseAnimating::Activate)
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 *
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 * @param entity		Entity index.
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 * @noreturn
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 * @error				Invalid entity or lack of mod support.
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 */
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native ActivateEntity(entity);
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/**
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 * Sets values to client info buffer keys and notifies the engine of the change.
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 * The change does not get propogated to mods until the next frame.
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 *
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 * @param client		Player's index.
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 * @param key			Key string.
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 * @param value			Value string.
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 * @noreturn
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 * @error				Invalid client index, or client not connected.
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 */
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native SetClientInfo(client, const String:key[], const String:value[]);