2008-10-04 22:59:11 +02:00
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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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2009-04-14 23:40:48 +02:00
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* Version: $Id$
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2008-10-04 22:59:11 +02:00
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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[]);
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