amxmodx.inc

// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
//     https://alliedmods.net/amxmodx-license

#if defined _amxmodx_included
	#endinput
#endif
#define _amxmodx_included

#include <core>
#include <float>
#include <amxconst>
#include <string>
#include <file>
#include <vault>
#include <lang>
#include <messages>
#include <vector>
#include <sorting>
#include <cellarray>
#include <cellstack>
#include <celltrie>
#include <datapack>
#include <newmenus>
#include <textparse_smc>
#include <textparse_ini>
#include <cvars>
#include <gameconfig>

/**
 * Called just after server activation.
 *
 * @note Good place to initialize most of the plugin, such as registering
 *       cvars, commands or forwards, creating data structures for later use, or
 *       generating and loading other required configurations.
 *
 * @noreturn
 */
forward plugin_init();

/**
 * Called just before the plugin is paused from execution.
 *
 * @noreturn
 */
forward plugin_pause();

/**
 * Called just after the plugin is unpaused.
 *
 * @noreturn
 */
forward plugin_unpause();

/**
 * Called when the mod tries to change the map.
 *
 * @note This is *only* called if the mod itself handles the map change. The
 *       server command "changelevel", which is used by many plugins, will not
 *       trigger this forward. Unfortunately, this means that in practice this
 *       forward can be unreliable and will not be called in many situations.
 * @note AMXX 1.8.3 has added the engine_changelevel() function, which will utilize
 *       the correct engine function to change the map, and therefore trigger
 *       this forward.
 *
 * @param map   Map that the mod tries to change to
 *
 * @return      PLUGIN_CONTINUE to let the mod change the map
 *              PLUGIN_HANDLED or higher to prevent the map change
 */
forward server_changelevel(map[]);

/**
 * Called when all plugins went through plugin_init()
 *
 * @note When this forward is called, most plugins should have registered their
 *       cvars and commands already.
 *
 * @noreturn
 */
forward plugin_cfg();

/**
 * Called just before server deactivation and subsequent unloading of the
 * plugin.
 *
 * @note The plugin is required to manually free Handles it has acquired, such
 *       as those from dynamic data structures. Failing to do that will result
 *       in the plugin and AMXX leaking memory.
 *
 * @noreturn
 */
forward plugin_end();

/**
 * Called when a message is about to be logged.
 *
 * @note Message data and information can be retrieved using the read_log* set
 *       of functions.
 *
 * @return      PLUGIN_CONTINUE to let the log message through
 *              PLUGIN_HANDLED or higher to stop the log message
 */
forward plugin_log();

/**
 * This forward allows plugins to add models, sounds and generic files to the
 * precache tables using the precache_* set of functions.
 *
 * @note Adding files to the precaching tables will trigger the client to
 *       download them to its local filesystem.
 * @note There is a hard upper limit of entries in the precaching tables for
 *       every game, this limit is 512 in most cases. The entries will be filled
 *       and indexed incrementally. Going over this limit will crash the server.
 *
 * @noreturn
 */
forward plugin_precache();

/**
 * Called when a clients info has changed.
 *
 * @param id    Client index
 *
 * @noreturn
 */
forward client_infochanged(id);

/**
 * Called when a client is connecting.
 *
 * @note This forward is called too early to do anything that directly affects
 *       the client.
 *
 * @param id    Client index
 *
 * @noreturn
 */
forward client_connect(id);

/**
 * Called when a client is connecting.
 *
 * @note This forward is called too early to do anything that directly affects
 *       the client.
 *
 * @param id        Client index
 * @param name      Client name
 * @param ip        Client ip address with port
 * @param reason    A reason that will be displayed when player gets rejected (can be overwritten)
 *
 * @return          PLUGIN_CONTINUE to let a client join to the server
 *                  PLUGIN_HANDLED or higher to prevent a client to join
 */
forward client_connectex(id, const name[], const ip[], reason[128]);

/**
 * Called when the client gets a valid SteamID.
 *
 * @note This may occur before or after client_putinserver has been called.
 * @note This is called for bots, and the SteamID will be "BOT".
 *
 * @param id		Client index
 * @param authid	Client auth
 *
 * @noreturn
 */
forward client_authorized(id, const authid[]);

/**
 * @deprecated This function does not catch all cases.
 */
#pragma deprecated Use client_disconnected() instead.
forward client_disconnect(id);

/**
 * Called when a client is disconnected from the server.
 *
 * @note This will be called in some additional cases that client_disconnect doesn't cover, 
 *       most notably when a client aborts the connection process. It is guaranteed to pair 
 *       with the client_connect() forward.
 * @note When this fires the player entity is still valid (e.g. is_user_connected(id) will 
 *       return true), but no networked commands will reach the client.
 *
 * @param id         Client index
 * @param drop       If true, the game has explicitly dropped the client
 * @param message    If drop is true, a writable buffer containing the disconnect info message
 * @param maxlen     Maximum size of buffer
 *
 * @noreturn
 */
forward client_disconnected(id, bool:drop, message[], maxlen);

/**
 * Called when a client entity has been removed from the server.
 *
 * @note This fires after the client_disconnected() forward, when the player entity has been
 *       removed (e.g. is_user_connected(id) will return false).
 *
 * @param id         Client index
 * @param drop       If true, the game has explicitly dropped the client
 * @param message    If drop is true, contains the disconnect info message
 *
 * @noreturn
 */
forward client_remove(id, bool:drop, const message[]);


/**
 * Called when a client attempts to execute a command.
 *
 * @note The command and its arguments can be read using the read_arg* set of
 *       functions.
 *
 * @param id    Client index
 *
 * @return      PLUGIN_CONTINUE to let the client execute the command
 *              PLUGIN_HANDLED or higher to stop the command
 */
forward client_command(id);

/**
 * Called when a client is entering the game.
 *
 * @note It is not defined whether the client already has a SteamID when this
 *       forward is called. client_authorized may occur either before or after
 *       this.
 *
 * @param id    Client index
 *
 * @noreturn
 */
forward client_putinserver(id);

/**
 * Sets informations about the calling plugin.
 *
 * @param plugin_name   Name of the plugin
 * @param version       Version of the plugin
 * @param author        Author of the plugin
 *
 * @return              Plugin id of the calling plugin
 */
native register_plugin(const plugin_name[], const version[], const author[]);

/**
 * Precaches a model file.
 *
 * @note Can only be used inside of the plugin_precache() forward.
 *
 * @param name  Path to the model file
 *
 * @return      Unique cache id of the model
 * @error       If called outside of the plugin_precache() forward, an error is
 *              thrown.
 */
native precache_model(const name[]);

/**
 * Precaches a sound file.
 *
 * @note Can only be used inside of the plugin_precache() forward.
 * @note The filepath is always relative to the "sound" folder, and the file has
 *       to be a wav file. Precaching a file with this will add it to the engine
 *       sound table, making it available for usage in emit_sound() for example.
 * @note Precaching other filetypes (such as mp3 music), optionally in different
 *       locations, has to be done with precache_generic()
 *
 * @param name  Path to the sound file
 *
 * @return      Unique cache id of the sound
 * @error       If called outside of the plugin_precache() forward, an error is
 *              thrown.
 */
native precache_sound(const name[]);

/**
 * Precaches a generic file.
 *
 * @note Can only be used inside of the plugin_precache() forward.
 * @note Precaching sounds with this will not add them to the engine sound table.
 *
 * @param szFile    Path to the file
 *
 * @return          Unique cache id of the file
 * @error           If called outside of the plugin_precache() forward, an error
 *                  is thrown.
 */
native precache_generic(const szFile[]);

/**
 * Precaches an event file.
 *
 * @note The event type should always be 1.
 * @note Contrary to the other precache_* natives, this can be used outside of
 *       the plugin_precache() forward, e.g. in plugin_init() or plugin_cfg().
 *       A bug in some clients makes this necessary, as plugin_precache() is
 *       called before the mod has precached its own, default event files. This
 *       can cause the event table to be misaligned on the client, leading to
 *       visual and audio bugs that are hard to diagnose.
 *
 * @param type  Event type
 * @param Name  Formatting rules, path to the event file
 * @param ...   Variable number of formatting parameters
 *
 * @return      Unique cache id of the event
 */
native precache_event(type, const Name[], any:...);

/**
 * Changes the map.
 *
 * @note  This calls the pfnChangelLevel engine function.
 * @note  This has the same behavior as using the "changelevel" server command,
 *        but will also trigger the server_changelevel() forward in AMXX
 *        plugins. It will also notify any Metamod plugins that are hooking
 *        the pfnChangeLevel function.
 *
 * @param map   Map name to change to
 *
 * @noreturn
 */
native engine_changelevel(const map[]);

/**
 * Sets info on the client.
 *
 * @param index     Client index
 * @param info      Info key
 * @param value     New value
 *
 * @noreturn
 * @error           If the index is not within the range of 1 to MaxClients or
 *                  the client is not connected, an error will be thrown.
 */
native set_user_info(index, const info[], const value[]);

/**
 * Gets info from the client.
 *
 * @param index     Client index
 * @param info      Info key
 * @param output    Buffer to copy value to
 * @param len       Maximum size of the buffer
 *
 * @return          Number of cells written to buffer
 * @error           If the index is not within the range of 1 to MaxClients or
 *                  the client is not connected, an error will be thrown.
 */
native get_user_info(index, const info[], output[], len);

/**
 * Sets info on the server.
 *
 * @param info      Info key
 * @param value     New value
 *
 * @noreturn
 */
native set_localinfo(const info[], const value[]);

/**
 * Gets info from the server.
 *
 * @param info      Info key
 * @param output    Buffer to copy value to
 * @param len       Maximum size of the buffer
 *
 * @return          Number of cells written to buffer
 */
native get_localinfo(const info[], output[], len);

/**
 * Shows text or a file in MOTD window.
 *
 * @param player    Client index, use 0 to display to all clients
 * @param message   Message to display inside the MOTD window, if this is a
 *                  filename the contents of this file will be displayed
 * @param header    Text for the MOTD header, if empty the servers hostname will
 *                  be displayed instead
 *
 * @noreturn
 */
native show_motd(player, const message[], const header[] = "");

/**
 * Sends a message to the client.
 *
 * @note This functions return value behaves differently depending on what is
 *       used as the client index: If 0 is specified, then the function will
 *       return 0 if nothing has been sent (no client connected). If either a
 *       single client is specified or there is at least one client connected,
 *       the number of printed characters will refer to the message that is sent
 *       last, to the client with the highest index.
 *
 * @param index     Client index, use 0 to display to all clients
 * @param type      Message type, see print_* destination constants in
 *                  amxconst.inc
 * @param message   Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @return          Number of printed characters
 * @error           If a single client is specified and the index is not within
 *                  the range of 1 to MaxClients, an error will be thrown.
 */
native client_print(index, type, const message[], any:...);

/**
 * Sends colored chat messages to clients.
 *
 * @note This only works in Counter-Strike 1.6 and Condition Zero.
 * @note The colors can be modified inside of the format string using special
 *       characters. These characters can be included using the escape character
 *          green           x04   ; use location color from this point forward
 *          red/blue/grey   x03   ; use team color from this point forward
 *          red/blue/grey   x02   ; use team color to the end of the client name
 *                                ; This only works at the start of the string,
 *                                ; and precludes using other control characters
 *          default         x01   ; use default color from this point forward
 * @note The team color is defined by the sender's index. Alternatively, a
 *       specific team color can be enforced using the print_team_* constants in
 *       amxconst.inc
 * @note Usage examples:
 *       client_print_color(id, print_team_red, "^4Green ^3Red ^1Default")
 *       client_print_color(id, id2, "^4Green ^3id2's team color, ^1Default")
 * @note Including colors in ML can be done using the same escaping method:
 *       EXAMPLE_ML_KEY = ^4Green ^3Team color ^1Default
 * @note This functions return value behaves differently depending on what is
 *       used as the client index: If 0 is specified, then the function will
 *       return 0 if nothing has been sent (no client connected). If either a
 *       single client is specified, or there is at least one client connected,
 *       the number of printed characters will refer to the message that is sent
 *       last, to the client with the highest index.
 *
 * @param index     Client index, use 0 to display to all clients
 * @param sender    Client index used as the message sender
 * @param fmt       Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @return          Number of printed characters
 * @error           If a single client is specified and the index is not within
 *                  the range of 1 to MaxClients, an error will be thrown.
 */
native client_print_color(index, sender, const message[], any:...);

/**
 * Sends a message to the client via the engine.
 *
 * @note This functions return value behaves differently depending on what is
 *       used as the client index: If 0 is specified, then the function will
 *       return 0 if nothing has been sent (no client connected). If either a
 *       single client is specified, or there is at least one client connected,
 *       the number of printed characters will refer to the message that is sent
 *       last, to the client with the highest index.
 *
 * @param player    Client index, use 0 to display to all clients
 * @param type      Message type, see engprint_* destination constants in
 *                  amxconst.inc
 * @param message   Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @return          Number of printed characters
 * @error           If a single client is specified and the index is not within
 *                  the range of 1 to MaxClients, an error will be thrown.
 */
native engclient_print(player, type, const message[], any:...);

/**
 * Sends a message to the console of a client or the server.
 *
 * @param index     Client index, or 0 to print to the server console
 * @param message   Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @return          Number of printed characters
 * @error           If a single client is specified and the index is not within
 *                  the range of 1 to MaxClients, an error will be thrown.
 */
native console_print(id, const message[], any:...);

/**
 * Executes a command from the specified client or the server console.
 *
 * @param id    Client index, or 0 to execute from the server console
 * @param cmd   Formatting rules
 * @param ...   Variable number of formatting parameters
 *
 * @return      Length of the formatted command
 */
native console_cmd(id, const cmd[], any:...);

/**
 * Registers a function to be called on a given game event.
 *
 * @note Please consider using register_event_ex() instead which allows you to
 *       use named constants for flags instead of letters.
 * @note Examples for event conditions:
 *       "2=c4" - Second parameter of message must be the string "c4"
 *       "3>10" - Third parameter of message must be greater than 10
 *       "3!4" - Third parameter of message must not be equal to 4
 *       "2&Buy" - Second parameter of message must contain "Buy" substring
 *       "2!Buy" - Second parameter of message must not equal "Buy"
 * @note Due to a long-standing bug that would break compatibility with older
 *       plugins, the client id should be checked for alive/dead state if using
 *       flags "d" or "e".
 * @note If multiple conditions are specified for a single parameter, only one
 *       of them has to hold true for the event function to be called.
 *
 * @param event     Name of event that should be hooked
 * @param function  Name of callback function
 * @param flags     Flags used for filtering events, the valid flags are:
 *                  "a" - Global event (sent to every client)
 *                  "b" - Event sent to single client
 *                  "c" - Call only once when repeated to multiple clients
 *                  "d" - Call only if sent to dead client
 *                  "e" - Call only if sent to alive client
 *                  "f" - Call only if sent to human client ("b" flag required)
 *                  "g" - Call only if sent to bot ("b" flag required)
 * @param cond      Condition string used for filtering events, built as:
 *                  "<argument number><comparison operator><value>"
 *                  Argument number is the argument position to be filtered
 *                  The comparison operator may be:
 *                    - "=" for equality comparison (all argument types)
 *                    - "!" for inequality comparison (all argument types)
 *                    - "&" for bitwise and (int argument) or substring
 *                      comparison (string argument)
 *                    - "<" for less than comparison (int/float arguments)
 *                    - ">" for greater than comparison (int/float arguments)
 *                  The argument is compared to the specified value accordingly
 * @param ...       Any number of additional conditions
 *
 * @return          Event handle
 * @error           If an invalid event name or callback function is provided,
 *                  an error will be thrown.
 */
native register_event(const event[], const function[], const flags[], const cond[] = "", ...);

/**
 * Registers a function to be called on a given game event.
 *
 * @note Examples for event conditions:
 *       "2=c4" - Second parameter of message must be the string "c4"
 *       "3>10" - Third parameter of message must be greater than 10
 *       "3!4" - Third parameter of message must not be equal to 4
 *       "2&Buy" - Second parameter of message must contain "Buy" substring
 *       "2!Buy" - Second parameter of message must not equal "Buy"
 * @note Due to a long-standing bug that would break compatibility with older
 *       plugins, the client id should be checked for alive/dead state if using
 *       flags "d" or "e".
 * @note If multiple conditions are specified for a single parameter, only one
 *       of them has to hold true for the event function to be called.
 *
 * @param event     Name of event that should be hooked
 * @param function  Name of callback function
 * @param flags     Flags used for filtering events (enum RegisterEventFlags); the valid flags are:
 *                    RegisterEvent_Global - Global event (sent to every client)
 *                    RegisterEvent_Single - Event sent to single client
 *                    RegisterEvent_OnceForMultiple - Call only once when repeated to multiple clients
 *                    RegisterEvent_OnlyDead - Call only if sent to dead client
 *                    RegisterEvent_OnlyAlive - Call only if sent to alive client
 *                    RegisterEvent_OnlyHuman - Call only if sent to human client (RegisterEvent_Single required)
 *                    RegisterEvent_OnlyBots - Call only if sent to bot (RegisterEvent_Single required)
 * @param cond      Condition string used for filtering events, built as:
 *                  "<argument number><comparison operator><value>"
 *                  Argument number is the argument position to be filtered
 *                  The comparison operator may be:
 *                    "=" for equality comparison (all argument types)
 *                    "!" for inequality comparison (all argument types)
 *                    "&" for bitwise and (int argument) or substring
 *                        comparison (string argument)
 *                    "<" for less than comparison (int/float arguments)
 *                    ">" for greater than comparison (int/float arguments)
 *                  The argument is compared to the specified value accordingly
 * @param ...       Any number of additional conditions
 *
 * @return          Event handle
 * @error           If an invalid event name or callback function is provided,
 *                  an error will be thrown.
 */
native register_event_ex(const event[], const function[], RegisterEventFlags:flags, const cond[] = "", ...);

/**
 * Enables a function hook of a game event which has been previously registered with register_event_ex().
 *
 * @param handle    Value returned from register_event() or register_event_ex()
 *
 * @noreturn
 * @error           If an invalid handle is provided, an error will be thrown.
 */
native enable_event(handle);

/**
 * Disables a function hook of a game event which has been previously registered with register_event_ex().
 *
 * @param handle    Value returned from register_event() or register_event_ex()
 *
 * @noreturn
 * @error           If an invalid handle is provided, an error will be thrown.
 */
native disable_event(handle);

/**
 * Registers a function to be called on a given log event.
 *
 * @note Examples for log conditions:
 *       "0 = World triggered" "1 = Game_Commencing"
 *       "1 = say"
 *       "3 = Terrorists_Win"
 *       "1 = entered the game"
 *       "0 = Server cvar"
 *
 * @param function  Name of callback function
 * @param argsnum   Number of arguments of the log event
 * @param ...       Any number of conditions used for filtering events
 *                  A condition string is built as:
 *                  "<argument number><comparison operator><string>"
 *                  Argument number is the argument position to be filtered
 *                  The comparison operator may be:
 *                    - "=" for equality comparison
 *                    - "&" for substring comparison
 *                  The argument is compared to the specified string accordingly
 *
 * @return          Log event handle
 * @error           If an invalid callback function is provided, an error will
 *                  be thrown.
 */
native register_logevent(const function[], argsnum, ...);

/**
 * Enables a function hook of a game log event which has been previously registered with register_logevent().
 *
 * @param handle    Value returned from register_logevent()
 *
 * @noreturn
 * @error           If an invalid handle is provided, an error will be thrown.
 */
native enable_logevent(handle);

/**
 * Disables a function hook of a game log event which has been previously registered with register_logevent().
 *
 * @param handle    Value returned from register_logevent()
 *
 * @noreturn
 * @error           If an invalid handle is provided, an error will be thrown.
 */
native disable_logevent(handle);

/**
 * Sets display parameters for hudmessages.
 *
 * @note As of AMXX 1.61, setting the channel to -1 will automatically choose
 *       the next available HUD channel for the client.
 * @note There are four different HUD channels available on the client (1-4).
 *       Sending a hudmessage to a channel will overwrite any existing messages
 *       already displaying on that channel.
 * @note If you plan to create a permanent message, don't forget to specify a
 *       specific channel to avoid possible flickering due to auto-channeling.
 * @note For the hudmessage coordinates x and y, -1.0 will center the message
 *       on the respective axis.
 * @note These parameters stay until the next call to set_hudmessage overwrites
 *       them. Multiple calls to show_hudmessage will therefore re-use the same
 *       parameters. The parameters are not stored per-plugin, so other plugins
 *       can overwrite them.
 *
 * @param red           Red component of hudmessage color
 * @param green         Green component of hudmessage color
 * @param blue          Blue component of hudmessage color
 * @param x             Location of the message on the x axis in percent
 * @param y             Location of the message on the y axis in percent
 * @param effects       Display effect
 * @param fxtime        Duration of the effect
 * @param holdtime      Time the message stays on screen
 * @param fadeintime    Time it takes the message to fully appear (fade-in)
 * @param fadeouttime   Time it takes the message to fully disappear (fade-out)
 * @param channel       Channel to use on the client
 *
 * @noreturn
 */
native set_hudmessage(red = 200, green = 100, blue = 0, Float:x = -1.0, Float:y = 0.35, effects = 0, Float:fxtime = 6.0, Float:holdtime = 12.0, Float:fadeintime = 0.1, Float:fadeouttime = 0.2, channel = -1);

/**
 * Displays a message on the client HUD.
 *
 * @note Use set_hudmessage to define how the message should look on screen.
 * @note This functions return value behaves differently depending on what is
 *       used as the client index: If 0 is specified, then the function will
 *       return 0 if nothing has been sent (no client connected). If either a
 *       single client is specified, or there is at least one client connected,
 *       the number of printed characters will refer to the message that is sent
 *       last, to the client with the highest index.
 *
 * @param index     Client index, use 0 to display to all clients
 * @param message   Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @return          Number of printed characters
 * @error           If a single client is specified and the index is not within
 *                  the range of 1 to MaxClients, an error will be thrown.
 */
native show_hudmessage(index, const message[], any:...);

/**
 * Sets display parameters for director hudmessages.
 *
 * @note For the hudmessage coordinates x and y, -1.0 will center the message
 *       on the respective axis.
 * @note These parameters stay until the next call to set_dhudmessage overwrites
 *       them. Multiple calls to show_dhudmessage will therefore re-use the same
 *       parameters. The parameters are not stored per-plugin, so other plugins
 *       can overwrite them.
 *
 * @param red           Red component of hudmessage color
 * @param green         Green component of hudmessage color
 * @param blue          Blue component of hudmessage color
 * @param x             Location of the message on the x axis in percent
 * @param y             Location of the message on the y axis in percent
 * @param effects       Display effect
 * @param fxtime        Duration of the effect
 * @param holdtime      Time the message stays on screen
 * @param fadeintime    Time it takes the message to fully appear (fade-in)
 * @param fadeouttime   Time it takes the message to fully disappear (fade-out)
 *
 * @noreturn
 */
native set_dhudmessage(red = 200, green = 100, blue = 0, Float:x = -1.0, Float:y = 0.35, effects = 0, Float:fxtime = 6.0, Float:holdtime = 12.0, Float:fadeintime = 0.1, Float:fadeouttime = 0.2);

/**
 * Displays a director message on the client HUD.
 *
 * @note Use set_dhudmessage to define how the message should look on screen.
 * @note Unlike the classic HUD message, which is channel-based, director
 *       messages are stack-based. You can have up to 8 messages displaying at
 *       once. If more are added, they will be overwritten in the order they were
 *       sent. There is no way to clear a specific message.
 * @note The message has a maximum length of 128 characters which this function
 *       will automatically enforce.
 * @note This functions return value behaves differently depending on what is
 *       used as the client index: If 0 is specified, then the function will
 *       return 0 if nothing has been sent (no client connected). If either a
 *       single client is specified, or there is at least one client connected,
 *       the number of printed characters will refer to the message that is sent
 *       last, to the client with the highest index.
 *
 * @param index     Client index, use 0 to display to all clients
 * @param message   Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @return          Number of printed characters
 * @error           If a single client is specified and the index is not within
 *                  the range of 1 to MaxClients, an error will be thrown.
 */
native show_dhudmessage(index, const message[], any:...);

/**
 * Displays a menu to the client.
 *
 * @note Keys is a bitflag value that represents which keys the user can press
 *       on the menu. If you want to display disabled menu options, or skip
 *       certain number slots, you should exclude that key from the bitflag.
 *       amxconst.inc provides MENU_KEY_* constants for convenience.
 * @note The title parameter is not displayed to the client and is only used for
 *       identifying menus internally and assigning them to their callbacks.
 *       The title corresponds to the menu name that you register with
 *       register_menuid()
 *
 * @param index     Client to display menu to, use 0 to display to all clients
 * @param keys      Enabled keys
 * @param menu      Menu body
 * @param time      Menu timeout in seconds, -1 to disable
 * @param title     Name of the menu for internal tracking purposes
 *
 * @return          1 on success, 0 if menu could not be displayed (client not
 *                  connected)
 * @error           If a single client is specified and the index is not within
 *                  the range of 1 to MaxClients, an error will be thrown.
 */
native show_menu(index, keys, const menu[], time = -1, const title[] = "");

/**
 * Retrieves values from a client message.
 *
 * @note For use within callbacks registered with register_event_ex()
 * @note Usage examples:
 *       value = read_data(1);
 *       read_data(2, floatvalue);
 *       written = read_data(3, buffer, buffersize);
 *
 * @param value     Argument number to retrieve value from
 * @param ...       Changes the native's behavior depending on how many
 *                  additional parameters are provided:
 *                     0 - Return the argument integer value directly
 *                     1 - Store the argument float value in the variable passed
 *                         as the second parameter
 *                     2 - Copy the argument string value to the buffer provided
 *                         in the second parameter, using the third as the
 *                         maximum buffer size
 *
 * @return          Changes depending on how many additional parameters are
 *                  provided:
 *                     0 - Returns the argument integer value
 *                     1 - Returns the argument float value, converted
 *                         (truncated) to an integer
 *                     2 - Returns the number of cells written to the buffer
 */
native read_data(value, any:...);

/**
 * Returns the number of values in the client message.
 *
 * @note For use within callbacks registered with register_event_ex()
 *
 * @return      Number of values in client message
 */
native read_datanum();

/**
 * Returns the message id of the client message.
 *
 * @note For use within callbacks registered with register_event_ex()
 *
 * @return      Message id of the client message
 */
native read_datatype();

/**
 * Retrieves current log message.
 *
 * @note Should only be used inside of the plugin_log() forward.
 *
 * @param output    Buffer to copy log message to
 * @param len       Maximum buffer size
 *
 * @return          Number of cells written to buffer
 */
native read_logdata(output[], len);

/**
 * Returns number of log message arguments.
 *
 * @note Should only be used inside of the plugin_log() forward.
 *
 * @return          Number of arguments in the log message
 */
native read_logargc();

/**
 * Retrieves argument of log message.
 *
 * @note Should only be used inside of the plugin_log() forward.
 *
 * @param id        Argument index, starting from 0
 * @param output    Buffer to copy log argument to
 * @param len       Maximum buffer size
 *
 * @return          Number of cells written to buffer
 */
native read_logargv(id, output[], len);

/**
 * Parse log data about client.
 *
 * @note When client actions are logged, they appear in the the format
 *       "Name<#userid><SteamID><teamname>", this native extracts the individual
 *       pieces of information.
 *
 * @param text      String to process
 * @param name      Buffer to copy client name to
 * @param nlen      Maximum name buffer size
 * @param userid    Variable to store userid in
 * @param authid    Buffer to copy client authid to
 * @param alen      Maximum auth buffer size
 * @param team      Buffer to copy client team to
 * @param tlen      Maximum team buffer size
 *
 * @noreturn
 * @error           If the provided string is not valid client log data, an
 *                  error will be thrown.
 */
native parse_loguser(const text[], name[], nlen, &userid =-2, authid[] = "", alen = 0, team[] = "", tlen = 0);

/**
 * Sends a message to the console of the server.
 *
 * @param message   Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @return          Number of printed characters
 */
native server_print(const message[], any:...);

/**
 * Returns if the given mapname is deemed valid by the engine.
 *
 * @param mapname   Name of the map
 *
 * @return          1 if the map name is valid, 0 otherwise
 */
native is_map_valid(const mapname[]);

/**
 * Returns if the client is a bot.
 *
 * @param index     Client index
 *
 * @return          1 if client is a bot, 0 otherwise
 */
native is_user_bot(index);

/**
 * Returns if the client is a HLTV proxy.
 *
 * @param index     Client index
 *
 * @return          1 if client is a HLTV proxy, 0 otherwise
 */
native is_user_hltv(index);

/**
 * Returns if the client is connected.
 *
 * @note This does not throw an error if the provided index is out of the
 *       1 to MaxClients range. That means you can safely use this native
 *       without manually verifying that the index is a valid client index.
 *
 * @param index     Client index
 *
 * @return          1 if client is connected, 0 otherwise
 */
native is_user_connected(index);

/**
 * Returns if the client is connecting.
 *
 * @param index     Client index
 *
 * @return          1 if client is connecting, 0 otherwise
 */
native is_user_connecting(index);

/**
 * Returns if the client is alive.
 *
 * @note This will never return true if a client is not connected. If you need
 *       to know whether a client is alive, an additional call to
 *       is_user_connected() is unnecessary.
 *
 * @param index     Client index
 *
 * @return          1 if client is alive, 0 otherwise
 */
native is_user_alive(index);

/**
 * Returns if the server is a dedicated server.
 *
 * @return          1 if server is a dedicated server, 0 otherwise
 */
native is_dedicated_server();

/**
 * Returns if the server is running on Linux.
 *
 * @return          1 if server is running on Linux, 0 otherwise
 */
native is_linux_server();

/**
 * Returns if the AMXX installation has the JIT enabled.
 *
 * @return          1 if JIT is enabled, 0 otherwise
 */
native is_jit_enabled();

/**
 * Retrieves the version string of the AMXX installation.
 *
 * @param buffer    Buffer to copy version to
 * @param length    Maximum buffer size
 *
 * @return          Number of cells written to the buffer
 */
native get_amxx_verstring(buffer[], length);

/**
 * Returns the last known attacker of a client.
 *
 * @note As of AMXX 1.75 this can return a non-client entity index if the client
 *       was attacked by a non-client entity.
 *
 * @param index     Client index
 * @param ...       If provided, the attacker weapon will be stored in an
 *                  optional second parameter, and the body hit place will be
 *                  stored in an optional third parameter
 *
 * @return          Attacker client index, a non-client entity or 0 if no
 *                  attacker was found
 * @error           If the client index is not within the range of 1 to
 *                  MaxClients, an error will be thrown.
 */
native get_user_attacker(index, ...);

/**
 * Traces the client's current aim vector to see if it hits something.
 *
 * @note If the trace does not hit a client, id and body will be set to 0.
 * @note If the trace hits nothing within the specified distance, 0 is returned.
 * @note For a list of possible body hitplaces see the HIT_* constants in amxconst.inc.
 *
 * @param index     Client index to trace aim from
 * @param id        Variable to store hit client index (if applicable)
 * @param body      Variable to store hit client body part (if applicable)
 * @param dist      Maximum distance of the trace
 *
 * @return          Distance between the trace start and end point
 * @error           If the client index is not within the range of 1 to
 *                  MaxClients, an error will be thrown.
 */
native Float:get_user_aiming(index, &id, &body = HIT_GENERIC, dist = 9999);

/**
 * Returns the client's frags.
 *
 * @note While this is mod-independent, the mod may track frag count differently,
 *       so it can only be retrieved using another native or other methods.
 * @note This will actually return the client's overall score, which may or may
 *       not be equal to their scored frags depending on the mod.
 *
 * @param index     Client index
 *
 * @return          Frags/Score of the client. Also returns 0 if the client is
 *                  not connected or the index is not within the range of
 *                  1 to MaxClients
 */
native get_user_frags(index);

/**
 * Returns the client's armor value.
 *
 * @note While this is mod-independent, the mod may track armor data differently,
 *       so it can only be retrieved using another native or other methods.
 *
 * @param index     Client index
 *
 * @return          Amount of armor the client has. Also returns 0 if the client
 *                  is not connected or the index is not within the range of
 *                  1 to MaxClients
 */
native get_user_armor(index);

/**
 * Returns the client's death count.
 *
 * @note While this is mod-independent, the mod may track death count differently,
 *       so it can only be retrieved using another native or other methods.
 *
 * @param index     Client index
 *
 * @return          Amount of deaths the client has. Also returns 0 if the
 *                  client is not connected or the index is not within the range
 *                  of 1 to MaxClients
 */
native get_user_deaths(index);

/**
 * Returns the client's health points.
 *
 * @note While this is mod-independent, the mod may track health points
 *       differently, so it can only be retrieved using another native or other
 *       methods.
 *
 * @param index     Client index
 *
 * @return          Amount of health points the client has. Also returns 0 if
 *                  the client is not connected or the index is not within the
 *                  range of 1 to MaxClients
 */
native get_user_health(index);

/**
 * Retrieves a client's index by name.
 *
 * @param name  Name to search for
 *
 * @return      Client index on success, 0 otherwise
 */
native get_user_index(const name[]);

/**
 * Retrieves the IP of a client or the server.
 *
 * @param index             Client index, use 0 to retrieve the server IP
 * @param ip                Buffer to copy IP to
 * @param len               Maximum buffer size
 * @param without_port      Remove the port from the IP if nonzero
 *
 * @return                  Number of cells written to the buffer
 */
native get_user_ip(index, ip[], len, without_port = 0);

/**
 * Returns if the client has the specified weapon in their inventory.
 *
 * @param index         Client index
 * @param weapon        Weapon index
 * @param setweapon     If zero the weapon bit will be removed from the client's
 *                      inventory, if 1 it will be set
 *
 * @return              1 if the weapon is present, 0 if it is not
 * @error               If the client index is not within the range of 1 to
 *                      MaxClients, an error will be thrown.
 */
native user_has_weapon(index, weapon, setweapon = -1);

/**
 * Returns weapon index of the currently carried weapon. Also allows retrieval
 * of ammo in the clip and backpack.
 *
 * @param index     Client index
 * @param clip      Optional variable to store clip ammo to
 * @param ammo      Optional variable to store backpack ammo to
 *
 * @return          Weapon index on success or 0 if the client is not connected
 * @error           If the client index is not within the range of 1 to
 *                  MaxClients, an error will be thrown.
 */
native get_user_weapon(index, &clip = 0, &ammo = 0);

/**
 * Retrieves ammo in the clip and backpack of the specified weapon.
 *
 * @param index     Client index
 * @param weapon    Weapon index
 * @param clip      Variable to store clip ammo to
 * @param ammo      Variable to store backpack ammo to
 *
 * @return          1 on success or 0 if the client is not connected
 * @error           If the client index is not within the range of 1 to
 *                  MaxClients or the weapon index is invalid, an error will
 *                  be thrown.
 */
native get_user_ammo(index, weapon, &clip, &ammo);

/**
 * Converts an integer to a text string.
 *
 * @note The conversion algorithm is limited to a certain range of numbers, but
 *       is guaranteed to work correctly for all numbers from 0 to 999. Outside
 *       of that range, the conversion will result in an incorrect string, but
 *       will not fail.
 * @note The conversion is to english text, there is no way to change this.
 *
 * @param num       Integer to convert
 * @param output    Buffer to copy string to
 * @param len       Maximum buffer size
 *
 * @return          Number of cells written to buffer
 */
native num_to_word(num, output[], len);

/**
 * Returns the team id of the client, and optionally retrieves the name of
 * the team.
 *
 * @param index     Client index
 * @param team      Buffer to copy team name to
 * @param len       Maximum size of buffer
 *
 * @return          Team index on success, -1 if client index is invalid or
 *                  the client is not connected
 */
native get_user_team(index, team[] = "", len = 0);

/**
 * Returns client's playing time in seconds.
 *
 * @param index     Client index
 * @param flag      If nonzero, the result will not include the time it took
 *                  the client to connect.
 *
 * @return          Connection time in seconds, 0 if client index is invalid or
 *                  client is not connected
 */
native get_user_time(index, flag = 0);

/**
 * Retrieves the ping and loss of a client.
 *
 * @param index     Client index
 * @param ping      Variable to store ping in
 * @param loss      Variable to store loss in
 *
 * @return          1 on success, 0 if client index is invalid or the client
 *                  is not connected
 */
native get_user_ping(index, &ping, &loss);

/**
 * Retrieves an origin related to the client.
 *
 * @note For a list of possible modes see the Origin_* constants in amxconst.inc.
 *
 * @param index     Client index
 * @param origin    Array to store origin in
 * @param mode      What type of origin to retrieve:
 *                    Origin_Client - current position
 *                    Origin_Eyes - position of eyes (and weapon)
 *                    Origin_AimEndClient - aim end position from client position
 *                    Origin_AimEndEyes - aim end position from eyes (hit point for weapon)
 *                    Origin_CS_LastBullet - position of last bullet hit (only for Counter-Strike)
 *
 * @return          1 on success, 0 if client is not connected
 * @error           If the client index is not within the range of 1 to
 *                  MaxClients, an error will be thrown.
 */
native get_user_origin(index, origin[3], mode = 0);

/**
 * Retrieves all weapons in the client inventory, stores them in an array, and
 * returns the inventory as a bitflag sum.
 *
 * @note Make sure that num has an initial value of 0 or the native will not
 *       work correctly.
 *
 * @param index     Client index
 * @param weapons   Array to store weapon indexes in
 * @param num       Variable to store number of weapons in the inventory to
 *
 * @return          Bitflag sum of weapon indexes, 0 if client is not connected
 * @error           If the client index is not within the range of 1 to
 *                  MaxClients, an error will be thrown.
 */
native get_user_weapons(index, weapons[32], &num);

/**
 * Retrieves the full name of a weapon.
 *
 * @param id        Weapon index
 * @param weapon    Buffer to copy name to
 * @param len       Maximum buffer size
 *
 * @return          Number of cells written to buffer
 */
native get_weaponname(id, weapon[], len);

/**
 * Retrieves the name of a client or the server.
 *
 * @param index     Client index, or 0 to retrieve the server hostname
 * @param name      Buffer to copy name to
 * @param len       Maximum buffer size
 *
 * @return          Number of cells written to buffer
 */
native get_user_name(index, name[], len);

/**
 * Retrieves the SteamID of a client.
 *
 * @note The SteamID is only available once the client_authorized() forward has
 *       been called for the client.
 *
 * @param index     Client index
 * @param authid    Buffer to copy auth to
 * @param len       Maximum buffer size
 *
 * @return          Number of cells written to buffer
 */
native get_user_authid(index, authid[], len);

/**
 * Returns the userid of a client.
 *
 * @param index     Client index
 *
 * @return          Client userid, 0 if the userid is not available or the
 *                  client index is invalid
 */
native get_user_userid(index);

/**
 * Slaps the client with specified power. Killing the client if applicable.
 *
 * @note This removes "power" amount of health from the client, performing
 *       a kill if they have no health left after the slap.
 * @note The function will apply a velocity to the client that is independent
 *       of the slap power. The slap direction can be influenced by the third
 *       parameter.
 *
 * @param index     Client index
 * @param power     Power of the slap
 * @param rnddir    If set to zero the player will be slapped along it's aim
 *                  vector, otherwise the direction will be randomized
 *
 * @return          1 if user is alive and slap succeeded, 0 otherwise
 */
native user_slap(index, power, rnddir = 1);

/**
 * Kills a client.
 *
 * @param index     Client index
 * @param flag      If nonzero, the death will not affect the client's score
 *
 * @return          1 on success, 0 if client index is invalid or the client
 *                  is not connected
 */
native user_kill(index, flag = 0);

/**
 * Logs a message to the current AMXX log file.
 *
 * @note The message will automatically be tagged with the plugin's name and the
 *       log will include a timestamp with the message.
 *
 * @param string    Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @noreturn
 */
native log_amx(const string[], any:...);

/**
 * Logs a message to the current server log file.
 *
 * @note The log will include a timestamp with the message.
 *
 * @param string    Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @return          Number of printed characters
 */
native log_message(const message[], any:...);

/**
 * Logs a message hookable by plugins to the current server log file.
 *
 * @note The log will include a timestamp with the message.
 * @note The message can be hooked using "register_logevent".
 *
 * @param string    Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @return          Number of printed characters
 */
native elog_message(const message[], any:...);

/**
 * Logs a message to the specified file
 *
 * @note The log will include a timestamp with the message.
 *
 * @param string    Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @noreturn
 */
native log_to_file(const file[], const message[], any:...);

/**
 * Returns the number of clients on the server.
 *
 * @param flag      Count clients still in the connecting process if nonzero
 *
 * @return          Number of clients on the server
 */
native get_playersnum(flag = 0);

/**
 * Stores a filtered list of client indexes to an array.
 *
 * @note Please consider using get_players_ex() instead which allows you to
 *       use named constants for flags instead of letters.
 * @note Example retrieving all alive CTs: get_players(players, num "ae", "CT")
 *
 * @param players   Array to store indexes to
 * @param num       Variable to store number of indexes to
 * @param flags     Optional list of filtering flags:
 *                    "a" - do not include dead clients
 *                    "b" - do not include alive clients
 *                    "c" - do not include bots
 *                    "d" - do not include human clients
 *                    "e" - match with team
 *                    "f" - match with part of name
 *                    "g" - match case insensitive
 *                    "h" - do not include HLTV proxies
 *                    "i" - include connecting clients
 * @param team      String to match against if the "e" or "f" flag is specified
 *
 * @noreturn
 */
native get_players(players[MAX_PLAYERS], &num, const flags[] = "", const team[] = "");

/**
 * Retrieves argument of client command as string.
 *
 * @note Should only be used inside of the client_command() forward.
 *
 * @param id        Argument index starting from 1, 0 returns the command itself
 * @param output    Buffer to copy command argument to
 * @param len       Maximum buffer size
 *
 * @return          Number of cells written to buffer
 */
native read_argv(id, output[], len);

/**
 * Retrieves argument of client command as integer value.
 *
 * @note Should only be used inside of the client_command() forward.
 *
 * @param id        Argument index starting from 1
 *
 * @return          Integer value
 */
native read_argv_int(id);

/**
 * Retrieves argument of client command as float value.
 *
 * @note Should only be used inside of the client_command() forward.
 *
 * @param id        Argument index starting from 1
 *
 * @return          Float value
 */
native Float:read_argv_float(id);

/**
 * Retrieves full client command string.
 *
 * @note Should only be used inside of the client_command() forward.
 *
 * @param output    Buffer to copy command line to
 * @param len       Maximum buffer size
 *
 * @return          Number of cells written to buffer
 */
native read_args(output[], len);

/**
 * Returns number of client command arguments.
 *
 * @note Should only be used inside of the client_command() forward.
 * @note This count includes the command itself. I.e. in a command with 4
 *       arguments, this will return 5.
 *
 * @return          Number of arguments in the command
 */
native read_argc();

/**
 * Converts a flag string to a bitflag value.
 *
 * @note Example: The string "abcd" represents the sum of 1, 2, 4, and 8 - or
 *       (1<<0)|(1<<1)|(1<<2)|(1<<3). The function will return 15.
 *
 * @param flags     Flag string to convert
 *
 * @return          Bitflag value
 */
native read_flags(const flags[]);

/**
 * Converts a bitflag value to a flag string.
 *
 * @note Example: The value 3 will yield the string "ab"
 *
 * @param flags     Bitflag value to convert
 * @param output    Buffer to copy flag string to
 * @param len       Maximum buffer size
 *
 * @return          Number of cells written to buffer
 */
native get_flags(flags, output[], len);

/**
 * Find a player given a filter.
 *
 * @note Please consider using find_player_ex() instead which allows you to
 *       use named constants for flags instead of letters.
 * @note If matching by userid, do not also specify the "a", "b" or "c" flags,
 *       or the function may not return a correct result.
 *
 * @param flags     List of filtering flags:
 *                    "a" - match with name
 *                    "b" - match with name substring
 *                    "c" - match with authid
 *                    "d" - match with ip
 *                    "e" - match with team name
 *                    "f" - do not include dead clients
 *                    "g" - do not include alive clients
 *                    "h" - do not include bots
 *                    "i" - do not include human clients
 *                    "j" - return last matched client instead of the first
 *                    "k" - match with userid
 *                    "l" - match case insensitively
 *                    "m" - include connecting clients
 * @param ...       String to match against (integer if "k" flag is specified)
 *
 * @return          Client index, or 0 if no client was found
 */
native find_player(const flags[], ...);

/**
 * Find a player given a filter.
 *
 * @note If matching by userid, do not also specify FindPlayer_MatchName, FindPlayer_MatchNameSubstring
 *       or FindPlayer_MatchAuthId, or the function may not return a correct result.
 *
 * @param flags     Filtering flags (enum FindPlayerFlags); valid flags are:
 *                    FindPlayer_MatchName - match with name
 *                    FindPlayer_MatchNameSubstring - match with name substring
 *                    FindPlayer_MatchAuthId - match with authid
 *                    FindPlayer_MatchIP - match with ip
 *                    FindPlayer_MatchTeam - match with team name
 *                    FindPlayer_ExcludeDead - do not include dead clients
 *                    FindPlayer_ExcludeAlive - do not include alive clients
 *                    FindPlayer_ExcludeBots - do not include bots
 *                    FindPlayer_ExcludeHuman - do not include human clients
 *                    FindPlayer_LastMatched - return last matched client instead of the first
 *                    FindPlayer_MatchUserId - match with userid
 *                    FindPlayer_CaseInsensitive - match case insensitively
 *                    FindPlayer_IncludeConnecting - include connecting clients
 * @param ...       String to match against (integer if FindPlayer_MatchUserId is specified)
 *
 * @return          Client index, or 0 if no client was found
 */
native find_player_ex(FindPlayerFlags:flags, ...);

/**
 * Removes double-quotes from the beginning and end of a string.
 *
 * @note If the string only has a double-quote at either the start *or* the end,
 *       and not both, the function will do nothing.
 * @note The function does not perform any trimming per-se. But if a
 *       double-quote is found at the beginning of the string, it will remove
 *       one ^r (carriage return) character at the end of the string if present,
 *       even if no matching double-quote is found. This is for convenience.
 *
 * @param text      String to remove double-quotes from
 *
 * @return          1 if matching double-quotes have been removed, 0 otherwise
 */
native remove_quotes(text[]);

/**
 * Executes a command on the client.
 *
 * @note Executing malicious commands on the client ("slowhacking") is frowned
 *       upon.
 * @note Valve has introduced a command filter to Counter-Strike 1.6. It is not
 *       possible to execute many commands if the client has opted in to this.
 *
 * @param index     Client index, use 0 to execute on all clients
 * @param command   Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @return          Length of formatted command string
 * @error           If a single client is specified and the index is not within
 *                  the range of 1 to MaxClients, an error will be thrown.
 */
native client_cmd(index, const command[], any:...);

/**
 * Execute a command from the client without actually sending it to the client's
 * DLL.
 *
 * @note This emulates a client command on the server side, and is an excellent
 *       tool to force a client to do certain actions related to the game.
 * @note The command has to stand alone in the command parameter, only add
 *       arguments using the designated parameters.
 * @note Commands emulated using this function will not trigger plugin command
 *       hooks. For an alternative that does, see amxclient_cmd()
 *
 * @param index         Client index, use 0 to execute from all clients
 * @param command       Client command to execute on
 * @param arg1          Optional command arguments
 * @param arg2          Optional command arguments
 *
 * @noreturn
 * @error           If a single client is specified and the index is not within
 *                  the range of 1 to MaxClients, an error will be thrown.
 */
native engclient_cmd(index, const command[], const arg1[] = "", const arg2[] = "");

/**
 * Execute a command from the client without actually sending it to the client's
 * DLL. This triggers plugin command hooks.
 *
 * @note This emulates a client command on the server side, and is an excellent
 *       tool to force a client to do certain actions related to the game.
 * @note The command has to stand alone in the command parameter, only add
 *       arguments using the designated parameters.
 * @note Commands emulated using this function will trigger other plugin's
 *       command hooks. For an alternative that doesn't, see engclient_cmd()
 *
 * @param index         Client index, use 0 to execute from all clients
 * @param command       Client command to execute on
 * @param arg1          Optional command arguments
 * @param arg2          Optional command arguments
 *
 * @noreturn
 * @error           If a single client is specified and the index is not within
 *                  the range of 1 to MaxClients, an error will be thrown.
 */
native amxclient_cmd(index, const command[], const arg1[] = "", const arg2[] = "");

/**
 * Queues a command to be executed from the server console.
 *
 * @note Warning: This is a potential source of command injection. Do not feed
 *       client-controlled input (including client names) to this function
 *       without sanitizing it first.
 * @note The queued commands will be executed by the engine on the next frame.
 *       If you require them to be executed immediately, see server_exec()
 *
 * @param command   Formatting rules
 * @param ...       Variable number of formatting parameters
 *
 * @noreturn
 */
native server_cmd(const command[], any:...);

/**
 * Retrieves the name of the currently played map.
 *
 * @param name      Buffer to copy map name to
 * @param len       Maximum buffer size
 *
 * @return          Number of cells written to buffer
 */
native get_mapname(name[], len);

/**
 * Returns time remaining on map.
 *
 * @return  Time left on map, in seconds
 */
native get_timeleft();

/**
 * Returns the game time based on the game tick.
 *
 * @note This time is counted up from map start. If the engine is not processing
 *       this function will return the same value between calls, which makes it
 *       unusable for profiling purposes.
 *
 * @return      Game time, in seconds
 */
native Float:get_gametime();

/**
 * Returns the maxplayers setting of the current server, that is how many
 * clients it supports.
 *
 * @note As of AMXX 1.8.3, this value is also exposed through a dynamic constant
 *       via the MaxClients variable, declared in amxconst.inc
 *
 * @return      Maxplayers setting
 */
native get_maxplayers();

/**
 * Retrieves the name of the currently played mod.
 *
 * @note This retrieves the short name of the mod. Example: for Counter-Strike,
 *       it will copy "cstrike" to the buffer.
 *
 * @param name      Buffer to copy mod name to
 * @param len       Maximum size of the buffer
 *
 * @return          Number of cells written to buffer
 */
native get_modname(name[], len);

/**
 * Retrieves the current time using the specified format string.
 *
 * @note Uses the strftime C function. For a list of valid format parameters,
 *       see: http://cplusplus.com/reference/clibrary/ctime/strftime.html
 *       A common example for a format string would be: "%m/%d/%Y - %H:%M:%S"
 *
 * @param format    Format string
 * @param output    Buffer to copy formatted time string to
 * @param len       Maximum size of buffer
 *
 * @return          Number of cells written to buffer
 */
native get_time(const format[], output[], len);

/**
 * Retrieves the provided time using the specified format string.
 *
 * @note Uses the strftime C function. For a list of valid format parameters,
 *       see: http://cplusplus.com/reference/clibrary/ctime/strftime.html
 *       A common example for a format string would be: "%m/%d/%Y - %H:%M:%S"
 *
 * @param output    Buffer to copy formatted time string to
 * @param len       Maximum size of buffer
 * @param format    Format string
 * @param time      Unix timestamp, use -1 to use the current time
 *
 * @return          Number of cells written to buffer
 * @error           If the conversion process fails, an error will be thrown.
 */
native format_time(output[], len, const format[], time = -1);

/**
 * Returns the system time as a unix timestamp (number of seconds since unix
 * epoch).
 *
 * @param offset    Optional offset value in seconds
 *
 * @return          Unix time stamp
 */
native get_systime(offset = 0);

/**
 * Converts time strings to unix time stamp.
 *
 * @note Uses the strptime C function. For a list of valid format parameters,
 *       see: http://www.cplusplus.com/reference/ctime/strftime/
 *       An example for a input/format combination would be:
 *       Input: "10:32:54 04/02/2013"  Format: "%H:%M:%S %m:%d:%Y"
 * @note Information missing from the input will be filled with the current
 *       time and date.
 *
 * @param input     Time string to convert
 * @param format    Formatting information for conversion
 * @param time      If different from -1, the converted time will be added to
 *                  this time stamp
 *
 * @return          Unix time stamp
 * @error           If the conversion process fails, an error will be thrown.
 */
native parse_time(const input[], const format[], time = -1);

/**
 * Calls a function after a specified time has elapsed.
 *
 * @note Please consider using set_task_ex() instead which allows you to
 *       use named constants for flags instead of letters.
 *
 * @param time          Time interval to assign
 * @param function      Function to execute
 * @param id            Task id to assign
 * @param parameter     Data to pass through to callback
 * @param len           Size of data
 * @param flags         Optional set of flags:
 *                        "a" - repeat timer a set amount of times
 *                        "b" - loop indefinitely until timer is stopped
 *                        "c" - time interval is treated as absolute time after
 *                              map start
 *                        "d" - time interval is treated as absolute time before
 *                              map change
 * @param repeat        If the "a" flag is set, the task will be repeated this
 *                      many times
 *
 * @noreturn
 * @error               If an invalid callback function is provided, an error is
 *                      thrown.
 */
native set_task(Float:time, const function[], id = 0, const any:parameter[] = "", len = 0, const flags[] = "", repeat = 0);

/**
 * Removes all tasks with the specified id.
 *
 * @param id        Task id to search for
 * @param outside   Will remove tasks set by other plugins if nonzero
 *
 * @return          Number of removed tasks
 */
native remove_task(id = 0, outside = 0);

/**
 * Modifies the time interval of all tasks with the specifi