/**
 * vim: set ts=4 :
 * =============================================================================
 * SourceMod (C)2004-2008 AlliedModders LLC.  All rights reserved.
 * =============================================================================
 *
 * This file is part of the SourceMod/SourcePawn SDK.
 *
 * This program is free software; you can redistribute it and/or modify it under
 * the terms of the GNU General Public License, version 3.0, as published by the
 * Free Software Foundation.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 * As a special exception, AlliedModders LLC gives you permission to link the
 * code of this program (as well as its derivative works) to "Half-Life 2," the
 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
 * by the Valve Corporation.  You must obey the GNU General Public License in
 * all respects for all other code used.  Additionally, AlliedModders LLC grants
 * this exception to all derivative works.  AlliedModders LLC defines further
 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
 * or <http://www.sourcemod.net/license.php>.
 *
 * Version: $Id$
 */

#if defined _console_included
 #endinput
#endif
#define _console_included

#define INVALID_FCVAR_FLAGS		(-1)

/**
 * Console variable query helper values.
 */
enum QueryCookie
{
	QUERYCOOKIE_FAILED = 0,
};

/**
 * Reply sources for commands.
 */
enum ReplySource
{
	SM_REPLY_TO_CONSOLE = 0,
	SM_REPLY_TO_CHAT = 1,
};

/**
 * @section Flags for console commands and console variables.  The descriptions 
 * for each constant come directly from the Source SDK.
 */

#pragma deprecated No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk.
#define FCVAR_PLUGIN           0       // Actual value is same as FCVAR_SS_ADDED in Left 4 Dead and later.
#pragma deprecated Did you mean FCVAR_DEVELOPMENTONLY? (No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk.)
#define FCVAR_LAUNCHER         (1<<1)  // Same value as FCVAR_DEVELOPMENTONLY, which is what most usages of this were intending to use.


#define FCVAR_NONE             0       // The default, no flags at all
#define FCVAR_UNREGISTERED     (1<<0)  // If this is set, don't add to linked list, etc.
#define FCVAR_DEVELOPMENTONLY  (1<<1)  // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+)
#define FCVAR_GAMEDLL          (1<<2)  // Defined by the game DLL.
#define FCVAR_CLIENTDLL        (1<<3)  // Defined by the client DLL.
#define FCVAR_MATERIAL_SYSTEM  (1<<4)  // Defined by the material system. (EP1-only)
#define FCVAR_HIDDEN           (1<<4)  // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+)
#define FCVAR_PROTECTED        (1<<5)  // It's a server cvar, but we don't send the data since it's a password, etc.
                                       // Sends 1 if it's not bland/zero, 0 otherwise as value.
#define FCVAR_SPONLY           (1<<6)  // This cvar cannot be changed by clients connected to a multiplayer server.
#define FCVAR_ARCHIVE          (1<<7)  // Set to cause it to be saved to vars.rc
#define FCVAR_NOTIFY           (1<<8)  // Notifies players when changed.
#define FCVAR_USERINFO         (1<<9)  // Changes the client's info string.
#define FCVAR_PRINTABLEONLY    (1<<10) // This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.)
#define FCVAR_UNLOGGED         (1<<11) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
#define FCVAR_NEVER_AS_STRING  (1<<12) // Never try to print that cvar.
#define FCVAR_REPLICATED       (1<<13) // Server setting enforced on clients.
#define FCVAR_CHEAT            (1<<14) // Only useable in singleplayer / debug / multiplayer & sv_cheats
#define FCVAR_SS               (1<<15) // causes varnameN where N  2 through max splitscreen slots for mod to be autogenerated (L4D+)
#define FCVAR_DEMO                     (1<<16) // Record this cvar when starting a demo file.
#define FCVAR_DONTRECORD               (1<<17) // Don't record these command in demo files.
#define FCVAR_SS_ADDED                 (1<<18) // This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+)
#define FCVAR_RELEASE                  (1<<19) // Cvars tagged with this are the only cvars available to customers (L4D+)
#define FCVAR_RELOAD_MATERIALS         (1<<20) // If this cvar changes, it forces a material reload (OB+)
#define FCVAR_RELOAD_TEXTURES          (1<<21) // If this cvar changes, if forces a texture reload (OB+)
#define FCVAR_NOT_CONNECTED            (1<<22) // Cvar cannot be changed by a client that is connected to a server.
#define FCVAR_MATERIAL_SYSTEM_THREAD   (1<<23) // Indicates this cvar is read from the material system thread (OB+)
#define FCVAR_ARCHIVE_XBOX             (1<<24) // Cvar written to config.cfg on the Xbox.
#define FCVAR_ARCHIVE_GAMECONSOLE      (1<<24) // Cvar written to config.cfg on the Xbox.
#define FCVAR_ACCESSIBLE_FROM_THREADS  (1<<25) // used as a debugging tool necessary to check material system thread convars (OB+)
#define FCVAR_SERVER_CAN_EXECUTE       (1<<28) // the server is allowed to execute this command on clients via
                                                   // ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. (OB+)
#define FCVAR_SERVER_CANNOT_QUERY      (1<<29) // If this is set, then the server is not allowed to query this cvar's value (via
                                                   // IServerPluginHelpers::StartQueryCvarValue).
#define FCVAR_CLIENTCMD_CAN_EXECUTE    (1<<30) // IVEngineClient::ClientCmd is allowed to execute this command. 
                                                   // Note: IVEngineClient::ClientCmd_Unrestricted can run any client command.

/**
 * @endsection
 */

/**
 * Executes a server command as if it were on the server console (or RCON)
 *
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 */
native void ServerCommand(const char[] format, any ...);

/**
 * Executes a server command as if it were on the server console (or RCON) 
 * and stores the printed text into buffer.
 *
 * Warning: This calls ServerExecute internally and may have issues if
 * certain commands are in the buffer, only use when you really need
 * the response.
 * Also, on L4D2 this will not print the command output to the server console.
 *
 * @param buffer		String to store command result into.
 * @param maxlen		Length of buffer.
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 */
native void ServerCommandEx(char[] buffer, int maxlen, const char[] format, any ...);

/**
 * Inserts a server command at the beginning of the server command buffer.
 *
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 */
native void InsertServerCommand(const char[] format, any ...);

/**
 * Executes every command in the server's command buffer, rather than once per frame.
 */
native void ServerExecute();

/**
 * Executes a client command.  Note that this will not work on clients unless
 * they have cl_restrict_server_commands set to 0.
 *
 * @param client		Index of the client.
 * @param fmt			Format of the client command.
 * @param ...			Format parameters
 * @error				Invalid client index, or client not connected.
 */
native void ClientCommand(int client, const char[] fmt, any ...);

/**
 * Executes a client command on the server without being networked.
 *
 * FakeClientCommand() overwrites the command tokenization buffer.  This can 
 * cause undesired effects because future calls to GetCmdArg* will return 
 * data from the FakeClientCommand(), not the parent command.  If you are in 
 * a hook where this matters (for example, a "say" hook), you should use 
 * FakeClientCommandEx() instead.
 *
 * @param client		Index of the client.
 * @param fmt			Format of the client command.
 * @param ...			Format parameters
 * @error				Invalid client index, or client not connected.
 */
native void FakeClientCommand(int client, const char[] fmt, any ...);

/**
 * Executes a client command on the server without being networked.  The 
 * execution of the client command is delayed by one frame to prevent any 
 * re-entrancy issues that might surface with FakeClientCommand().
 *
 * @param client		Index of the client.
 * @param fmt			Format of the client command.
 * @param ...			Format parameters
 * @error				Invalid client index, or client not connected.
 */
native void FakeClientCommandEx(int client, const char[] fmt, any ...);

/**
 * Executes a KeyValues client command on the server without being networked.
 *
 * @param client		Index of the client.
 * @param kv			KeyValues data to be sent.
 * @error				Invalid client index, client not connected,
 *						or unsupported on current game.
 */
native void FakeClientCommandKeyValues(int client, KeyValues kv);

/**
 * Sends a message to the server console.
 *
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 */
native void PrintToServer(const char[] format, any ...);

/**
 * Sends a message to a client's console.
 *
 * @param client		Client index.
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 * @error				If the client is not connected an error will be thrown.
 */
native void PrintToConsole(int client, const char[] format, any ...);


/**
 * Sends a message to every client's console.
 *
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 */
stock void PrintToConsoleAll(const char[] format, any ...)
{
	char buffer[254];
	
	for (int i = 1; i <= MaxClients; i++)
	{
		if (IsClientInGame(i))
		{
			SetGlobalTransTarget(i);
			VFormat(buffer, sizeof(buffer), format, 2);
			PrintToConsole(i, "%s", buffer);
		}
	}
}

/**
 * Replies to a message in a command.
 *
 * A client index of 0 will use PrintToServer().
 * If the command was from the console, PrintToConsole() is used.
 * If the command was from chat, PrintToChat() is used.
 *
 * @param client		Client index, or 0 for server.
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 * @error				If the client is not connected or invalid.
 */
native void ReplyToCommand(int client, const char[] format, any ...);

/**
 * Returns the current reply source of a command.
 *
 * @return				ReplySource value.
 */
native ReplySource GetCmdReplySource();

/**
 * Sets the current reply source of a command.
 *
 * Only use this if you know what you are doing.  You should save the old value
 * and restore it once you are done.
 *
 * @param source		New ReplySource value.
 * @return				Old ReplySource value.
 */
native ReplySource SetCmdReplySource(ReplySource source);

/**
 * Returns whether the current say hook is a chat trigger.
 *
 * This function is only meaningful inside say or say_team hooks.
 *
 * @return				True if a chat trigger, false otherwise.
 */
native bool IsChatTrigger();

/**
 * Displays usage of an admin command to users depending on the 
 * setting of the sm_show_activity cvar.  All users receive a message 
 * in their chat text, except for the originating client, who receives 
 * the message based on the current ReplySource.
 *
 * @param client		Client index doing the action, or 0 for server.
 * @param tag			Tag to prepend to the message.
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 * @error
 */
native void ShowActivity2(int client, const char[] tag, const char[] format, any ...);

/**
 * Displays usage of an admin command to users depending on the 
 * setting of the sm_show_activity cvar.  
 *
 * This version does not display a message to the originating client 
 * if used from chat triggers or menus.  If manual replies are used 
 * for these cases, then this function will suffice.  Otherwise, 
 * ShowActivity2() is slightly more useful.
 *
 * @param client		Client index doing the action, or 0 for server.
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 * @error
 */
native void ShowActivity(int client, const char[] format, any ...);

/**
 * Same as ShowActivity(), except the tag parameter is used instead of
 * "[SM] " (note that you must supply any spacing).
 *
 * @param client		Client index doing the action, or 0 for server.
 * @param tag			Tag to display with.
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 * @error
 */
native void ShowActivityEx(int client, const char[] tag, const char[] format, any ...);

/**
 * Given an originating client and a target client, returns the string 
 * that describes the originating client according to the sm_show_activity cvar.
 *
 * For example, "ADMIN", "PLAYER", or a player's name could be placed in this buffer.
 *
 * @param client        Originating client; may be 0 for server console.
 * @param target        Targeted client.
 * @param namebuf       Name buffer.
 * @param maxlength     Maximum size of the name buffer.
 * @return              True if activity should be shown.  False otherwise.  In either 
 *                      case, the name buffer is filled.  The return value can be used 
 *                      to broadcast a "safe" name to all players regardless of the 
 *                      sm_show_activity filters.
 * @error               Invalid client index or client not connected.
 */
native bool FormatActivitySource(int client, int target, const char[] namebuf, int maxlength);

/**
 * Called when a server-only command is invoked.  
 *
 * @param args			Number of arguments that were in the argument string.
 * @return				An Action value.  Not handling the command
 *						means that Source will report it as "not found."
 */
typedef SrvCmd = function Action (int args);

/**
 * Creates a server-only console command, or hooks an already existing one.  
 *
 * Server commands are case sensitive.
 *
 * @param cmd			Name of the command to hook or create.
 * @param callback		A function to use as a callback for when the command is invoked.
 * @param description	Optional description to use for command creation.
 * @param flags			Optional flags to use for command creation.
 * @error				Command name is the same as an existing convar.
 */
native void RegServerCmd(const char[] cmd, SrvCmd callback, const char[] description="", int flags=0);

/**
 * Called when a generic console command is invoked.
 *
 * @param client		Index of the client, or 0 from the server.
 * @param args			Number of arguments that were in the argument string.
 * @return				An Action value.  Not handling the command
 *						means that Source will report it as "not found."
 */
typedef ConCmd = function Action (int client, int args);

/**
 * Creates a console command, or hooks an already existing one.
 *
 * Console commands are case sensitive.  However, if the command already exists in the game, 
 * a client may enter the command in any case.  SourceMod corrects for this automatically, 
 * and you should only hook the "real" version of the command.
 *
 * @param cmd			Name of the command to hook or create.
 * @param callback		A function to use as a callback for when the command is invoked.
 * @param description	Optional description to use for command creation.
 * @param flags			Optional flags to use for command creation.
 * @error				Command name is the same as an existing convar.
 */
native void RegConsoleCmd(const char[] cmd, ConCmd callback, const char[] description="", int flags=0);

/**
 * Creates a console command as an administrative command.  If the command does not exist,
 * it is created.  When this command is invoked, the access rights of the player are 
 * automatically checked before allowing it to continue.
 *
 * Admin commands are case sensitive from both the client and server.
 *
 * @param cmd			String containing command to register.
 * @param callback		A function to use as a callback for when the command is invoked.
 * @param adminflags	Administrative flags (bitstring) to use for permissions.
 * @param description	Optional description to use for help.
 * @param group			String containing the command group to use.  If empty,
 * 						the plugin's filename will be used instead.
 * @param flags			Optional console flags.
 * @error				Command name is the same as an existing convar.
 */
native void RegAdminCmd(const char[] cmd,
					ConCmd callback,
					int adminflags,
					const char[] description="",
					const char[] group="",
					int flags=0);
					
/**
 * Returns the number of arguments from the current console or server command.
 * @note Unlike the HL2 engine call, this does not include the command itself.
 *
 * @return				Number of arguments to the current command.
 */
native int GetCmdArgs();

/**
 * Retrieves a command argument given its index, from the current console or 
 * server command.
 * @note Argument indexes start at 1; 0 retrieves the command name.
 *
 * @param argnum		Argument number to retrieve.
 * @param buffer		Buffer to use for storing the string.
 * @param maxlength		Maximum length of the buffer.
 * @return				Length of string written to buffer.
 */
native int GetCmdArg(int argnum, char[] buffer, int maxlength);

/**
 * Retrieves the entire command argument string in one lump from the current 
 * console or server command.
 *
 * @param buffer		Buffer to use for storing the string.
 * @param maxlength		Maximum length of the buffer.
 * @return				Length of string written to buffer.
 */
native int GetCmdArgString(char[] buffer, int maxlength);

methodmap CommandIterator < Handle {
	// Creates a new CommandIterator. Must be freed with delete or
	// CloseHandle().
	//
	// The CommandIterator can be used to iterate commands created by
	// SourceMod plugins and allows inspection of properties associated
	// with the command.
	// 
	// @return		 New CommandIterator Handle.
	public native CommandIterator();

	// Determines if there is a next command. If one is found, the
	// iterator is advanced to it.
	//
	// @return		true if found and iterator is advanced.
	public native bool Next();

	// Retrieves the command's description.
	//
	// @param buffer		Buffer to copy to.
	// @param maxlen		Maximum size of the buffer.
	// @error				Invalid iterator position.
	public native void GetDescription(char[] buffer, int maxlen);

	// Retrieves the command's name.
	//
	// @param buffer		Buffer to copy to.
	// @param maxlen		Maximum size of the buffer.
	// @error				Invalid iterator position.
	public native void GetName(char[] buffer, int maxlen);

	// Retrieves the plugin handle of the command's creator
	//
	// @error				Invalid iterator position.
	property Handle Plugin {
		public native get();
	}

	// Retrieves the command's default flags
	//
	// @error				Invalid iterator position.
	property int Flags {
		public native get();
	}
}

/**
 * Gets a command iterator.  Must be freed with CloseHandle().
 *
 * @return				A new command iterator.
 */
native Handle GetCommandIterator();

/**
 * Reads a command iterator, then advances to the next command if any.
 * Only SourceMod specific commands are returned.
 *
 * @param iter			Command iterator Handle.
 * @param name			Name buffer.
 * @param nameLen		Name buffer size.
 * @param eflags		Effective default flags of a command.
 * @param desc			Command description buffer.
 * @param descLen		Command description buffer size.
 * @return				True on success, false if there are no more commands.
 */
native bool ReadCommandIterator(Handle iter, 
								char[] name, 
								int nameLen, 
								int &eflags=0, 
								char[] desc="", 
								int descLen=0);

/**
 * Returns whether a client has access to a given command string.  The string 
 * can be any override string, as overrides can be independent of 
 * commands.  This feature essentially allows you to create custom 
 * flags using the override system.
 *
 * @param client		Client index.
 * @param command		Command name.  If the command is not found, the default 
 *						flags are used.
 * @param flags			Flag string to use as a default, if the command or override 
 *						is not found.
 * @param override_only	If true, SourceMod will not attempt to find a matching 
 *						command, and it will only use the default flags specified.
 *						Otherwise, SourceMod will ignore the default flags if 
 *						there is a matching admin command.
 * @return				True if the client has access, false otherwise.
 */
native bool CheckCommandAccess(int client, 
							   const char[] command,
							   int flags,
							   bool override_only=false);

/**
 * Returns whether an admin has access to a given command string.  The string 
 * can be any override string, as overrides can be independent of 
 * commands.  This feature essentially allows you to create custom flags
 * using the override system.
 *
 * @param id			AdminId of the admin.
 * @param command		Command name.  If the command is not found, the default 
 *						flags are used.
 * @param flags			Flag string to use as a default, if the command or override 
 *						is not found.
 * @param override_only	If true, SourceMod will not attempt to find a matching 
 *						command, and it will only use the default flags specified.
 *						Otherwise, SourceMod will ignore the default flags if 
 *						there is a matching admin command.
 * @return				True if the admin has access, false otherwise.
 */
native bool CheckAccess(AdminId id, 
							   const char[] command,
							   int flags,
							   bool override_only=false);

/**
 * Returns the bitstring of flags of a command.
 *
 * @param name		Name of the command.
 * @return			A bitstring containing the FCVAR_* flags that are enabled 
 *					or INVALID_FCVAR_FLAGS if command not found.
 */
native int GetCommandFlags(const char[] name);

/**
 * Sets the bitstring of flags of a command.
 *
 * @param name		Name of the command.
 * @param flags		A bitstring containing the FCVAR_* flags to enable.
 * @return			True on success, otherwise false.
 */
native bool SetCommandFlags(const char[] name, int flags);

/**
 * Starts a ConCommandBase search, traversing the list of ConVars and 
 * ConCommands.  If a Handle is returned, the next entry must be read 
 * via FindNextConCommand().  The order of the list is undefined.
 *
 * @param buffer		Buffer to store entry name.
 * @param max_size		Maximum size of the buffer.
 * @param isCommand		Variable to store whether the entry is a command. 
 *						If it is not a command, it is a ConVar.
 * @param flags			Variable to store entry flags.
 * @param description		Buffer to store the description, empty if no description present.
 * @param descrmax_size		Maximum size of the description buffer.
 * @return				On success, a ConCmdIter Handle is returned, which 
 *						can be read via FindNextConCommand(), and must be 
 *						closed via CloseHandle().  Additionally, the output 
 *						parameters will be filled with information of the 
 *						first ConCommandBase entry.
 *						On failure, INVALID_HANDLE is returned, and the 
 *						contents of outputs is undefined.
 */
native Handle FindFirstConCommand(char[] buffer, int max_size, bool &isCommand, int &flags=0, char[] description="", int descrmax_size=0);

/**
 * Reads the next entry in a ConCommandBase iterator.
 *
 * @param search		ConCmdIter Handle to search.
 * @param buffer		Buffer to store entry name.
 * @param max_size		Maximum size of the buffer.
 * @param isCommand		Variable to store whether the entry is a command.
 *						If it is not a command, it is a ConVar.
 * @param flags			Variable to store entry flags.
 * @param description		Buffer to store the description, empty if no description present.
 * @param descrmax_size		Maximum size of the description buffer.
 * @return				On success, the outputs are filled, the iterator is 
 *						advanced to the next entry, and true is returned.  
 *						If no more entries exist, false is returned, and the 
 *						contents of outputs is undefined.
 */
native bool FindNextConCommand(Handle search, char[] buffer, int max_size, bool &isCommand, int &flags=0, char[] description="", int descrmax_size=0);

/**
 * Adds an informational string to the server's public "tags".
 * This string should be a short, unique identifier.
 *
 * Note: Tags are automatically removed when a plugin unloads.
 * Note: Currently, this function does nothing because of bugs in the Valve master.
 *
 * @param tag			Tag string to append.
 */
native void AddServerTag(const char[] tag);

/**
 * Removes a tag previously added by the calling plugin.
 *
 * @param tag			Tag string to remove.
 */
native void RemoveServerTag(const char[] tag);

/**
 * Callback for command listeners. This is invoked whenever any command
 * reaches the server, from the server console itself or a player.
 *
 * Clients may be in the process of connecting when they are executing commands
 * IsClientConnected(client) is not guaranteed to return true.  Other functions
 * such as GetClientIP() may not work at this point either.
 *
 * Returning Plugin_Handled or Plugin_Stop will prevent the original,
 * baseline code from running.
 *
 * -- TEXT BELOW IS IMPLEMENTATION, AND NOT GUARANTEED --
 * Even if returning Plugin_Handled or Plugin_Stop, some callbacks will still
 * trigger. These are:
 *  * C++ command dispatch hooks from Metamod:Source plugins
 *  * Reg*Cmd() hooks that did not create new commands.
 *
 * @param client        Client, or 0 for server.
 *                      Client may not be connected or in game.
 * @param command       Command name, lower case. To get name as typed, use
 *                      GetCmdArg() and specify argument 0.
 * @param argc          Argument count.
 * @return				Action to take (see extended notes above).
 */
typedef CommandListener = function Action (int client, const char[] command, int argc);

#define FEATURECAP_COMMANDLISTENER  "command listener"

/**
 * Adds a callback that will fire when a command is sent to the server.
 *
 * Registering commands is designed to create a new command as part of the UI,
 * whereas this is a lightweight hook on a command string, existing or not.
 * Using Reg*Cmd to intercept is in poor practice, as it physically creates a
 * new command and can slow down dispatch in general.
 *
 * To see if this feature is available, use FeatureType_Capability and 
 * FEATURECAP_COMMANDLISTENER.
 *
 * @param callback      Callback.
 * @param command		Command, or if not specified, a global listener.
 *                      The command is case insensitive.
 * @return              True if this feature is available on the current game,
 *                      false otherwise.
 */
native bool AddCommandListener(CommandListener callback, const char[] command="");

/**
 * Removes a previously added command listener, in reverse order of being added.
 *
 * @param callback		Callback.
 * @param command		Command, or if not specified, a global listener.
 *                      The command is case insensitive.
 * @error				Callback has no active listeners.
 */
native void RemoveCommandListener(CommandListener callback, const char[] command="");

/**
 * Returns true if the supplied command exists.
 *
 * @param command	Command to find.
 * @return			True if command is found, false otherwise.
 */
stock bool CommandExists(const char[] command)
{
	return (GetCommandFlags(command) != INVALID_FCVAR_FLAGS);
}
/**
 * Global listener for the chat commands.
 *
 * @param client		Client index.
 * @param command		Command name.
 * @param sArgs			Chat argument string.
 * 
 * @return				An Action value. Returning Plugin_Handled bypasses the game function call.
							Returning Plugin_Stop bypasses the post hook as well as the game function.
 */
forward Action OnClientSayCommand(int client, const char[] command, const char[] sArgs);

/**
 * Global post listener for the chat commands.
 *
 * @param client		Client index.
 * @param command		Command name.
 * @param sArgs			Chat argument string.
 */
forward void OnClientSayCommand_Post(int client, const char[] command, const char[] sArgs);