344 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
			
		
		
	
	
			344 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
/**
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 * vim: set ts=4 sw=4 tw=99 noet :
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 * =============================================================================
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 * SourceMod (C)2004-2014 AlliedModders LLC.  All rights reserved.
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 * =============================================================================
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 *
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 * This file is part of the SourceMod/SourcePawn SDK.
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 *
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 * This program is free software; you can redistribute it and/or modify it under
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 * the terms of the GNU General Public License, version 3.0, as published by the
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 * Free Software Foundation.
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 * 
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 * This program is distributed in the hope that it will be useful, but WITHOUT
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 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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 * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
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 * details.
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 *
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 * You should have received a copy of the GNU General Public License along with
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 * this program.  If not, see <http://www.gnu.org/licenses/>.
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 *
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 * As a special exception, AlliedModders LLC gives you permission to link the
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 * code of this program (as well as its derivative works) to "Half-Life 2," the
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 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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 * by the Valve Corporation.  You must obey the GNU General Public License in
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 * all respects for all other code used.  Additionally, AlliedModders LLC grants
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 * this exception to all derivative works.  AlliedModders LLC defines further
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 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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 * or <http://www.sourcemod.net/license.php>.
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 *
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 * Version: $Id$
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 */
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#if defined _events_included
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 #endinput
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#endif
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#define _events_included
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/**
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 * Event hook modes determining how hooking should be handled
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 */
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enum EventHookMode
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{
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	EventHookMode_Pre,                  //< Hook callback fired before event is fired */
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	EventHookMode_Post,                 //< Hook callback fired after event is fired */
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	EventHookMode_PostNoCopy            //< Hook callback fired after event is fired, but event data won't be copied */
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};
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/**
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 * Hook function types for events.
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 */
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typeset EventHook
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{
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	// Called when a game event is fired.
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	//
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	// @param event         Handle to event. This could be INVALID_HANDLE if every plugin hooking 
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	//                      this event has set the hook mode EventHookMode_PostNoCopy.
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	// @param name          String containing the name of the event.
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	// @param dontBroadcast True if event was not broadcast to clients, false otherwise.
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	//                      May not correspond to the real value. Use the property BroadcastDisabled.
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	// @return              Ignored for post hooks. Plugin_Handled will block event if hooked as pre.
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	///
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	function Action (Event event, const char[] name, bool dontBroadcast);
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	//
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	// Called when a game event is fired.
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	//
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	// @param event         Handle to event. This could be INVALID_HANDLE if every plugin hooking 
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	//                      this event has set the hook mode EventHookMode_PostNoCopy.
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	// @param name          String containing the name of the event.
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	// @param dontBroadcast True if event was not broadcast to clients, false otherwise.
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	///
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	function void (Event event, const char[] name, bool dontBroadcast);
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};
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methodmap Event < Handle
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{
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	// Fires a game event.
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	//
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	// This function closes the event Handle after completing.
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	//
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	// @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
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	public native void Fire(bool dontBroadcast=false);
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	// Fires a game event to only the specified client.
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	//
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	// Unlike Fire, this function DOES NOT close the event Handle.
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	//
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	// @param client        Index of client to receive the event..
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	public native void FireToClient(int client);
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	// Cancels a previously created game event that has not been fired. This
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	// is necessary to avoid leaking memory when an event isn't fired.
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	public native void Cancel();
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	// Returns the boolean value of a game event's key.
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	//
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	// @param key          Name of event key.
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	// @param defValue     Optional default value to use if the key is not found.
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	// @return             The boolean value of the specified event key.
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	public native bool GetBool(const char[] key, bool defValue=false);
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	// Sets the boolean value of a game event's key.
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	//
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	// @param key          Name of event key.
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	// @param value        New boolean value.
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	public native void SetBool(const char[] key, bool value);
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	// Returns the integer value of a game event's key.
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	//
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	// @param key          Name of event key.
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	// @param defValue     Optional default value to use if the key is not found.
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	// @return             The integer value of the specified event key.
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	public native int GetInt(const char[] key, int defValue=0);
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	// Sets the integer value of a game event's key.
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	//
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	// Integer value refers to anything that can be reduced to an integer.
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	// The various size specifiers, such as "byte" and "short" are still 
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	// integers, and only refer to how much data will actually be sent 
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	// over the network (if applicable).
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	//
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	// @param key          Name of event key.
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	// @param value        New integer value.
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	public native void SetInt(const char[] key, int value);
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	// Returns the floating point value of a game event's key.
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	//
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	// @param key          Name of event key.
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	// @param defValue     Optional default value to use if the key is not found.
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	// @return             The floating point value of the specified event key.
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	public native float GetFloat(const char[] key, float defValue=0.0);
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	// Sets the floating point value of a game event's key.
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	//
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	// @param key          Name of event key.
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	// @param value        New floating point value.
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	public native void SetFloat(const char[] key, float value);
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	// Retrieves the string value of a game event's key.
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	//
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	// @param key          Name of event key.
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	// @param value        Buffer to store the value of the specified event key.
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	// @param maxlength    Maximum length of string buffer.
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	// @param defValue     Optional default value to use if the key is not found.
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	public native void GetString(const char[] key, char[] value, int maxlength, const char[] defvalue="");
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	// Sets the string value of a game event's key.
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	//
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	// @param key          Name of event key.
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	// @param value        New string value.
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	public native void SetString(const char[] key, const char[] value);
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	// Retrieves the name of a game event.
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	//
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	// @param name         Buffer to store the name of the event.
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	// @param maxlength    Maximum length of string buffer.
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	public native void GetName(char[] name, int maxlength);
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	// Sets whether an event's broadcasting will be disabled or not.
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	//
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	// This has no effect on events Handles that are not from HookEvent
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	// or HookEventEx callbacks.
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	property bool BroadcastDisabled {
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		public native set(bool dontBroadcast);
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		public native get();
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	}
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}
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/**
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 * Creates a hook for when a game event is fired.
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 *
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 * @param name          Name of event.
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 * @param callback      An EventHook function pointer.
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 * @param mode          Optional EventHookMode determining the type of hook.
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 * @error               Invalid event name or invalid callback function.
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 */
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native void HookEvent(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
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/**
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 * Creates a hook for when a game event is fired.
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 *
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 * @param name          Name of event.
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 * @param callback      An EventHook function pointer.
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 * @param mode          Optional EventHookMode determining the type of hook.
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 * @return              True if event exists and was hooked successfully, false otherwise.
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 * @error               Invalid callback function.
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 */
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native bool HookEventEx(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
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/**
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 * Removes a hook for when a game event is fired.
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 *
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 * @param name          Name of event.
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 * @param callback      An EventHook function pointer.
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 * @param mode          Optional EventHookMode determining the type of hook.
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 * @error               Invalid callback function or no active hook for specified event.
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 */
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native void UnhookEvent(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
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/**
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 * Creates a game event to be fired later.
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 *
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 * The Handle should not be closed via CloseHandle().  It must be closed via 
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 * event.Fire() or event.Cancel().
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 *
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 * @param name          Name of event.
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 * @param force         If set to true, this forces the event to be created even if it's not being hooked.
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 *                      Note that this will not force it if the event doesn't exist at all.
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 * @return              Handle to event. INVALID_HANDLE is returned if the event doesn't exist or isn't 
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 *                      being hooked (unless force is true).
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 */
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native Event CreateEvent(const char[] name, bool force=false);
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/**
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 * Fires a game event.
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 *
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 * This function closes the event Handle after completing.
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 *
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 * @param event         Handle to the event.
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 * @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
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 * @error               Invalid or corrupt Handle.
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 */
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native void FireEvent(Handle event, bool dontBroadcast=false);
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/**
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 * Cancels a previously created game event that has not been fired.
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 *
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 * @param event         Handled to the event.
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 * @error               Invalid or corrupt Handle.
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 */
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native void CancelCreatedEvent(Handle event);
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/**
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 * Returns the boolean value of a game event's key.
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 *
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 * @param event         Handle to the event.
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 * @param key           Name of event key.
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 * @param defValue      Optional default value to use if the key is not found.
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 * @return              The boolean value of the specified event key.
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 * @error               Invalid or corrupt Handle.
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 */
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native bool GetEventBool(Handle event, const char[] key, bool defValue=false);
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/**
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 * Sets the boolean value of a game event's key.
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 *
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 * @param event         Handle to the event.
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 * @param key           Name of event key.
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 * @param value         New boolean value.
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 * @error               Invalid or corrupt Handle.
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 */
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native void SetEventBool(Handle event, const char[] key, bool value);
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/**
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 * Returns the integer value of a game event's key.
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 *
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 * @param event         Handle to the event.
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 * @param key           Name of event key.
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 * @param defValue      Optional default value to use if the key is not found.
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 * @return              The integer value of the specified event key.
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 * @error               Invalid or corrupt Handle.
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 */
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native int GetEventInt(Handle event, const char[] key, int defValue=0);
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/**
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 * Sets the integer value of a game event's key.
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 *
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 * Integer value refers to anything that can be reduced to an integer.
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 * The various size specifiers, such as "byte" and "short" are still 
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 * integers, and only refer to how much data will actually be sent 
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 * over the network (if applicable).
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 *
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 * @param event         Handle to the event.
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 * @param key           Name of event key.
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 * @param value         New integer value.
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 * @error               Invalid or corrupt Handle.
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 */
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native void SetEventInt(Handle event, const char[] key, int value);
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/**
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 * Returns the floating point value of a game event's key.
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 *
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 * @param event         Handle to the event.
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 * @param key           Name of event key.
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 * @param defValue      Optional default value to use if the key is not found.
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 * @return              The floating point value of the specified event key.
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 * @error               Invalid or corrupt Handle.
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 */
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native float GetEventFloat(Handle event, const char[] key, float defValue=0.0);
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/**
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 * Sets the floating point value of a game event's key.
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 *
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 * @param event         Handle to the event.
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 * @param key           Name of event key.
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 * @param value         New floating point value.
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 * @error               Invalid or corrupt Handle.
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 */
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native void SetEventFloat(Handle event, const char[] key, float value);
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/**
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 * Retrieves the string value of a game event's key.
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 *
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 * @param event         Handle to the event.
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 * @param key           Name of event key.
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 * @param value         Buffer to store the value of the specified event key.
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 * @param maxlength     Maximum length of string buffer.
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 * @param defValue      Optional default value to use if the key is not found.
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 * @error               Invalid or corrupt Handle.
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 */
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native void GetEventString(Handle event, const char[] key, char[] value, int maxlength, const char[] defvalue="");
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/**
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 * Sets the string value of a game event's key.
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 *
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 * @param event         Handle to the event.
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 * @param key           Name of event key.
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 * @param value         New string value.
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 * @error               Invalid or corrupt Handle.
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 */
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native void SetEventString(Handle event, const char[] key, const char[] value);
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/**
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 * Retrieves the name of a game event.
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 *
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 * @param event         Handle to the event.
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 * @param name          Buffer to store the name of the event.
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 * @param maxlength     Maximum length of string buffer.
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 * @error               Invalid or corrupt Handle.     
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 */
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native void GetEventName(Handle event, char[] name, int maxlength);
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/**
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 * Sets whether an event's broadcasting will be disabled or not.
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 *
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 * This has no effect on events Handles that are not from HookEvent
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 * or HookEventEx callbacks.
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 *
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 * @param event         Handle to an event from an event hook.
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 * @param dontBroadcast True to disable broadcasting, false otherwise.
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 * @error               Invalid Handle.
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 */
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native void SetEventBroadcast(Handle event, bool dontBroadcast);
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