230 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
			
		
		
	
	
			230 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
/**
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 * vim: set ts=4 :
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 * =============================================================================
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 * SourceMod (C)2004-2017 AlliedModders LLC.  All rights reserved.
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 * =============================================================================
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 *
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 * This file is part of the SourceMod/SourcePawn SDK.
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 *
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 * This program is free software; you can redistribute it and/or modify it under
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 * the terms of the GNU General Public License, version 3.0, as published by the
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 * Free Software Foundation.
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 *
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 * This program is distributed in the hope that it will be useful, but WITHOUT
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 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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 * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
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 * details.
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 *
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 * You should have received a copy of the GNU General Public License along with
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 * this program.  If not, see <http://www.gnu.org/licenses/>.
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 *
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 * As a special exception, AlliedModders LLC gives you permission to link the
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 * code of this program (as well as its derivative works) to "Half-Life 2," the
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 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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 * by the Valve Corporation.  You must obey the GNU General Public License in
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 * all respects for all other code used.  Additionally, AlliedModders LLC grants
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 * this exception to all derivative works.  AlliedModders LLC defines further
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 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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 * or <http://www.sourcemod.net/license.php>.
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 *
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 * Version: $Id$
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 */
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#if defined _sdktools_included
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 #endinput
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#endif
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#define _sdktools_included
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#include <core>
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#include <sdktools_engine>
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#include <sdktools_functions>
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#if !defined SDKTOOLS_DISABLE_SOUNDAPI
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#include <sdktools_sound>
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#endif
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#include <sdktools_stringtables>
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#include <sdktools_trace>
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#include <sdktools_tempents>
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#include <sdktools_tempents_stocks>
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#include <sdktools_voice>
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#include <sdktools_variant_t>
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#include <sdktools_entinput>
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#include <sdktools_entoutput>
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#include <sdktools_hooks>
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#include <sdktools_gamerules>
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#include <sdktools_client>
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enum SDKCallType
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{
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	SDKCall_Static,         /**< Static call */
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	SDKCall_Entity,         /**< CBaseEntity call */
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	SDKCall_Player,         /**< CBasePlayer call */
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	SDKCall_GameRules,      /**< CGameRules call */
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	SDKCall_EntityList,     /**< CGlobalEntityList call */
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	SDKCall_Raw             /**< |this| pointer with an arbitrary address */
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};
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enum SDKLibrary
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{
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	SDKLibrary_Server,      /**< server.dll/server_i486.so */
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	SDKLibrary_Engine       /**< engine.dll/engine_*.so */
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};
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enum SDKFuncConfSource
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{
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	SDKConf_Virtual = 0,    /**< Read a virtual index from the Offsets section */
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	SDKConf_Signature = 1,  /**< Read a signature from the Signatures section */
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	SDKConf_Address = 2     /**< Read an address from the Addresses section */
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};
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enum SDKType
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{
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	SDKType_CBaseEntity,    /**< CBaseEntity (always as pointer) */
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	SDKType_CBasePlayer,    /**< CBasePlayer (always as pointer) */
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	SDKType_Vector,         /**< Vector (pointer, byval, or byref) */
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	SDKType_QAngle,         /**< QAngles (pointer, byval, or byref) */
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	SDKType_PlainOldData,   /**< Integer/generic data <=32bit (any) */
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	SDKType_Float,          /**< Float (any) */
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	SDKType_Edict,          /**< edict_t (always as pointer) */
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	SDKType_String,         /**< NULL-terminated string (always as pointer) */
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	SDKType_Bool            /**< Boolean (any) */
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};
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enum SDKPassMethod
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{
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	SDKPass_Pointer,        /**< Pass as a pointer */
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	SDKPass_Plain,          /**< Pass as plain data */
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	SDKPass_ByValue,        /**< Pass an object by value */
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	SDKPass_ByRef           /**< Pass an object by reference */
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};
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#define VDECODE_FLAG_ALLOWNULL      (1<<0)    /**< Allow NULL for pointers */
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#define VDECODE_FLAG_ALLOWNOTINGAME (1<<1)    /**< Allow players not in game */
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#define VDECODE_FLAG_ALLOWWORLD     (1<<2)    /**< Allow World entity */
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#define VDECODE_FLAG_BYREF          (1<<3)    /**< Floats/ints by reference */
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#define VENCODE_FLAG_COPYBACK       (1<<0)    /**< Copy back data once done */
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/**
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 * Starts the preparation of an SDK call.
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 *
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 * @param type          Type of function call this will be.
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 */
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native void StartPrepSDKCall(SDKCallType type);
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/**
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 * Sets the virtual index of the SDK call if it is virtual.
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 *
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 * @param vtblidx       Virtual table index.
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 */
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native void PrepSDKCall_SetVirtual(int vtblidx);
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/**
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 * Finds an address in a library and sets it as the address to use for the SDK call.
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 *
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 * @param lib           Library to use.
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 * @param signature     Binary data to search for in the library.  If it starts with '@',
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 *                      the bytes parameter is ignored and the signature is interpreted
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 *                      as a symbol lookup in the library.
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 * @param bytes         Number of bytes in the binary search string.
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 * @return              True on success, false if nothing was found.
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 */
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native bool PrepSDKCall_SetSignature(SDKLibrary lib, const char[] signature, int bytes);
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/**
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 * Uses the given function address for the SDK call.
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 *
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 * @param addr          Address of function to use.
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 * @return              True on success, false on failure.
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 */
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native bool PrepSDKCall_SetAddress(Address addr);
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/**
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 * Finds an address or virtual function index in a GameConfig file and sets it as
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 * the calling information for the SDK call.
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 *
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 * @param gameconf      GameConfig Handle, or INVALID_HANDLE to use sdktools.games.txt.
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 * @param source        Whether to look in Offsets or Signatures.
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 * @param name          Name of the property to find.
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 * @return              True on success, false if nothing was found.
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 */
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native bool PrepSDKCall_SetFromConf(Handle gameconf, SDKFuncConfSource source, const char[] name);
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/**
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 * Sets the return information of an SDK call.  Do not call this if there is no return data.
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 * This must be called if there is a return value (i.e. it is not necessarily safe to ignore
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 * the data).
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 *
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 * @param type          Data type to convert to/from.
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 * @param pass          How the data is passed in C++.
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 * @param decflags      Flags on decoding from the plugin to C++.
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 * @param encflags      Flags on encoding from C++ to the plugin.
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 */
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native void PrepSDKCall_SetReturnInfo(SDKType type, SDKPassMethod pass, int decflags=0, int encflags=0);
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/**
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 * Adds a parameter to the calling convention.  This should be called in normal ascending order.
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 *
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 * @param type          Data type to convert to/from.
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 * @param pass          How the data is passed in C++.
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 * @param decflags      Flags on decoding from the plugin to C++.
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 * @param encflags      Flags on encoding from C++ to the plugin.
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 */
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native void PrepSDKCall_AddParameter(SDKType type, SDKPassMethod pass, int decflags=0, int encflags=0);
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/**
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 * Finalizes an SDK call preparation and returns the resultant Handle.
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 *
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 * @return              A new SDKCall Handle on success, or INVALID_HANDLE on failure.
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 */
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native Handle EndPrepSDKCall();
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/**
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 * Calls an SDK function with the given parameters.
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 *
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 * If the call type is Entity or Player, the index MUST ALWAYS be the FIRST parameter passed.
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 * If the call type is GameRules, then nothing special needs to be passed.
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 * If the return value is a Vector or QAngles, the SECOND parameter must be a Float[3].
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 * If the return value is a string, the THIRD parameter must be a String buffer, and the
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 *  FOURTH parameter must be the maximum length.
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 * All parameters must be passed after the above is followed.  Failure to follow these
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 *  rules will result in crashes or wildly unexpected behavior!
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 *
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 * If the return value is a float or integer, the return value will be this value.
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 * If the return value is a CBaseEntity, CBasePlayer, or edict, the return value will
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 *  always be the entity index, or -1 for NULL.
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 *
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 * @param call          SDKCall Handle.
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 * @param ...           Call Parameters.
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 * @return              Simple return value, if any.
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 * @error               Invalid Handle or internal decoding error.
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 */
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native any SDKCall(Handle call, any ...);
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/**
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 * Returns the entity index of the player resource/manager entity.
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 *
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 * @return              Index of resource entity or -1 if not found.
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 */
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native int GetPlayerResourceEntity();
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#include <sdktools_stocks>
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/**
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 * Do not edit below this line!
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 */
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public Extension __ext_sdktools =
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{
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	name = "SDKTools",
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	file = "sdktools.ext",
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#if defined AUTOLOAD_EXTENSIONS
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	autoload = 1,
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#else
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	autoload = 0,
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#endif
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#if defined REQUIRE_EXTENSIONS
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	required = 1,
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#else
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	required = 0,
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#endif
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};
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