summaryrefslogtreecommitdiff
path: root/sourcemod/scripting/include/console.inc
diff options
context:
space:
mode:
Diffstat (limited to 'sourcemod/scripting/include/console.inc')
-rw-r--r--sourcemod/scripting/include/console.inc780
1 files changed, 780 insertions, 0 deletions
diff --git a/sourcemod/scripting/include/console.inc b/sourcemod/scripting/include/console.inc
new file mode 100644
index 0000000..2e42c79
--- /dev/null
+++ b/sourcemod/scripting/include/console.inc
@@ -0,0 +1,780 @@
+/**
+ * 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 a numeric command argument given its index, from the current
+ * console or server command. Will return 0 if the argument can not be
+ * parsed as a number. Use GetCmdArgIntEx to handle that explicitly.
+ *
+ * @param argnum Argument number to retrieve.
+ * @return Value of the command argument.
+ */
+stock int GetCmdArgInt(int argnum)
+{
+ char str[12];
+ GetCmdArg(argnum, str, sizeof(str));
+
+ return StringToInt(str);
+}
+
+/**
+ * Retrieves a numeric command argument given its index, from the current
+ * console or server command. Returns false if the argument can not be
+ * completely parsed as an integer.
+ *
+ * @param argnum Argument number to retrieve.
+ * @param value Populated with the value of the command argument.
+ * @return Whether the argument was entirely a numeric value.
+ */
+stock bool GetCmdArgIntEx(int argnum, int &value)
+{
+ char str[12];
+ int len = GetCmdArg(argnum, str, sizeof(str));
+
+ return StringToIntEx(str, value) == len && len > 0;
+}
+
+/**
+ * Retrieves a float command argument given its index, from the current
+ * console or server command. Will return 0.0 if the argument can not be
+ * parsed as a number. Use GetCmdArgFloatEx to handle that explicitly.
+ *
+ * @param argnum Argument number to retrieve.
+ * @return Value of the command argument.
+ */
+stock float GetCmdArgFloat(int argnum)
+{
+ char str[18];
+ GetCmdArg(argnum, str, sizeof(str));
+
+ return StringToFloat(str);
+}
+
+/**
+ * Retrieves a float command argument given its index, from the current
+ * console or server command. Returns false if the argument can not be
+ * completely parsed as a floating point.
+ *
+ * @param argnum Argument number to retrieve.
+ * @param value Populated with the value of the command argument.
+ * @return Whether the argument was entirely a floating point value.
+ */
+stock bool GetCmdArgFloatEx(int argnum, float &value)
+{
+ char str[18];
+ int len = GetCmdArg(argnum, str, sizeof(str));
+
+ return StringToFloatEx(str, value) == len && len > 0;
+}
+
+/**
+ * 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);