sourcemod.inc

/**
 * 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 _sourcemod_included
 #endinput
#endif
#define _sourcemod_included

/**
 * Plugin public information.
 */
struct Plugin
{
   public const char[] name;        /**< Plugin Name */
   public const char[] description; /**< Plugin Description */
   public const char[] author;      /**< Plugin Author */
   public const char[] version;     /**< Plugin Version */
   public const char[] url;         /**< Plugin URL */
};

#include <core>
#include <float>
#include <vector>
#include <string>
#include <handles>
#include <functions>
#include <files>
#include <logging>
#include <timers>
#include <admin>
#include <keyvalues>
#include <dbi>
#include <lang>
#include <sorting>
#include <textparse>
#include <clients>
#include <console>
#include <convars>
#include <events>
#include <bitbuffer>
#include <protobuf>
#include <usermessages>
#include <menus>
#include <halflife>
#include <adt>
#include <banning>
#include <commandfilters>
#include <nextmap>
#include <commandline>
#include <entitylump>

enum APLRes
{
	APLRes_Success = 0,     /**< Plugin should load */
	APLRes_Failure,         /**< Plugin shouldn't load and should display an error */
	APLRes_SilentFailure    /**< Plugin shouldn't load but do so silently */
};

methodmap GameData < Handle
{
	// Loads a game config file.
	//
	// @param file          File to load.  The path must be relative to the 'gamedata' folder under the config folder
	//                      and the extension should be omitted.
	// @return              A handle to the game config file or null on failure.
	public native GameData(const char[] file);

	// Returns an offset value.
	//
	// @param key           Key to retrieve from the offset section.
	// @return              An offset, or -1 on failure.
	public native int GetOffset(const char[] key);

	// Gets the value of a key from the "Keys" section.
	//
	// @param key           Key to retrieve from the Keys section.
	// @param buffer        Destination string buffer.
	// @param maxlen        Maximum length of output string buffer.
	// @return              True if key existed, false otherwise.
	public native bool GetKeyValue(const char[] key, char[] buffer, int maxlen);

	// Finds an address calculation in a GameConfig file,
	// performs LoadFromAddress on it as appropriate, then returns the final address.
	//
	// @param name          Name of the property to find.
	// @return              An address calculated on success, or 0 on failure.
	public native Address GetAddress(const char[] name);

	// Returns a function address calculated from a signature.
	//
	// @param name          Name of the property to find.
	// @return              An address calculated on success, or 0 on failure.
	public native Address GetMemSig(const char[] name);
};

/**
 * Called when the plugin is fully initialized and all known external references
 * are resolved. This is only called once in the lifetime of the plugin, and is
 * paired with OnPluginEnd().
 *
 * If any run-time error is thrown during this callback, the plugin will be marked
 * as failed.
 */
forward void OnPluginStart();

/**
 * @deprecated Use AskPluginLoad2() instead.
 * If a plugin contains both AskPluginLoad() and AskPluginLoad2(), the former will
 * not be called, but old plugins with only AskPluginLoad() will work.
 */
#pragma deprecated Use AskPluginLoad2() instead
forward bool AskPluginLoad(Handle myself, bool late, char[] error, int err_max);

/**
 * Called before OnPluginStart, in case the plugin wants to check for load failure.
 * This is called even if the plugin type is "private."  Any natives from modules are
 * not available at this point.  Thus, this forward should only be used for explicit
 * pre-emptive things, such as adding dynamic natives, setting certain types of load
 * filters (such as not loading the plugin for certain games).
 *
 * @note It is not safe to call externally resolved natives until OnPluginStart().
 * @note Any sort of RTE in this function will cause the plugin to fail loading.
 * @note If you do not return anything, it is treated like returning success.
 * @note If a plugin has an AskPluginLoad2(), AskPluginLoad() will not be called.
 *
 * @param myself        Handle to the plugin.
 * @param late          Whether or not the plugin was loaded "late" (after map load).
 * @param error         Error message buffer in case load failed.
 * @param err_max       Maximum number of characters for error message buffer.
 * @return              APLRes_Success for load success, APLRes_Failure or APLRes_SilentFailure otherwise
 */
forward APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max);

/**
 * Called when the plugin is about to be unloaded.
 *
 * It is not necessary to close any handles or remove hooks in this function.
 * SourceMod guarantees that plugin shutdown automatically and correctly releases
 * all resources.
 */
forward void OnPluginEnd();

/**
 * Called when the plugin's pause status is changing.
 *
 * @param pause         True if the plugin is being paused, false otherwise.
 */
forward void OnPluginPauseChange(bool pause);

/**
 * Called before every server frame.  Note that you should avoid
 * doing expensive computations or declaring large local arrays.
 */
forward void OnGameFrame();

/**
 * Called when the map starts loading.
 *
 * @param mapName Name of the map
 */
forward void OnMapInit(const char[] mapName);

/**
 * Called when the map is loaded.
 */
forward void OnMapStart();

/**
 * Called right before a map ends.
 */
forward void OnMapEnd();

/**
 * Called when the map has loaded, servercfgfile (server.cfg) has been
 * executed, and all plugin configs are done executing.  This is the best
 * place to initialize plugin functions which are based on cvar data.
 *
 * @note This will always be called once and only once per map.  It will be
 *       called after OnMapStart().
 */
forward void OnConfigsExecuted();

/**
 * This is called once, right after OnMapStart() but any time before
 * OnConfigsExecuted().  It is called after the "exec sourcemod.cfg"
 * command and all AutoExecConfig() exec commands have been added to
 * the ServerCommand() buffer.
 *
 * If you need to load per-map settings that override default values,
 * adding commands to the ServerCommand() buffer here will guarantee
 * that they're set before OnConfigsExecuted().
 *
 * Unlike OnMapStart() and OnConfigsExecuted(), this is not called on
 * late loads that occur after OnMapStart().
 */
forward void OnAutoConfigsBuffered();

/**
 * @deprecated          Use OnConfigsExecuted() instead.
 */
#pragma deprecated Use OnConfigsExecuted() instead
forward void OnServerCfg();

/**
 * Called after all plugins have been loaded.  This is called once for
 * every plugin.  If a plugin late loads, it will be called immediately
 * after OnPluginStart().
 */
forward void OnAllPluginsLoaded();

/**
 * Returns the calling plugin's Handle.
 *
 * @return              Handle of the calling plugin.
 */
native Handle GetMyHandle();

methodmap PluginIterator < Handle
{
	// Returns an iterator that can be used to search through plugins.
	//
	// @return              A new Handle to a PluginIterator.
	public native PluginIterator();

	// Advances the iterator. Returns whether there are more plugins available in the iterator.
	//
	// @return              True on more plugins, false otherwise.
	// @error               Invalid Handle.
	public native bool Next();

	// Returns the current plugin in the iterator.
	//
	// @return              Current plugin the iterator is at
	// @error               Invalid Handle.
	property Handle Plugin {
		public native get();
	}
}

/**
 * Returns an iterator that can be used to search through plugins.
 *
 * @return              Handle to iterate with.  Must be closed via
 *                      CloseHandle().
 * @error               Invalid Handle.
 */
native Handle GetPluginIterator();

/**
 * Returns whether there are more plugins available in the iterator.
 *
 * @param iter          Handle to the plugin iterator.
 * @return              True on more plugins, false otherwise.
 * @error               Invalid Handle.
 */
native bool MorePlugins(Handle iter);

/**
 * Returns the current plugin in the iterator and advances the iterator.
 *
 * @param iter          Handle to the plugin iterator.
 * @return              Current plugin the iterator is at, before
 *                      the iterator is advanced.
 * @error               Invalid Handle.
 */
native Handle ReadPlugin(Handle iter);

/**
 * Returns a plugin's status.
 *
 * @param plugin        Plugin Handle (INVALID_HANDLE uses the calling plugin).
 * @return              Status code for the plugin.
 * @error               Invalid Handle.
 */
native PluginStatus GetPluginStatus(Handle plugin);

/**
 * Retrieves a plugin's file name relative to the plugins folder.
 *
 * @param plugin        Plugin Handle (INVALID_HANDLE uses the calling plugin).
 * @param buffer        Buffer to the store the file name.
 * @param maxlength     Maximum length of the name buffer.
 * @error               Invalid Handle.
 */
native void GetPluginFilename(Handle plugin, char[] buffer, int maxlength);

/**
 * Retrieves whether or not a plugin is being debugged.
 *
 * @param plugin        Plugin Handle (INVALID_HANDLE uses the calling plugin).
 * @return              True if being debugged, false otherwise.
 * @error               Invalid Handle.
 */
native bool IsPluginDebugging(Handle plugin);

/**
 * Retrieves a plugin's public info.
 *
 * @param plugin        Plugin Handle (INVALID_HANDLE uses the calling plugin).
 * @param info          Plugin info property to retrieve.
 * @param buffer        Buffer to store info in.
 * @param maxlength     Maximum length of buffer.
 * @return              True on success, false if property is not available.
 * @error               Invalid Handle.
 */
native bool GetPluginInfo(Handle plugin, PluginInfo info, char[] buffer, int maxlength);

/**
 * Finds a plugin by its order in the list from the "plugins list" server
 * "sm" command.  You should not use this function to loop through all plugins,
 * use the iterator instead.  Looping through all plugins using this native
 * is O(n^2), whereas using the iterator is O(n).
 *
 * @param order_num     Number of the plugin as it appears in "sm plugins list".
 * @return              Plugin Handle on success, INVALID_HANDLE if no plugin
 *                      matches the given number.
 */
native Handle FindPluginByNumber(int order_num);

/**
 * Causes the plugin to enter a failed state.  An error will be thrown and
 * the plugin will be paused until it is unloaded or reloaded.
 *
 * For backwards compatibility, if no extra arguments are passed, no
 * formatting is applied.  If one or more additional arguments is passed,
 * the string is formatted using Format().  If any errors are encountered
 * during formatting, both the format specifier string and an additional
 * error message are written.
 *
 * This function does not return, and no further code in the plugin is
 * executed.
 *
 * @param string        Format specifier string.
 * @param ...           Formatting arguments.
 * @error               Always throws SP_ERROR_ABORT.
 */
native void SetFailState(const char[] string, any ...);

/**
 * Aborts the current callback and throws an error.  This function
 * does not return in that no code is executed following it.
 *
 * @param fmt           String format.
 * @param ...           Format arguments.
 * @noreturn
 * @error               Always!
 */
native void ThrowError(const char[] fmt, any ...);

/**
 * Logs a stack trace from the current function call. Code
 * execution continues after the call
 *
 * @param fmt           Format string to send with the stack trace.
 * @param ...           Format arguments.
 * @error               Always logs a stack trace.
 */
native void LogStackTrace(const char[] fmt, any ...);

/**
 * Gets the system time as a unix timestamp.
 *
 * @param bigStamp      Optional array to store the 64bit timestamp in.
 * @return              32bit timestamp (number of seconds since unix epoch).
 */
native int GetTime(int bigStamp[2]={0,0});

/**
 * Produces a date and/or time string value for a timestamp.
 *
 * See this URL for valid parameters:
 * https://cplusplus.com/reference/ctime/strftime/
 *
 * Note that available parameters depends on support from your operating system.
 * In particular, ones highlighted in yellow on that page are not currently
 * available on Windows and should be avoided for portable plugins.
 *
 * @param buffer        Destination string buffer.
 * @param maxlength     Maximum length of output string buffer.
 * @param format        Formatting rules (passing NULL_STRING will use the rules defined in sm_datetime_format).
 * @param stamp         Optional time stamp.
 * @error               Buffer too small or invalid time format.
 */
native void FormatTime(char[] buffer, int maxlength, const char[] format, int stamp=-1);

/**
 * Parses a string representing a date and/or time into a unix timestamp.
 * The timezone is always interpreted as UTC/GMT.
 *
 * See this URL for valid parameters:
 * https://en.cppreference.com/w/cpp/io/manip/get_time
 *
 * Note that available parameters depends on support from your operating system.
 * In particular, ones highlighted in yellow on that page are not currently
 * available on Windows and should be avoided for portable plugins.
 *
 * @param dateTime     Date and/or time string.
 * @param format       Formatting rules (passing NULL_STRING will use the rules defined in sm_datetime_format).
 * @return             32bit timestamp (number of seconds since unix epoch).
 * @error              Invalid date/time string or time format.
 */
native int ParseTime(const char[] dateTime, const char[] format);

/**
 * Loads a game config file.
 *
 * @param file          File to load.  The path must be relative to the 'gamedata' folder under the config folder
 *                      and the extension should be omitted.
 * @return              A handle to the game config file or INVALID_HANDLE on failure.
 */
native GameData LoadGameConfigFile(const char[] file);

/**
 * Returns an offset value.
 *
 * @param gc            Game config handle.
 * @param key           Key to retrieve from the offset section.
 * @return              An offset, or -1 on failure.
 */
native int GameConfGetOffset(Handle gc, const char[] key);

/**
 * Gets the value of a key from the "Keys" section.
 *
 * @param gc            Game config handle.
 * @param key           Key to retrieve from the Keys section.
 * @param buffer        Destination string buffer.
 * @param maxlen        Maximum length of output string buffer.
 * @return              True if key existed, false otherwise.
 */
native bool GameConfGetKeyValue(Handle gc, const char[] key, char[] buffer, int maxlen);

/**
 * Finds an address calculation in a GameConfig file,
 * performs LoadFromAddress on it as appropriate, then returns the final address.
 *
 * @param gameconf      Game config handle.
 * @param name          Name of the property to find.
 * @return              An address calculated on success, or 0 on failure.
 */
native Address GameConfGetAddress(Handle gameconf, const char[] name);

/**
 * Returns the operating system's "tick count," which is a number of
 * milliseconds since the operating system loaded.  This can be used
 * for basic benchmarks.
 *
 * @return              Tick count in milliseconds.
 */
native int GetSysTickCount();

/**
 * Specifies that the given config file should be executed after plugin load.
 * OnConfigsExecuted() will not be called until the config file has executed,
 * but it will be called if the execution fails.
 *
 * @param autoCreate    If true, and the config file does not exist, such a config
 *                      file will be automatically created and populated with
 *                      information from the plugin's registered cvars.
 * @param name          Name of the config file, excluding the .cfg extension.
 *                      If empty, <plugin.filename.cfg> is assumed.
 * @param folder        Folder under cfg/ to use.  By default this is "sourcemod."
 */
native void AutoExecConfig(bool autoCreate=true, const char[] name="", const char[] folder="sourcemod");

/**
 * Registers a library name for identifying as a dependency to
 * other plugins.
 *
 * @param name          Library name.
 */
native void RegPluginLibrary(const char[] name);

/**
 * Returns whether a library exists.  This function should be considered
 * expensive; it should only be called on plugin to determine availability
 * of resources.  Use OnLibraryAdded()/OnLibraryRemoved() to detect changes
 * in libraries.
 *
 * @param name          Library name of a plugin or extension.
 * @return              True if exists, false otherwise.
 */
native bool LibraryExists(const char[] name);

/**
 * Returns the status of an extension, by filename.
 *
 * @param name          Extension name (like "sdktools.ext").
 * @param error         Optional error message buffer.
 * @param maxlength     Length of optional error message buffer.
 * @return              -2 if the extension was not found.
 *                      -1 if the extension was found but failed to load.
 *                      0 if the extension loaded but reported an error.
 *                      1 if the extension is running without error.
 */
native int GetExtensionFileStatus(const char[] name, char[] error="", int maxlength=0);

/**
 * Called after a library is added.
 * A library is either a plugin name or extension name, as
 * exposed via its include file.
 *
 * @param name          Library name.
 */
forward void OnLibraryAdded(const char[] name);

/**
 * Called right before a library is removed.
 * A library is either a plugin name or extension name, as
 * exposed via its include file.
 *
 * @param name          Library name.
 */
forward void OnLibraryRemoved(const char[] name);

/**
 * Called when a plugin unloaded.
 *
 * @param plugin        Plugin Handle who unloaded.
 */
forward void OnNotifyPluginUnloaded(Handle plugin);

#define MAPLIST_FLAG_MAPSFOLDER    (1<<0)    /**< On failure, use all maps in the maps folder. */
#define MAPLIST_FLAG_CLEARARRAY    (1<<1)    /**< If an input array is specified, clear it before adding. */
#define MAPLIST_FLAG_NO_DEFAULT    (1<<2)    /**< Do not read "default" or "mapcyclefile" on failure. */

/**
 * Loads a map list to an ADT Array.
 *
 * A map list is a list of maps from a file.  SourceMod allows easy configuration of
 * maplists through addons/sourcemod/configs/maplists.cfg.  Each entry is given a
 * name and a file (for example, "rtv" => "rtv.cfg"), or a name and a redirection
 * (for example, "rtv" => "default").  This native will read a map list entry,
 * cache the file, and return the list of maps it holds.
 *
 * Serial change numbers are used to identify if a map list has changed.  Thus, if
 * you pass a serial change number and it's equal to what SourceMod currently knows
 * about the map list, then SourceMod won't re-parse the file.
 *
 * If the maps end up being read from the maps folder (MAPLIST_FLAG_MAPSFOLDER), they
 * are automatically sorted in alphabetical, ascending order.
 *
 * Arrays created by this function are temporary and must be freed via CloseHandle().
 * Modifying arrays created by this function will not affect future return values or
 * or the contents of arrays returned to other plugins.
 *
 * @param array         Array to store the map list.  If INVALID_HANDLE, a new blank
 *                      array will be created.  The blocksize should be at least 16;
 *                      otherwise results may be truncated.  Items are added to the array
 *                      as strings.  The array is never checked for duplicates, and it is
 *                      not read beforehand.  Only the serial number is used to detect
 *                      changes.
 * @param serial        Serial number to identify last known map list change.  If -1, the
 *                      the value will not be checked.  If the map list has since changed,
 *                      the serial is updated (even if -1 was passed).  If there is an error
 *                      finding a valid maplist, then the serial is set to -1.
 * @param str           Config name, or "default" for the default map list.  Config names
 *                      should be somewhat descriptive.  For example, the admin menu uses
 *                      a config name of "admin menu".  The list names can be configured
 *                      by users in addons/sourcemod/configs/maplists.cfg.
 * @param flags         MAPLIST_FLAG flags.
 * @return              On failure:
 *                      INVALID_HANDLE is returned, the serial is set to -1, and the input
 *                      array (if any) is left unchanged.
 *                      On no change:
 *                      INVALID_HANDLE is returned, the serial is unchanged, and the input
 *                      array (if any) is left unchanged.
 *                      On success:
 *                      A valid array Handle is returned, containing at least one map string.
 *                      If an array was passed, the return value is equal to the passed Array
 *                      Handle.  If the passed array was not cleared, it will have grown by at
 *                      least one item.  The serial number is updated to a positive number.
 * @error               Invalid array Handle that is not INVALID_HANDLE.
 */
native Handle ReadMapList(Handle array=INVALID_HANDLE,
                          int &serial=-1,
                          const char[] str="default",
                          int flags=MAPLIST_FLAG_CLEARARRAY);

/**
 * Makes a compatibility binding for map lists.  For example, if a function previously used
 * "clam.cfg" for map lists, this function will insert a "fake" binding to "clam.cfg" that
 * will be overridden if it's in the maplists.cfg file.
 *
 * @param name          Configuration name that would be used with ReadMapList().
 * @param file          Default file to use.
 */
native void SetMapListCompatBind(const char[] name, const char[] file);

/**
 * Called when a client has sent chat text.  This must return either true or
 * false to indicate that a client is or is not spamming the server.
 *
 * The return value is a hint only.  Core or another plugin may decide
 * otherwise.
 *
 * @param client        Client index.  The server (0) will never be passed.
 * @return              True if client is spamming the server, false otherwise.
 */
forward bool OnClientFloodCheck(int client);

/**
 * Called after a client's flood check has been computed.  This can be used
 * by antiflood algorithms to decay/increase flooding weights.
 *
 * Since the result from "OnClientFloodCheck" isn't guaranteed to be the
 * final result, it is generally a good idea to use this to play with other
 * algorithms nicely.
 *
 * @param client        Client index.  The server (0) will never be passed.
 * @param blocked       True if client flooded last "say", false otherwise.
 */
forward void OnClientFloodResult(int client, bool blocked);

/**
 * Feature types.
 */
enum FeatureType
{
	/**
	 * A native function call.
	 */
	FeatureType_Native,

	/**
	 * A named capability. This is distinctly different from checking for a
	 * native, because the underlying functionality could be enabled on-demand
	 * to improve loading time. Thus a native may appear to exist, but it might
	 * be part of a set of features that are not compatible with the current game
	 * or version of SourceMod.
	 */
	FeatureType_Capability
};

/**
 * Feature statuses.
 */
enum FeatureStatus
{
	/**
	 * Feature is available for use.
	 */
	FeatureStatus_Available,

	/**
	 * Feature is not available.
	 */
	FeatureStatus_Unavailable,

	/**
	 * Feature is not known at all.
	 */
	FeatureStatus_Unknown
};

/**
 * Returns whether "GetFeatureStatus" will work. Using this native
 * or this function will not cause SourceMod to fail loading on older versions,
 * however, GetFeatureStatus will only work if this function returns true.
 *
 * @return              True if GetFeatureStatus will work, false otherwise.
 */
stock bool CanTestFeatures()
{
	return LibraryExists("__CanTestFeatures__");
}

/**
 * Returns whether a feature exists, and if so, whether it is usable.
 *
 * @param type          Feature type.
 * @param name          Feature name.
 * @return              Feature status.
 */
native FeatureStatus GetFeatureStatus(FeatureType type, const char[] name);

/**
 * Requires that a given feature is available. If it is not, SetFailState()
 * is called with the given message.
 *
 * @param type          Feature type.
 * @param name          Feature name.
 * @param fmt           Message format string, or empty to use default.
 * @param ...           Message format parameters, if any.
 */
native void RequireFeature(FeatureType type, const char[] name,
                           const char[] fmt="", any ...);

/**
 * Represents how many bytes we can read from an address with one load
 */
enum NumberType
{
    NumberType_Int8,
    NumberType_Int16,
    NumberType_Int32
};

enum Address
{
    Address_Null = 0               // a typical invalid result when an address lookup fails
};

/**
 * Load up to 4 bytes from a memory address.
 *
 * @param addr          Address to a memory location.
 * @param size          How many bytes should be read.
 *                      If loading a floating-point value, use NumberType_Int32.
 * @return              The value that is stored at that address.
 * @error               Address is null or pointing to reserved memory.
 */
native any LoadFromAddress(Address addr, NumberType size);

/**
 * Store up to 4 bytes to a memory address.
 *
 * @param addr                     Address to a memory location.
 * @param data                     Value to store at the address.
 * @param size                     How many bytes should be written.
 *                                 If storing a floating-point value, use NumberType_Int32.
 * @param updateMemAccess          If true, SourceMod will set read / write / exec permissions
 *                                 on the memory page being written to.
 * @error                          Address is null or pointing to reserved memory.
 */
native void StoreToAddress(Address addr, any data, NumberType size, bool updateMemAccess = true);

methodmap FrameIterator < Handle {
	// Creates a stack frame iterator to build your own stack traces.
	// @return              New handle to a FrameIterator.
	public native FrameIterator();

	// Advances the iterator to the next stack frame.
	// @return              True if another frame was fetched and data can be successfully read.
	// @error               No next element exception.
	public native bool Next();

	// Resets the iterator back to it's starting position.
	public native void Reset();

	// Returns the line number of the current function call.
	property int LineNumber {
		public native get();
	}

	// Gets the name of the current function in the call stack.
	//
	// @param buffer Buffer to copy to.
	// @param maxlen Max size of the buffer.
	public native void GetFunctionName(char[] buffer, int maxlen);

	// Gets the file path to the current call in the call stack.
	//
	// @param buffer Buffer to copy to.
	// @param maxlen Max size of the buffer.
	public native void GetFilePath(char[] buffer, int maxlen);
}

#include <helpers>
#include <entity>
#include <entity_prop_stocks>