// MetaHook Plus Include
// Version 4.0
// Author: BTE Dev Team

#if defined _metahook_included
	#endinput
#endif
#define _metahook_included

#if AMXX_VERSION_NUM >= 175
 #pragma reqlib metahook
 #if !defined AMXMODX_NOAUTOLOAD
  #pragma loadlib metahook
 #endif
#else
 #pragma library metahook
#endif

// To give the players showed a TGA (no need to cache MetaHook after receipt of the message will be automatically loaded
// Parameters in the order
// Player id szTga - TGA name (if you want to display the test. The TGA test can be directly) iFunc - useless arguments
// Whether iCenter - centered RGB color value for xy for screen coordinates (0.0 1.0)
// IMode = picture message display mode [0 - normal display 1 - fade in / / / / / / 3-2 - fades out fades] iChan - channel fTime - show time
native MH_DrawTargaImage(id,szTga[],iFunc,iCenter,r,g,b,Float:x,Float:y,iMode,iChan,Float:fTime) //
native MH_BuyMenu(id,iType,iPage,iHaveNextPage,sz[])
native MH_SendData(id,iType,iData,szData[])

// Draw a countdown to the players
// Sz for prompt time to time
native MH_DrawCountDown(id,sz[],itime)

// Close the countdown (also would automatically shut off the countdown time 0)
native MH_DrawCountDownReset(id)

// A progress bar provides a resurrection
native MH_RespawnBar(id,i,Float:time)

native MH_IsMetaHookPlayer(iIndex) // To determine whether a player using MetaHook

// Provide a text display (hua kang round body W9 font)
// ISale font size fLastTime font duration fFadeTime iChan channel fading time whether iFillBg drawing background
native MH_DrawFontText(id,text[],icenter,Float:x,Float:y,r,g,b,iSale,Float:fLastTime,Float:fFadeTime,iFillBg,iChannel)

// Play BIK files
native MH_PlayBink(id,sBink[],Float:x,Float:y,iR,iG,iB,iLoop,iPlay,iCenter,iFullScreen)


native MH_DrawExtraAmmo(iIndex,iType)  // Internal API
native MH_Quest(id,i1,i2,i3)  // Internal API
native MH_WeaponSkin(id,i1,sz[],i2)  // Internal API
native MH_SendDRRank(id,iRank,id2,s[])  // Internal API
native MH_ChangeTattoo(id,sTattoo[],iType)  // Internal API
native MH_SendClientModRunning(iIndex,iModRunning)  // Internal API
native MH_SpecialEvent(iIndex , iSpecialEvent)  // Internal API
// Picture shows to the players (SPR)
//
// IIndex = players index
// Whether iCheck = read hud. TXT in the SPR (1 for the SPR in the hud), on the other hand is SPR file
// Whether iCenter = image center
// SzSprite = image file name
// X = horizontal coordinates (0.5 as the center of the screen)
// Y = longitudinal coordinates (0.5 as the center of the screen)
// The red value r = image of news
// G = green value picture messages
// B = blue value of the picture message
// IMode = picture message display mode [0 to disable 1 - fade in / / / / / / 3-2 - fades out fades]
// FlTime = picture messages show time
// IChanne = photo news channel values (less than zero or greater than 63 random)
// ILength = the length of the pictures show (for the convenience of only supports the SPR in the hud, length, through the calculation of coordinates in article suitable for used to do dynamic blood, etc.)
//
native MH_DrawImage(iIndex, iCheck = 1, iCenter = 1, const szSprite[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, iMode = 0, Float:flDisplayTime = 1.0, iChanne = 0, iLength)

// According to give players a Additive model pictures (SPR)
//
// IIndex = players index
// Whether iCheck = read hud. TXT in the SPR (1 for the SPR in the hud), on the other hand is SPR file
// Whether iCenter = image center
// SzSprite = image file name
// X = horizontal coordinates (0.5 as the center of the screen)
// Y = longitudinal coordinates (0.5 as the center of the screen)
// The red value r = image of news
// G = green value picture messages
// B = blue value of the picture message
// IMode = picture message display mode [0 to disable 1 - fade in / / / / / / 3-2 - fades out fades]
// FlTime = picture messages show time
// IChanne = photo news channel values (less than zero or greater than 63 random)
//
native MH_DrawAdditiveImage(iIndex, iCheck = 1, iCenter = 1, const szSprite[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, iMode = 0, Float:flDisplayTime = 1.0, iChanne = 0, iLength)

// According to give players a Holes pattern image (SPR)
//
// IIndex = players index
// Whether iCheck = read hud. TXT in the SPR (1 for the SPR in the hud), on the other hand is SPR file
// Whether iCenter = image center
// SzSprite = image file name
// X = horizontal coordinates (0.5 as the center of the screen)
// Y = longitudinal coordinates (0.5 as the center of the screen)
// The red value r = image of news
// G = green value picture messages
// B = blue value of the picture message
// IMode = picture message display mode [0 to disable 1 - fade in / / / / / / 3-2 - fades out fades]
// FlTime = picture messages show time
// IChanne = photo news channel values (less than zero or greater than 63 random)
// ILength = the length of the pictures show (for the convenience of only supports the SPR in the hud, length, through the calculation of coordinates in article suitable for used to do dynamic blood, etc.)
//
native MH_DrawHolesImage(iIndex, iCheck = 1, iCenter = 1, const szSprite[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, iMode = 0, Float:flDisplayTime = 1.0, iChanne = 0, iLength)

// A text displayed to the players
//
// IIndex = players index
// Whether iCenter = text center
// SzText = need to display the text
// X = horizontal coordinates (0.5 as the center of the screen)
// Y = longitudinal coordinates (0.5 as the center of the screen)
// R = the red value of text messages
// Green value g = text messages
// B = blue value of the text message
// FlTime = text messages show time
// IChanne = text message channel values (less than zero or greater than 63 random)
// ILength = the length of the pictures show (for the convenience of only supports the SPR in the hud, length, through the calculation of coordinates in article suitable for used to do dynamic blood, etc.)
//
native MH_DrawText(iIndex, iCenter = 1, const szText[], Float:x = 0.5, Float:y = 0.5, r = 255, g = 255, b = 255, Float:flDisplayTime = 1.0, iChanne = 0)

// Set the model in the view of the player body parts
//
// IIndex = players index
// IBody = body parts (1 don't do any change)
//
native MH_SetViewEntityBody(iIndex, iBody = -1)

// Set the player perspective rendering attributes of the model
// Render the attribute parameter refer to "amxconst. Inc.".
//
// IIndex = players index
// IMode = render mode (1 don't do any change)
// IEffect = render effects
// IColorR = render the red value
// IColorG = render green values
// IColorB = render blue value
// Render iAmout = value
//
native MH_SetViewEntityRender(iIndex, iMode = -1, iEffect, iColorR, iColorG, iColorB, iAmout)

// Provide a scorecard to the players
// 
// IIndex = players index
// SzScoreBoardName = scoreboard SPR
// ITopLeftNum = scoreboard upper left Numbers (SHORT support greater than 10000)
// ITopCenterNum = scoreboard middle Numbers (BYTE maximum 255)
// ITopRightNum = scoreboard right Numbers (SHORT)
// IDownLeftNum = scoreboard, bottom Numbers (SHORT)
// IDownRightNum = scoreboard lower Numbers (SHORT)
// IMode = can be used to record mode (SHORT)
// When iDownLeftNum equals 1, can be closed at the bottom of the digital display, such as for team personal patterns, etc
// Can close the scoreboard when iMode = 1: D scoreboard initialization time iMode defaults to 1 (1 for biochemical athletic style 2 for the reckoning style 3 personal style) for the team
//
native MH_DrawScoreBoard(iIndex,iTopLeftNum, iTopCenterNum, iTopRightNum, iDownLeftNum, iDownRightNum ,iMode)
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
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