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	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Talk:AMX_Mod_X_1.76_Changes&amp;diff=3490</id>
		<title>Talk:AMX Mod X 1.76 Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Talk:AMX_Mod_X_1.76_Changes&amp;diff=3490"/>
		<updated>2006-11-16T22:33:05Z</updated>

		<summary type="html">&lt;p&gt;MaximusBrood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please make sure all future scripting changes are put under the category [Scripting (AMX Mod X)]&lt;/div&gt;</summary>
		<author><name>MaximusBrood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Talk:AMX_Mod_X_1.76_Changes&amp;diff=3489</id>
		<title>Talk:AMX Mod X 1.76 Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Talk:AMX_Mod_X_1.76_Changes&amp;diff=3489"/>
		<updated>2006-11-16T22:32:42Z</updated>

		<summary type="html">&lt;p&gt;MaximusBrood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please make sure all future scripting changes are put under the category [[Category:Scripting (AMX Mod X)]]&lt;/div&gt;</summary>
		<author><name>MaximusBrood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=AMX_Mod_X_1.76_Changes&amp;diff=3488</id>
		<title>AMX Mod X 1.76 Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=AMX_Mod_X_1.76_Changes&amp;diff=3488"/>
		<updated>2006-11-16T22:32:33Z</updated>

		<summary type="html">&lt;p&gt;MaximusBrood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AMX Mod X 1.76 is a small feature release and contains mostly bug fixes.&lt;br /&gt;
AMX Mod X 1.76a is a small bug-fix release to patch up problems with 1.76.&lt;br /&gt;
This changelog is brought to you by Batman and ramen.&lt;br /&gt;
&lt;br /&gt;
=New Plugin File Features=&lt;br /&gt;
==Per-Map Plugin Files==&lt;br /&gt;
You can now have per-map plugin configuration files.  AMX Mod X will automatically load any plugins listed in files having the following name: &amp;lt;tt&amp;gt;configs/maps/plugins-&amp;lt;map&amp;gt;.ini&amp;lt;/tt&amp;gt;.  Thus, &amp;lt;tt&amp;gt;de_dust&amp;lt;/tt&amp;gt; specific plugins will be loaded from &amp;lt;tt&amp;gt;configs/maps/plugins-de_dust.ini&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Map-specific plugin files are parsed &amp;lt;b&amp;gt;after&amp;lt;/b&amp;gt; the main plugins.ini is parsed, and &amp;lt;b&amp;gt;after&amp;lt;/b&amp;gt; all secondary plugins-*.ini files are parsed in the &amp;lt;tt&amp;gt;configs&amp;lt;/tt&amp;gt; folder.  This means that a map-specific plugin listing inherits all settings above itself.&lt;br /&gt;
&lt;br /&gt;
==Disabling Plugins==&lt;br /&gt;
A second feature was introduced to let users &amp;lt;i&amp;gt;disable&amp;lt;/i&amp;gt; plugins per map.  In any plugins-*.ini file, you may now add a &amp;quot;disabled&amp;quot; flag to a plugin name.  This works like the &amp;quot;debug&amp;quot; flag.  Example:&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
gaben.amxx disabled&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will block the plugin from being loaded from any other configuration file.  So if &amp;lt;tt&amp;gt;plugins-de_dust.ini&amp;lt;/tt&amp;gt; has the example line above, &amp;lt;tt&amp;gt;gaben.amxx&amp;lt;/tt&amp;gt; will not be loaded from any other plugins file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=New Scripting Features=&lt;br /&gt;
==Sorting==&lt;br /&gt;
AMX Mod X now has a comprehensive array sorting solution.  You can sort using pre-defined array types, or use your own custom comparison functions.  All of the sorting routines use the qsort() function from the C standard library, which is based on the [http://linux.wku.edu/~lamonml/algor/sort/quick.html Quick Sort] algorithm.  &lt;br /&gt;
&lt;br /&gt;
===Basic Sorting===&lt;br /&gt;
The follow basic sorting natives were added.  These natives sort an array in-place using pre-defined comparison routines.  You can change the sorting order using an optional third parameter.  By default it is &amp;lt;tt&amp;gt;Sort_Ascending&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;Sort_Descending&amp;lt;/tt&amp;gt; is available as well.&lt;br /&gt;
*&amp;lt;tt&amp;gt;[http://www.amxmodx.org/funcwiki.php?go=func&amp;amp;id=1115 SortIntegers]()&amp;lt;/tt&amp;gt; - Sorts an array of integers.&lt;br /&gt;
*&amp;lt;tt&amp;gt;[http://www.amxmodx.org/funcwiki.php?go=func&amp;amp;id=1116 SortFloats]()&amp;lt;/tt&amp;gt; - Sorts an array of floats.&lt;br /&gt;
*&amp;lt;tt&amp;gt;[http://www.amxmodx.org/funcwiki.php?go=func&amp;amp;id=1117 SortStrings]()&amp;lt;/tt&amp;gt; - Sorts an array of strings.&lt;br /&gt;
&lt;br /&gt;
===Custom Sorting===&lt;br /&gt;
Furthermore, you can also define your own custom comparison functions and have the sorting algorithm run them for you.  This can be useful in a variety of ways.  For example, if you have an array of players and an array of those player's skills, you can easily sort the player ids by skill using this feature.  &lt;br /&gt;
&lt;br /&gt;
Custom sorting requires making a function which compares two elements of your array.  Given elements e1 and e2:&lt;br /&gt;
*Return -1 to mean &amp;quot;e1 comes before e2&amp;quot;&lt;br /&gt;
*Return 0 to mean &amp;quot;e1 is equal to e2&amp;quot;&lt;br /&gt;
*Return 1 to mean &amp;quot;e1 comes after e2&amp;quot;&lt;br /&gt;
For example, a very simple formula to compare integers in this manner is: &amp;lt;tt&amp;gt;e1 - e2&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The custom sorting natives are:&lt;br /&gt;
*&amp;lt;tt&amp;gt;[http://www.amxmodx.org/funcwiki.php?go=func&amp;amp;id=1118 SortCustom1D]()&amp;lt;/tt&amp;gt; - Sorts a 1D array given a custom comparison function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;[http://www.amxmodx.org/funcwiki.php?go=func&amp;amp;id=1119 SortCustom2D]()&amp;lt;/tt&amp;gt; - Sorts a 2D array given a custom comparison function.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
You can see an example of each native listed above in the [http://svn.tcwonline.org/viewvc.cgi/trunk/plugins/testsuite/sorttest.sma?root=amxmodx&amp;amp;view=log sorting testing] plugin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=1.76b Changelog=&lt;br /&gt;
AMX Mod X 1.76b was released on October 31st, 2006.  Happy Halloween!&lt;br /&gt;
==Core Changes==&lt;br /&gt;
*Fixed {{AMBug|46213}}: New-style menus that had numbered blanks would cause Core to guess the item numbers wrong.&lt;br /&gt;
*Fixed {{AMBug|46266}}: Team name detection did not work for TFC.&lt;br /&gt;
*Fixed a bug where get_func_id() would crash on an invalid plugin.&lt;br /&gt;
&lt;br /&gt;
==Scripting Changes==&lt;br /&gt;
*Added an optional timeout parameter to SQL_MkDbTuple().&lt;br /&gt;
*Added a &amp;quot;queuetime&amp;quot; parameter to threaded query handlers, to get the amount of time passed.&lt;br /&gt;
*Extended CreateMultiForward() with CreateMultiForwardEx() for filtering old/new plugins from forwards.&lt;br /&gt;
*Fixed {{AMBug|45337}}: SQLX_GetQueryString() did not work with threaded queries.&lt;br /&gt;
*Fixed {{AMBug|46350}}: geoip.inc having faulty a double-inclusion barrier.&lt;br /&gt;
*Fixed {{AMBug|46378}}: unregister_forward() attempted to remove from the wrong hook table.&lt;br /&gt;
*Fixed {{AMBug|46336}}: Vexd_Utilities.inc did not include VexdUM for AMX Mod Compat compiling.&lt;br /&gt;
*Fixed {{AMBug|46630}}: rename_file() could not use relative paths.&lt;br /&gt;
&lt;br /&gt;
==Plugin Changes==&lt;br /&gt;
*Fixed {{AMBug|45990}}: amxmod_compat.amxx could conflict and crash hand-ported AMX Mod plugins.&lt;br /&gt;
*Fixed {{AMBug|46340}}: miscstats.amxx could throw an RTE finding the enemy team.&lt;br /&gt;
*Fixed {{AMBug|46335}}: adminchat.amxx color 'tsay' messages were not space aligned.  Additionally, the leading space can now be omitted.&lt;br /&gt;
*Fixed {{AMBug|46699}}: stats.amxx for DoD did not display working multi-lingual menus.&lt;br /&gt;
*Fixed {{AMBug|46559}}: miscstats.amxx could throw an RTE if a player got more than 6 kills in a row.&lt;br /&gt;
&lt;br /&gt;
==Module Changes==&lt;br /&gt;
*Fixed {{AMBug|45492}}: DoDX would overwrite the stats database on load.&lt;br /&gt;
==Other Changes==&lt;br /&gt;
*Fixed {{AMBug|46112}}: WinCSX.exe would not load properly on some versions of Windows.&lt;br /&gt;
*Fixed {{AMBug|45362}}: AMXX Studio did not indent correctly.&lt;br /&gt;
&lt;br /&gt;
=1.76a Changelog=&lt;br /&gt;
==Core Changes==&lt;br /&gt;
*Fixed {{AMBug|44694}}: is_user_alive() on TFC returned false information when players joined.&lt;br /&gt;
*Fixed {{AMBug|45015}}: The translation string for ambiguous name matches was incorrect for English, Spanish, and German.&lt;br /&gt;
*Fixed {{AMBug|44956}}: The &amp;quot;extra plugin files&amp;quot; feature could break with more than two files after upgrading to 1.76.&lt;br /&gt;
*Fixed minor bugs in the installer, such as not detecting CHMOD properly.&lt;br /&gt;
&lt;br /&gt;
==Plugin Changes==&lt;br /&gt;
*Fixed {{AMBug|45020}}: HE Grenade kill messages could interrupt each other in miscstats.sma.&lt;br /&gt;
*Fixed {{AMBug|45017}}: mapsmenu.sma contained an untranslated phrase.&lt;br /&gt;
*Fixed {{AMBug|40911}}: statsx.sma displayed last known attacker/victim stats to spectators.&lt;br /&gt;
&lt;br /&gt;
==Module Changes==&lt;br /&gt;
*Fixed {{AMBug|44973}}: The CSX module incorrectly reported many knife kills as headshots.&lt;br /&gt;
*Fixed {{AMBug|44964}}: SQLX Threaded Queries could crash if passed an invalid database name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=1.76 Changelog=&lt;br /&gt;
==Core Changes==&lt;br /&gt;
===New Features===&lt;br /&gt;
*The compiler has been heavily optimized and will now compile plugins much faster.&lt;br /&gt;
*Request {{AMBug|43012}}: You can now specify per-map plugins files.  For example, you can list de_dust only plugins in configs/maps/plugins-de_dust.ini.&lt;br /&gt;
*You can now specify a new &amp;quot;disabled&amp;quot; option after plugin names in plugins.ini files.  This will prevent the plugin from being loaded in any config file, and is useful for disabling plugins in map-specific plugin files.&lt;br /&gt;
*Added an experimental compatibility layer for AMX Mod.  See [[AMX Mod Compatibility Layer (AMX Mod X)]] for more information.&lt;br /&gt;
*Request {{AMBug|42871}}: Source file name is shown in the binary logs when the plugin is in the debug mode.&lt;br /&gt;
*Request {{AMBug|44299}}: Error logs now show the mapname and current log file.&lt;br /&gt;
*The developer test suite is now packaged with Core in the scripting folder.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Improved stability and eliminated weird bugs on Linux.  These were caused by code generation bugs in GCC and appear to exist primarily in versions higher than 1.60.&lt;br /&gt;
*Fixed a bug where secondary plugin files would not autoload modules.&lt;br /&gt;
*Fixed a serious corruption bug in callfunc_push_intrf(), callfunc_push_floatrf(), and callfunc_push_str().  Strings or data passed with these methods could be easily overwritten internally.&lt;br /&gt;
*Fixed the JIT not being able to compute heaplow bounds problems.&lt;br /&gt;
*Fixed {{AMBug|41317}}: ExecuteForward() string parameters would be trashed on future internal string calls.&lt;br /&gt;
*Fixed {{AMBug|41777}}: time.txt was not included in the installer.&lt;br /&gt;
*Fixed {{AMBug|42213}}: &amp;quot;amx_logs&amp;quot; was incorrectly listed as &amp;quot;amx_logsdir&amp;quot; in core.ini.&lt;br /&gt;
*Request {{AMBug|41036}}: Improved bot detection.&lt;br /&gt;
*Fixed a rare bug where passing (1&amp;lt;&amp;lt;31) into a %d format-code would print garbage characters.&lt;br /&gt;
&lt;br /&gt;
==Scripting Changes==&lt;br /&gt;
===Additions===&lt;br /&gt;
*Request {{AMBug|23838}}: Added natives to sort integers, floats, strings.  Also added natives to sort custom 1D and 2D arrays using user comparison functions.&lt;br /&gt;
*Added vdformat() for formatting variable argument strings in dynamic natives.&lt;br /&gt;
*Added CreateLangKey() and AddTranslation() for manipulating the multilingual translator.&lt;br /&gt;
*Added SQL_GetInsertId() to MySQL and sqLite modules.&lt;br /&gt;
*For callfunc_push_str() and callfunc_push_array(), you can now specify an optional parameter to stop write-back on change.&lt;br /&gt;
*Request {{AMBug|42810}}: Added callfunc_push_array() to push an array through a callfunc.&lt;br /&gt;
*Request {{AMBug|42697}}: Added SQL_GetQueryString() to find the query string of a query handle.&lt;br /&gt;
*Request {{AMBug|29544}}: Added nvault_touch() native for updating key timestamps.&lt;br /&gt;
*Request {{AMBug|28110}}: Added tfc_get_user_goalitem() to determine if player is carrying a goal item (such as a flag or keycard)&lt;br /&gt;
*Request {{AMBug|41295}}: Added CZ model types to the CsInternalModel enumeration.&lt;br /&gt;
*Request {{AMBug|41635}}: All string formatting routines can now use '%u' to print integers as unsigned.  Note that Pawn only supports signed arithmetic.&lt;br /&gt;
*Request {{AMBug|41585}}: Enhanced functionality of glb_pStringBase with global_get() and added a new return type to pev().&lt;br /&gt;
*Request {{AMBug|40967}}: set_fail_state() now logs that the plugin is failed.&lt;br /&gt;
*Request {{AMBug|41375}}: cs_set_weapon_silen() now has an additional parameter to toggle whether silencer animation is shown.&lt;br /&gt;
*Request {{AMBug|40169}}: cs_get_user_team() now has an additional parameter by reference to get the user's internal player model.&lt;br /&gt;
*Added amxx_setpl_curweap() to the native exports table.&lt;br /&gt;
*Added tfc_get/setweaponammo for ammo that is not in player's backpack.&lt;br /&gt;
*Engine's entity_get and entity_set routines no longer verify that players are fully ingame.  This check was deemed too restrictive.&lt;br /&gt;
*Added hyperbolic trigonomic natives: floatsinh(), floatcosh(), and floattanh().&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Fixed {{AMBug|42916}}: get_user_aiming() did not work on Linux.&lt;br /&gt;
*Fixed {{AMBug|40963}}: GeoIP did not strip ports from IP addresses.&lt;br /&gt;
*Fixed {{AMBug|41483}}: xs.inc did not have double-include prevention.&lt;br /&gt;
*Fixed {{AMBug|43313}}: plugin_log() did not actually block log messages on returning PLUGIN_HANDLED.&lt;br /&gt;
*Fixed {{AMBug|42097}}: Hooking FM_ServerDeactivate did not work.&lt;br /&gt;
*Fixed {{AMBug|42307}}: nvault_open() did not return -1 on failure.&lt;br /&gt;
*Fixed {{AMBug|42383}}: SQL_ThreadQuery() was not working when called from plugin_end().&lt;br /&gt;
*Fixed {{AMBug|42321}}: TFC's Get/Set ammo natives did not work on Linux servers (thanks jRaven).&lt;br /&gt;
*Fixed {{AMBug|44776}}: user_silentkill() did not save the previous message block state.&lt;br /&gt;
*Fixed bug in get_user_aiming() where id and body would always be set to 0.&lt;br /&gt;
*Fixed bug in dllfunc() where DLLFunc_RegisterEncoders would not actually make a call.&lt;br /&gt;
*Fixed bug with floatatan() returning wrong values when trying to get angle in degrees or grades.&lt;br /&gt;
*Improved accuracy of is_user_bot().&lt;br /&gt;
*Rewrote replace_all() to address many serious bugs, including infinite replacements, improper re-indexing, and missed replacements.&lt;br /&gt;
&lt;br /&gt;
==Plugin Changes==&lt;br /&gt;
===Additions===&lt;br /&gt;
*Request {{AMBug|41367}}: stats_logging.sma now logs extra weapons from CSX.&lt;br /&gt;
*Request {{AMBug|44517}}: Added &amp;quot;Spectator&amp;quot; to TFC plmenu.sma's team switch list (thanks jRaven).&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
*Fixed a potential memory corruption bug in StatsX.&lt;br /&gt;
*Fixed {{AMBug|42013}}: TFC team menu didn't allow for changing from blue team.  Also, all plmenu plugins showed team change messages in the language of the admin.&lt;br /&gt;
*Fixed {{AMBug|41768}}: statssounds.sma for TS had the wrong plugin name.&lt;br /&gt;
*Fixed {{AMBug|41563}}: TFC plmenu.sma had the wrong team names.&lt;br /&gt;
*Fixed {{AMBug|41259}}: amx_addadmin was messing users.ini upon new entries.&lt;br /&gt;
*Fixed {{AMBug|43881}}: adminslots did not work until a mapchange was issued.&lt;br /&gt;
&lt;br /&gt;
==Module Fixes==&lt;br /&gt;
*Fixed MySQLX threader on Linux locking up on mapchange if there were queries in the queue.&lt;br /&gt;
*Fixed {{AMBug|41030}}: All stats modules could generate files that would break the file parser.&lt;br /&gt;
*Fixed {{AMBug|41961}}: Fakemeta hooks for GetPlayerAuthId, GetPlayerWONId, and IsMapValid were not being reset on mapchange.&lt;br /&gt;
*Fixed {{AMBug|44428}}: GeoIP country codes were out of date.&lt;br /&gt;
*Updated the GeoIP library to September.&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting (AMX Mod X)]]&lt;/div&gt;</summary>
		<author><name>MaximusBrood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=AMX_Mod_X_1.75_Scripting_Changes&amp;diff=3482</id>
		<title>AMX Mod X 1.75 Scripting Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=AMX_Mod_X_1.75_Scripting_Changes&amp;diff=3482"/>
		<updated>2006-11-11T22:48:08Z</updated>

		<summary type="html">&lt;p&gt;MaximusBrood: Fixed dead link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AMX Mod X 1.75 release made important changes.  While backwards compatibility was kept, intended functionality shifted in esoteric areas that will affect some plugins.  Reading this article is highly recommended.&lt;br /&gt;
&lt;br /&gt;
=Module Requirement Syusstem=&lt;br /&gt;
As part of the new Automatic Module Loading, the old &amp;lt;tt&amp;gt;#pragma library&amp;lt;/tt&amp;gt; has been deprecated.  You must now use:&lt;br /&gt;
&amp;lt;pawn&amp;gt;#pragma reqlib &amp;lt;library&amp;gt;&lt;br /&gt;
&amp;lt;/pawn&amp;gt;&lt;br /&gt;
This means &amp;quot;require library&amp;quot;.  Plugins still compiled with &amp;lt;tt&amp;gt;#pragma library&amp;lt;/tt&amp;gt; will still fail on load if the given module is not found.  However, core will try to load each module given the rules below under &amp;quot;Automatic Module Loading&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Auto Plugin Files=&lt;br /&gt;
With the introduction of callfunc and register_native, many people now distribute plugins in large sets.  To make this easier on users, you can now distribute an &amp;quot;extended plugin file.&amp;quot;  For example, say you have five plugins in a set.  Normally, you would have to ask the user to write each name into plugins.ini, like so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 file1.amxx   ;file1&lt;br /&gt;
 file2.amxx   ;file2&lt;br /&gt;
 file3.amxx   ;file3&lt;br /&gt;
 file4.amxx   ;file4&lt;br /&gt;
 file5.amxx   ;file5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With AMX Mod X 1.75, any file in the configs folder which follows a certain name pattern will be auto-loaded as an additional plugins.ini file.  The pattern is: plugins-*.ini.  &lt;br /&gt;
&lt;br /&gt;
For example, you could distribute &amp;lt;tt&amp;gt;plugins-carmod.ini&amp;lt;/tt&amp;gt; as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;put a semi-colon to disable a plugin&lt;br /&gt;
cars_honda.amxx  &lt;br /&gt;
cars_toyota.amxx&lt;br /&gt;
cars_ford.amxx&lt;br /&gt;
cars_bmw.amxx&lt;br /&gt;
cars_gaben.amxx&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This way, you can easily distribute an extractable install, rather than giving the user overcomplicated instructions.  Furthermore, the file is easily disabled by simply modifying the name (for example, &amp;quot;disabled-carmod.ini&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Automatic Module Loading=&lt;br /&gt;
==Overview==&lt;br /&gt;
As of AMX Mod X 1.75, there is a new, powerful automatic module loading system.  That means that &amp;lt;tt&amp;gt;modules.ini&amp;lt;/tt&amp;gt; is largely deprecated for general use.  Instead, modules are loaded as plugins need them.  This is done dynamically by core before plugins are even loaded, without the need to patch &amp;lt;tt&amp;gt;modules.ini&amp;lt;/tt&amp;gt; and then change the map.&lt;br /&gt;
&lt;br /&gt;
Modules can now define &amp;quot;Libraries&amp;quot; and &amp;quot;Library Classes&amp;quot;.  A library is a specific identifier that should match the filename of the module.  For example, Engine's defined library is &amp;quot;engine&amp;quot;.  FakeMeta's library is &amp;quot;fakemeta&amp;quot;, and so on.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;library class&amp;quot; defines membership to a set of modules.  For example, CSX has the library name &amp;quot;csx&amp;quot;, but it is part of the library class &amp;quot;xstats&amp;quot;.  Library classes are also used for DBI and SQLX.  This is very useful for being able to require one module type of any implementation.&lt;br /&gt;
&lt;br /&gt;
==New API==&lt;br /&gt;
===Compiler Pragmas===&lt;br /&gt;
This is expanded with a number of new &amp;lt;tt&amp;gt;#pragma&amp;lt;/tt&amp;gt; directives:&lt;br /&gt;
*&amp;lt;tt&amp;gt;#pragma reqlib &amp;amp;lt;library&amp;gt;&amp;lt;/tt&amp;gt; - Requires that a given library must be loaded.&lt;br /&gt;
*&amp;lt;tt&amp;gt;#pragma reqclass &amp;amp;lt;libclass&amp;gt;&amp;lt;/tt&amp;gt; - Requires that a given library class must be loaded.&lt;br /&gt;
*&amp;lt;tt&amp;gt;#pragma loadlib &amp;amp;lt;library&amp;gt;&amp;lt;/tt&amp;gt; - Automatically attempts to load a given library (see more info below).&lt;br /&gt;
*&amp;lt;tt&amp;gt;#pragma expectlib &amp;amp;lt;library1&amp;gt; &amp;amp;lt;library2&amp;gt;&amp;lt;/tt&amp;gt; - If the first library is not loaded, the second one will be attempted to load (not very useful).&lt;br /&gt;
*&amp;lt;tt&amp;gt;#pragma expectclass &amp;amp;lt;class&amp;gt; &amp;amp;lt;library&amp;gt;&amp;lt;/tt&amp;gt; - If the expected class is not found, the given library will be attempted to load.  This is useful for defining a default module to be loaded with a given class of modules.&lt;br /&gt;
*&amp;lt;tt&amp;gt;#pragma defclasslib &amp;amp;lt;class&amp;gt; &amp;amp;lt;library&amp;gt;&amp;lt;/tt&amp;gt; - Same as &amp;lt;tt&amp;gt;expectclass&amp;lt;/tt&amp;gt;, however, &amp;lt;tt&amp;gt;defclasslib&amp;lt;/tt&amp;gt; waits until all expectations are resolved.  This lets plugins override defaults by adding their own expectations.&lt;br /&gt;
&lt;br /&gt;
===Module Filtering===&lt;br /&gt;
The module_filter prototype now includes a second parameter, which tells you whether the requirement is a class or library.&lt;br /&gt;
&lt;br /&gt;
Furthermore, module_exists has been deprecated for LibraryExists().&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
The precise order of events is as follows:&lt;br /&gt;
*When the first entity is spawned, AMX Mod X loads all unloaded modules in &amp;lt;tt&amp;gt;modules.ini&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*After &amp;lt;tt&amp;gt;modules.ini&amp;lt;/tt&amp;gt; is parsed, &amp;lt;tt&amp;gt;plugins.ini&amp;lt;/tt&amp;gt; is read.  Each file is mapped into a cache.&lt;br /&gt;
*The cache is previewed.&lt;br /&gt;
**First, the &amp;quot;library&amp;quot; table is read.  This table is read for backwards compatibility with AMX Mod X 1.71 and prior.  Each entry is read as a module file shortname, and the module is loaded if it exists.  &lt;br /&gt;
**Next, the &amp;quot;pubtags&amp;quot; table is read.  Each entry is decoded to one of the special #pragma commands.&lt;br /&gt;
***All loadlib commands are executed, and the modules loaded.&lt;br /&gt;
***All expect commands are executed.&lt;br /&gt;
***All defclasslib commands are executed.&lt;br /&gt;
*AMX Mod X then waits until ServerActivate is called.&lt;br /&gt;
*All plugins are loaded.  If the plugin is in the cache, the cache is read instead.  For each plugin...&lt;br /&gt;
**The library table is read.  For each library that is both nonexistant and unhandled by a module filter, the plugin fails to load.&lt;br /&gt;
**The pubtags table is read.  For each reqlib and reqclass entry that are both nonexistant and unhandled by a module filter, the plugin fails to load.&lt;br /&gt;
*The plugin cache is invalidated and the server is considered &amp;quot;loaded&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=SQLX=&lt;br /&gt;
==Introduction==&lt;br /&gt;
SQLX is a new Database API that supercedes DBI.  Its main feature is that you can load two SQLX modules at once, whereas you cannot with DBI.  It also supports threaded queries, which let you process data without interrupting gameplay from a bad network connection.&lt;br /&gt;
&lt;br /&gt;
These additions come at a hefty price.  The SQLX API is significantly more complex than DBI.  Although some might find it easier to use due to its simpler error checking and iteration, it requires more manual memory management and has less simple abstraction.  Furthermore, taking advantage of the new &amp;lt;tt&amp;gt;SQL_ThreadQuery&amp;lt;/tt&amp;gt; native will require nothing short of a rewrite for most plugins, as it is ''asynchronous'' instead of ''synchronous''.  Because of this, the new SQLX modules also implement the old DBI functionality, for both backwards compatibility and for plugin developers familiar with the old API.  All three APIs - SQL-threaded, SQL-non-threaded, and DBI, are still fully supported.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Since SQLX is an expansive API, showing a single plugin of its usage would be difficult.  It is highly recommended that users interested in the new API look at the [http://svn.tcwonline.org/viewvc.cgi/trunk/plugins/testsuite/sqlxtest.sma?root=amxmodx SQLxTest] plugin, which compares two different DBI methods and both SQL methods of querying a database.  It is highly useful for both regression testing and for getting an idea of how the API works.&lt;br /&gt;
&lt;br /&gt;
The most important concept of SQLX is &amp;quot;Handles,&amp;quot; which are a precursor to a system planned for SourceMod.  Handles are datatypes that store internal information that you should not modify.  Whenever you create a handle, you must also free it, with &amp;lt;tt&amp;gt;SQL_FreeHandle&amp;lt;/tt&amp;gt;().&lt;br /&gt;
&lt;br /&gt;
==Native Overview==&lt;br /&gt;
The basic natives of SQLX are:&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_MakeDbTuple&amp;lt;/tt&amp;gt; (or simple stock version, &amp;lt;tt&amp;gt;SQL_MakeStdTuple&amp;lt;/tt&amp;gt;) - This creates a variable that holds information about a database.  It does not connect to the database.  This is so you don't have to keep retrieving cvar info on every connection.  You do not have to free these handles, although it is a good idea if you create them dynamically.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_Connect&amp;lt;/tt&amp;gt; - Connects to a database and returns a new Handle, or &amp;lt;tt&amp;gt;Empty_Handle&amp;lt;/tt&amp;gt; on failure.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_PrepareQuery&amp;lt;/tt&amp;gt; - Prepares a query for execution, and returns a new Handle to the query.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_Execute&amp;lt;/tt&amp;gt; - Executes a prepared query, and returns 0 on failure (1 on success).&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_MoreResults&amp;lt;/tt&amp;gt; - Returns 1 if there are more results in the query result queue, 0 if none.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_ReadResult&amp;lt;/tt&amp;gt; - Reads the current row result by the column's numerical index, similar to dbi_field/dbi_result.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_NextRow&amp;lt;/tt&amp;gt; - Advances to the next result row.  '''Compatibility Warning''': This does not need to be called first! Unlike &amp;lt;tt&amp;gt;dbi_nextrow&amp;lt;/tt&amp;gt;, the query is automatically at the first row.  If you call &amp;lt;tt&amp;gt;SQL_NextRow&amp;lt;/tt&amp;gt; before &amp;lt;tt&amp;gt;SQL_ReadResult&amp;lt;/tt&amp;gt;, your are actually skipping a row.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_FreeHandle&amp;lt;/tt&amp;gt; - Frees a Handle.  You must do this or else memory will leak.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_ThreadQuery&amp;lt;/tt&amp;gt; - Places a query and connection info into a threaded queue.  In another thread, the connection is established, the query is executed, and the connection is dropped.  The query results are then posted back into the main thread and given to the plugin on the next server-frame.  &lt;br /&gt;
**Note that while powerful, the mechanism is very simplistic.  Similar to &amp;lt;tt&amp;gt;set_task&amp;lt;/tt&amp;gt;, you must differentiate multiple queries having the same callback by packing binary data into an array.  Furthermore, you can only make one query at a time, since the queue is &amp;quot;push one, resolve one, pop one.&amp;quot;  If you plan on making five queries in a row in order to get aggregate information about a player, you must make each of these five queries in separate stages, and you must also take into account asynchronous factors such as the player dropping during the middle of a query.  (One way to do this is to pack the player's authid and client index into the callback data and verify it when the query finishes.)&lt;br /&gt;
**Note that you should currently not call this native during &amp;lt;tt&amp;gt;plugin_end&amp;lt;/tt&amp;gt;().  The backend threader freezes the query queue at this time and flushes all remaining queries back to the main thread.  It is likely your plugin will simply deadlock (freeze idly).  Even if this is corrected, there is no reason to use threaded queries in &amp;lt;tt&amp;gt;plugin_end&amp;lt;/tt&amp;gt;() anyway, because all remaining threaded queries are executed as non-threaded before the mapchanges.&lt;br /&gt;
&lt;br /&gt;
=New Natives / Native Changes=&lt;br /&gt;
==Register Message==&lt;br /&gt;
The &amp;lt;tt&amp;gt;register_message&amp;lt;/tt&amp;gt; set of natives, including &amp;lt;tt&amp;gt;get/set_msg_block&amp;lt;/tt&amp;gt;, has been moved to Core.  This is to facilitate users who prefer to use FakeMeta, and like the simplicity and speed of using Engine's message interception functions.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This change is backwards compatible.&lt;br /&gt;
&lt;br /&gt;
==Argument Formatting==&lt;br /&gt;
The &amp;lt;tt&amp;gt;format_args&amp;lt;/tt&amp;gt; function is now replaced with a much faster, more compatible &amp;lt;tt&amp;gt;vformat&amp;lt;/tt&amp;gt; function.  Its usage is slightly different (read the include file, &amp;lt;tt&amp;gt;string.inc&amp;lt;/tt&amp;gt;), but it accepts %L, whereas format_args does not.  A quick example:&lt;br /&gt;
&amp;lt;pawn&amp;gt;debugprint(const fmt[], ...)&lt;br /&gt;
{&lt;br /&gt;
   static temp[2048]&lt;br /&gt;
   vformat(temp, sizeof(temp)-1, fmt, 2)&lt;br /&gt;
   log_message(&amp;quot;[DEBUG] %s&amp;quot;, temp)&lt;br /&gt;
}&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Core Natives==&lt;br /&gt;
*&amp;lt;tt&amp;gt;register_plugin&amp;lt;/tt&amp;gt; - Now returns a plugin id.&lt;br /&gt;
*&amp;lt;tt&amp;gt;get_amxx_verstring&amp;lt;/tt&amp;gt; - Returns the AMX Mod X version string.&lt;br /&gt;
*&amp;lt;tt&amp;gt;get_weaponid&amp;lt;/tt&amp;gt; - Gets a weapon id from a weapon name.&lt;br /&gt;
&lt;br /&gt;
==FakeMeta==&lt;br /&gt;
===New Natives===&lt;br /&gt;
*&amp;lt;tt&amp;gt;get_orig_retval&amp;lt;/tt&amp;gt; - Gets the original return value of an engine or game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;copy_infokey_buffer&amp;lt;/tt&amp;gt; - Copies the given infobuffer pointer into output buffer.&lt;br /&gt;
*&amp;lt;tt&amp;gt;get/set_cd&amp;lt;/tt&amp;gt; - Gets or sets members of a clientdata data structure (used with UpdateClientData).&lt;br /&gt;
*&amp;lt;tt&amp;gt;get/set_es&amp;lt;/tt&amp;gt; - Gets or sets members of an entity_state data structure (used with AddToFullPack).&lt;br /&gt;
*&amp;lt;tt&amp;gt;get/set_uc&amp;lt;/tt&amp;gt; - Gets or sets members of a usecmd data structure (used with CmdStart).&lt;br /&gt;
&lt;br /&gt;
===New Engine/GameDLL Functions===&lt;br /&gt;
The &amp;lt;tt&amp;gt;register_forward&amp;lt;/tt&amp;gt; native now allows for hooking a number of new functions from the engine or game DLL including:&lt;br /&gt;
*&amp;lt;tt&amp;gt;UpdateClientData&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;AddToFullPack&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;CmdStart&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;CmdEnd&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;CreateInstBaselines&amp;lt;/tt&amp;gt; - Game DLL function&lt;br /&gt;
*&amp;lt;tt&amp;gt;CreateInstBaseline&amp;lt;/tt&amp;gt; - Engine function&lt;br /&gt;
*&amp;lt;tt&amp;gt;CreateBaseline&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;GetInfoKeyBuffer&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;AlertMessage&amp;lt;/tt&amp;gt; - This now can be called via &amp;lt;tt&amp;gt;engfunc&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;ClientPrintf&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These functions can also be called via &amp;lt;tt&amp;gt;engfunc&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;dllfunc&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Breaking Changes===&lt;br /&gt;
Using &amp;lt;tt&amp;gt;engfunc&amp;lt;/tt&amp;gt; in order to call &amp;lt;tt&amp;gt;EngFunc_InfoKeyValue&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;EngFunc_SetKeyValue&amp;lt;/tt&amp;gt;, or &amp;lt;tt&amp;gt;EngFunc_SetClientKeyValue&amp;lt;/tt&amp;gt; now requires passing an infobuffer pointer. An infobuffer pointer can be obtained by calling &amp;lt;tt&amp;gt;EngFunc_GetInfoKeyBuffer&amp;lt;/tt&amp;gt;. For example:&lt;br /&gt;
&amp;lt;pawn&amp;gt;some_function(id, name[])&lt;br /&gt;
{&lt;br /&gt;
   new infokey = engfunc(EngFunc_GetInfoKeyBuffer, id)&lt;br /&gt;
   engfunc(EngFunc_SetClientKeyValue, id, infokey, &amp;quot;model&amp;quot;, name)&lt;br /&gt;
}&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you hook ClientUserInfoChanged via Fakemeta, an infobuffer pointer is now also forwarded to your function in addition to the client id.&lt;br /&gt;
&lt;br /&gt;
==Cstrike==&lt;br /&gt;
*&amp;lt;tt&amp;gt;cs_get_user_mapzones&amp;lt;/tt&amp;gt; - Returns bitwise flags of where on the map a player is located such as buy zone, bomb site, hostage rescue zone, VIP safety zone, and escape zone.&lt;br /&gt;
*&amp;lt;tt&amp;gt;cs_set_user_vip&amp;lt;/tt&amp;gt; - Now takes two additional (but optional) parameters for determining whether or not the player model and scoreboard get updated.&lt;br /&gt;
*&amp;lt;tt&amp;gt;cs_set_user_zoom&amp;lt;/tt&amp;gt; - Sets a zooming type on a player for any weapon.&lt;br /&gt;
*&amp;lt;tt&amp;gt;cs_get_user_zoom&amp;lt;/tt&amp;gt; - Returns the zooming type of a player.&lt;br /&gt;
&lt;br /&gt;
==DoD==&lt;br /&gt;
===Forwards===&lt;br /&gt;
*&amp;lt;tt&amp;gt;dod_client_changeteam(id, team, oldteam)&amp;lt;/tt&amp;gt; - This Forward is called when a player changes team, it contains the player id, the new team they have joined and the old team they were on.&lt;br /&gt;
*&amp;lt;tt&amp;gt;dod_client_changeclass(id, class, oldclass)&amp;lt;/tt&amp;gt; - This Forward is called just after player spawns if a player changes class, it contains the player id, the new class number and the old class number.&lt;br /&gt;
*&amp;lt;tt&amp;gt;dod_client_spawn(id)&amp;lt;/tt&amp;gt; - This Forward is called when a player spawns, it contains the player id.&lt;br /&gt;
&lt;br /&gt;
===Stocks===&lt;br /&gt;
*&amp;lt;tt&amp;gt;dod_set_model(id, model[])&amp;lt;/tt&amp;gt; - Sets the model for a player, good for if you want to have special models.  The models used MUST be located in the following directory: dod/models/player/ And should look something like this: dod/models/player/models-name/model-name.mdl dod/models/player/models-name/model-nameT.mdl&lt;br /&gt;
*&amp;lt;tt&amp;gt;dod_set_body_number(id, bodynumber)&amp;lt;/tt&amp;gt; - Sets the model number for a players model&lt;br /&gt;
*&amp;lt;tt&amp;gt;dod_clear_model(id)&amp;lt;/tt&amp;gt; - Turns off the special model for a player&lt;br /&gt;
&lt;br /&gt;
==New Stocks==&lt;br /&gt;
===Engine===&lt;br /&gt;
*&amp;lt;tt&amp;gt;IsInWorld&amp;lt;/tt&amp;gt; - Checks if an entity is within the bounds of the world (from HLSDK).&lt;br /&gt;
&lt;br /&gt;
===FakeMeta===&lt;br /&gt;
*&amp;lt;tt&amp;gt;DF_UpdateClientData&amp;lt;/tt&amp;gt; - Calls UpdateClientData game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;DF_AddToFullPack&amp;lt;/tt&amp;gt; - Calls AddToFullPack game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;DF_CmdStart&amp;lt;/tt&amp;gt; - Calls CmdStart game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;DF_CmdEnd&amp;lt;/tt&amp;gt; - Calls CmdEnd game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;DF_CreateBaseline&amp;lt;/tt&amp;gt; - Calls CreateBaseline game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;DF_CreateInstBaselines&amp;lt;/tt&amp;gt; - Calls CreateInstancedBaselines game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;EF_CreateInstBaseline&amp;lt;/tt&amp;gt; - Calls CreateInstancedBaseline engine function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;EF_GetInfoKeyBuffer&amp;lt;/tt&amp;gt; - Calls GetInfoKeyBuffer engine function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;EF_ClientPrintf&amp;lt;/tt&amp;gt; - Calls ClientPrintf engine function.&lt;br /&gt;
&lt;br /&gt;
==New Constants==&lt;br /&gt;
Various sound constants (&amp;lt;tt&amp;gt;SND_SPAWNING&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;SND_STOP&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;SND_CHANGE_VOL&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;SND_CHANGE_PITCH&amp;lt;/tt&amp;gt;) from the HL SDK as well as a constant for pi were added to &amp;lt;tt&amp;gt;amxconst.inc&amp;lt;/tt&amp;gt;. &amp;lt;tt&amp;gt;TE_*&amp;lt;/tt&amp;gt; (temp entity) message constants have also been added which will automatically be included with &amp;lt;tt&amp;gt;#include &amp;lt;amxmodx&amp;gt;&amp;lt;/tt&amp;gt;. And finally, a new &amp;lt;tt&amp;gt;hlsdk_const.inc&amp;lt;/tt&amp;gt; file has been added that contains many more constants from the SDK. This is automatically included with &amp;lt;tt&amp;gt;#include &amp;lt;engine&amp;gt;&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;#include &amp;lt;fakemeta&amp;gt;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Module API=&lt;br /&gt;
The AMX Mod X module API received a small overhaul for 1.75.&lt;br /&gt;
&lt;br /&gt;
==Versioning/Interface Additions==&lt;br /&gt;
The internal module interface version is 4.  However, modules from M/SDK 3 will still load.  &lt;br /&gt;
&lt;br /&gt;
M/SDK Version 4 modules have two new members of public information: the library string, and the library class string.  These contain comma delimited names of whatever libraries or library classes the module would like to be registered.&lt;br /&gt;
&lt;br /&gt;
For backwards compatibility, M/SDK Version 4 modules have an automatically empty library class string, and a library string equal to the logtag string.&lt;br /&gt;
&lt;br /&gt;
==New Callbacks==&lt;br /&gt;
Modules can now be informed of when plugins are about to be unloaded, and when plugins have been fully unloaded.  This means that modules don't have to hook ServerActivate and ServerActivate_Post (implementation dependent), don't need to be loaded by Metamod, and don't need to detach simply to release resources.&lt;br /&gt;
&lt;br /&gt;
==New Functions==&lt;br /&gt;
*&amp;lt;tt&amp;gt;MF_GetLocalInfo&amp;lt;/tt&amp;gt; - Intended for modules using LOCALINFO, which required a Metamod attachment.  This is equal to AMX Mod X's core function &amp;lt;tt&amp;gt;get_localinfo&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*&amp;lt;tt&amp;gt;MF_OverrideNatives&amp;lt;/tt&amp;gt; - Given a native list, this specifies that any other module already providing these natives will no longer provide them.  This was added to force backwards compatibility between SQLITE and MySQLX.  Usage is not recommended.&lt;br /&gt;
*&amp;lt;tt&amp;gt;MF_FindLibrary&amp;lt;/tt&amp;gt; - Essentially the same function as LibraryExists() for plugins.&lt;br /&gt;
*&amp;lt;tt&amp;gt;MF_AddLibraries&amp;lt;/tt&amp;gt; - Adds a comma delimited list of libraries or library classes.  You must specify a &amp;quot;parent&amp;quot; pointer that identifies the module.  This is easily accomplished by taking the address of any static variable.&lt;br /&gt;
*&amp;lt;tt&amp;gt;MF_RemoveLibraries&amp;lt;/tt&amp;gt; - Removes all library entries with the given parent pointer.  This is useful if your module adds custom entries not in its defined list.  &lt;br /&gt;
&lt;br /&gt;
==MSVC8 Compatibility==&lt;br /&gt;
M/SDK Version 4 now contains preprocessor definitions for compatibility with Microsoft's Visual Studio 2005/8.0 (provided by [[User:Damaged Soul|Damaged Soul]]).  These macros can be turned off in the &amp;lt;tt&amp;gt;moduleconfig.h&amp;lt;/tt&amp;gt; file by uncommenting the definition of &amp;lt;tt&amp;gt;NO_MSVC8_AUTO_COMPAT&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Minor Changes=&lt;br /&gt;
==Compiler Defines==&lt;br /&gt;
Since &amp;lt;tt&amp;gt;__DATE__&amp;lt;/tt&amp;gt; was fixed in 1.75, the macro &amp;lt;tt&amp;gt;__TIME__&amp;lt;/tt&amp;gt; was also added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Full Changelog=&lt;br /&gt;
This changelog is tentative.  Developers will be editing it as things are changed.&lt;br /&gt;
&lt;br /&gt;
* Core Changes&lt;br /&gt;
** Modules are now automatically loaded by detecting plugin usage.&lt;br /&gt;
*** modules.ini is now primarily deprecated, except for SQL and unsupported libraries.&lt;br /&gt;
** Rewrote SQLX modules (again).  You can now load multiple SQL modules and toggle them per-plugin.&lt;br /&gt;
*** Added new SQL API called SQLX.  DBI was kept backwards-compatible.&lt;br /&gt;
*** Added new function to thread SQL queries (which prevents lag from a bad connection).&lt;br /&gt;
** Fixed some very small memory leaks.&lt;br /&gt;
** Fixed binary logging building wrong on Linux.&lt;br /&gt;
** Fixed some debugging crashes.&lt;br /&gt;
** Fixed serious bug when creating plugin_pause/plugin_unpause forwards.&lt;br /&gt;
** Fixed serious crash bug involving set_hudmessage and plugins using high hudchannels.&lt;br /&gt;
** Any file in the configs folder starting with &amp;quot;plugins-&amp;quot; and ending in &amp;quot;.ini&amp;quot; will now be treated as an extended plugins file.  This is useful for distributing sets of plugins separately, and easily disabling them with a name change.&lt;br /&gt;
&lt;br /&gt;
* Fakemeta Changes&lt;br /&gt;
** Added new hookable/callable functions:&lt;br /&gt;
*** AddToFullPack&lt;br /&gt;
*** AlertMessage&lt;br /&gt;
*** ClientPrintf&lt;br /&gt;
*** ClientUserInfoChanged&lt;br /&gt;
*** CmdEnd&lt;br /&gt;
*** CmdStart&lt;br /&gt;
*** CreateBaseline&lt;br /&gt;
*** CreateInstancedBaseline&lt;br /&gt;
*** GetInfoKeyBuffer&lt;br /&gt;
*** InfoKeyValue&lt;br /&gt;
*** UpdateClientData&lt;br /&gt;
*** SetClientKeyValue&lt;br /&gt;
*** SetKeyValue&lt;br /&gt;
** Added new natives:&lt;br /&gt;
*** copy_infokey_buffer&lt;br /&gt;
*** get_orig_retval&lt;br /&gt;
** Fixed various trace bugs in FakeMeta with certain natives.&lt;br /&gt;
** Fixed some unhooking on server-deactivate problems in FakeMeta.&lt;br /&gt;
&lt;br /&gt;
* Scripting Changes:&lt;br /&gt;
** Added __DATE__ and __TIME__ auto-macros to the compiler.&lt;br /&gt;
** Added many HLSDK constants and improved include organization.&lt;br /&gt;
** Added new compiler #pragma directives for using the module autoloading system.&lt;br /&gt;
** Added cs_get_user_mapzones (thanks VEN!).&lt;br /&gt;
** Added cs_set_user_zoom.&lt;br /&gt;
** Added cs_get_user_zoom.&lt;br /&gt;
** Added IsInWorld() stock (thanks Twilight Suzuka!).&lt;br /&gt;
** Added nvault_remove().&lt;br /&gt;
** Added emessage_begin()...emessage_end() natives for advanced messaging capabilities.&lt;br /&gt;
** Moved various natives from Engine and into Core:&lt;br /&gt;
*** register_message&lt;br /&gt;
*** get_msg_args&lt;br /&gt;
*** get/set_msg_arg_type&lt;br /&gt;
*** get/set_msg_arg_int&lt;br /&gt;
*** get/set_msg_arg_float&lt;br /&gt;
*** get/set_msg_arg_string&lt;br /&gt;
*** get_msg_origin&lt;br /&gt;
*** get/set_msg_block&lt;br /&gt;
*** velocity_by_aim&lt;br /&gt;
*** vector_to_angle&lt;br /&gt;
*** angle_vector&lt;br /&gt;
*** vector_length&lt;br /&gt;
*** vector_distance&lt;br /&gt;
*** precache_generic&lt;br /&gt;
** Dynamic natives that are paused now also pause parent plugins (with an error).&lt;br /&gt;
** register_plugin() now returns the plugin ID.&lt;br /&gt;
** Fixed a corruption bug in strip_user_weapons().&lt;br /&gt;
** Fixed a bug in set_view() (thanks jtp10181!).&lt;br /&gt;
** Fixed is_in_viewcone() always returning 0.&lt;br /&gt;
** Fixed is_visible causing a crash, improved accuracy.&lt;br /&gt;
** Fixed a crash bug in get_tr2() (thanks Orangutanz!).&lt;br /&gt;
** Fixed cs_get_user_buyzone() returning existence in other areas.&lt;br /&gt;
** Fixed a rare floatround() bug where values ending strictly in .5 were IEEE rounded.&lt;br /&gt;
** Fixed a bug where removing the current parent task could damage the task queue.&lt;br /&gt;
** Fixed a bug in get_entity_visibility (thanks VEN!).&lt;br /&gt;
** Fixed some menu item calculation bugs on single paged menus.&lt;br /&gt;
** Fixed CreateOneForward() not working as intended.&lt;br /&gt;
** Removed non-existant take_damage() entry.&lt;br /&gt;
** Expanded XS Stock Library with addition of xs_vec_make2d.&lt;br /&gt;
** Expanded usage of cs_set_user_vip().&lt;br /&gt;
** Improved get_brush_entity_origin() and ViewContents (thanks Orangutanz!).&lt;br /&gt;
** Added core natives:&lt;br /&gt;
*** fputs()&lt;br /&gt;
*** get_weaponid()&lt;br /&gt;
*** rename_file()&lt;br /&gt;
*** vformat()&lt;br /&gt;
&lt;br /&gt;
* DoD Changes:&lt;br /&gt;
** Added forwards:&lt;br /&gt;
*** dod_client_changeteam&lt;br /&gt;
*** dod_client_changeclass&lt;br /&gt;
*** dod_client_spawn&lt;br /&gt;
** Added stocks:&lt;br /&gt;
*** dod_set_model&lt;br /&gt;
*** dod_set_body_number&lt;br /&gt;
*** dod_clear_model&lt;br /&gt;
&lt;br /&gt;
* Plugin Changes:&lt;br /&gt;
** Added amx_showrcon command to show rcon results in admincmd.sma.&lt;br /&gt;
** Added weapon restriction compatibility for bots in CS (KWo).&lt;br /&gt;
** Added admin identifier (asterisk which is red if colors are available) to all menus with a user list.&lt;br /&gt;
** Upgraded admin.sma to the new SQLX API.&lt;br /&gt;
** Fixed a bug in amx_reloadadmins not giving admins new access.&lt;br /&gt;
** Fixed a weapon restriction exploit in restmenu.sma.&lt;br /&gt;
** Fixed an HTML exploit in /top15 displaying player names.&lt;br /&gt;
** Fixed various and plentiful amx_addadmin bugs.&lt;br /&gt;
** Fixed telemenu.sma not letting you teleport yourself (thanks jtp10181!).&lt;br /&gt;
** Fixed a bug with adminslots.sma lowering the slots by 1.&lt;br /&gt;
** Fixed overlapping hud messages with miscstats.&lt;br /&gt;
&lt;br /&gt;
* Module API Changes:&lt;br /&gt;
** Added and fixed module API for inter-module communication.&lt;br /&gt;
** Added native overriding and replacing to module API.&lt;br /&gt;
** Added plugin unloading/unloaded callbacks to module API.&lt;br /&gt;
** Added MSVC8 project files to most CVS projects.&lt;br /&gt;
&lt;br /&gt;
* Configuration Changes:&lt;br /&gt;
** Added amx_sql_type cvar to sql.cfg.&lt;br /&gt;
** Re-organized and simplified modules.ini.&lt;br /&gt;
** Error logging can now be redirected to separate logs.&lt;br /&gt;
** Fixed modules.ini parsing bugs and simplified parsing.&lt;br /&gt;
** Fixed a double entry in cvars.ini.&lt;br /&gt;
&lt;br /&gt;
* Other Changes:&lt;br /&gt;
** Added a Bulgarian translation (thanks lubb!).&lt;br /&gt;
** Added a leetspeak translation (thanks, I think, Twilight Suzuka!).&lt;br /&gt;
** Improved FTP option of the graphical installer.&lt;br /&gt;
** Updated the GeoIP library to June.&lt;br /&gt;
** Updated PCRE from v6.1 to v6.4.&lt;br /&gt;
** Updated sqLite from 3.3.4 to 3.3.5.&lt;br /&gt;
** Fixed a steam account path bug in the installer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting (AMX Mod X)]]&lt;/div&gt;</summary>
		<author><name>MaximusBrood</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=AMX_Mod_X_1.75_Scripting_Changes&amp;diff=3481</id>
		<title>AMX Mod X 1.75 Scripting Changes</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=AMX_Mod_X_1.75_Scripting_Changes&amp;diff=3481"/>
		<updated>2006-11-11T22:41:15Z</updated>

		<summary type="html">&lt;p&gt;MaximusBrood: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The AMX Mod X 1.75 release made important changes.  While backwards compatibility was kept, intended functionality shifted in esoteric areas that will affect some plugins.  Reading this article is highly recommended.&lt;br /&gt;
&lt;br /&gt;
=Module Requirement System=&lt;br /&gt;
As part of the new Automatic Module Loading, the old &amp;lt;tt&amp;gt;#pragma library&amp;lt;/tt&amp;gt; has been deprecated.  You must now use:&lt;br /&gt;
&amp;lt;pawn&amp;gt;#pragma reqlib &amp;lt;library&amp;gt;&lt;br /&gt;
&amp;lt;/pawn&amp;gt;&lt;br /&gt;
This means &amp;quot;require library&amp;quot;.  Plugins still compiled with &amp;lt;tt&amp;gt;#pragma library&amp;lt;/tt&amp;gt; will still fail on load if the given module is not found.  However, core will try to load each module given the rules below under &amp;quot;Automatic Module Loading&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Auto Plugin Files=&lt;br /&gt;
With the introduction of callfunc and register_native, many people now distribute plugins in large sets.  To make this easier on users, you can now distribute an &amp;quot;extended plugin file.&amp;quot;  For example, say you have five plugins in a set.  Normally, you would have to ask the user to write each name into plugins.ini, like so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 file1.amxx   ;file1&lt;br /&gt;
 file2.amxx   ;file2&lt;br /&gt;
 file3.amxx   ;file3&lt;br /&gt;
 file4.amxx   ;file4&lt;br /&gt;
 file5.amxx   ;file5&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With AMX Mod X 1.75, any file in the configs folder which follows a certain name pattern will be auto-loaded as an additional plugins.ini file.  The pattern is: plugins-*.ini.  &lt;br /&gt;
&lt;br /&gt;
For example, you could distribute &amp;lt;tt&amp;gt;plugins-carmod.ini&amp;lt;/tt&amp;gt; as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;put a semi-colon to disable a plugin&lt;br /&gt;
cars_honda.amxx  &lt;br /&gt;
cars_toyota.amxx&lt;br /&gt;
cars_ford.amxx&lt;br /&gt;
cars_bmw.amxx&lt;br /&gt;
cars_gaben.amxx&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This way, you can easily distribute an extractable install, rather than giving the user overcomplicated instructions.  Furthermore, the file is easily disabled by simply modifying the name (for example, &amp;quot;disabled-carmod.ini&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Automatic Module Loading=&lt;br /&gt;
==Overview==&lt;br /&gt;
As of AMX Mod X 1.75, there is a new, powerful automatic module loading system.  That means that &amp;lt;tt&amp;gt;modules.ini&amp;lt;/tt&amp;gt; is largely deprecated for general use.  Instead, modules are loaded as plugins need them.  This is done dynamically by core before plugins are even loaded, without the need to patch &amp;lt;tt&amp;gt;modules.ini&amp;lt;/tt&amp;gt; and then change the map.&lt;br /&gt;
&lt;br /&gt;
Modules can now define &amp;quot;Libraries&amp;quot; and &amp;quot;Library Classes&amp;quot;.  A library is a specific identifier that should match the filename of the module.  For example, Engine's defined library is &amp;quot;engine&amp;quot;.  FakeMeta's library is &amp;quot;fakemeta&amp;quot;, and so on.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;library class&amp;quot; defines membership to a set of modules.  For example, CSX has the library name &amp;quot;csx&amp;quot;, but it is part of the library class &amp;quot;xstats&amp;quot;.  Library classes are also used for DBI and SQLX.  This is very useful for being able to require one module type of any implementation.&lt;br /&gt;
&lt;br /&gt;
==New API==&lt;br /&gt;
===Compiler Pragmas===&lt;br /&gt;
This is expanded with a number of new &amp;lt;tt&amp;gt;#pragma&amp;lt;/tt&amp;gt; directives:&lt;br /&gt;
*&amp;lt;tt&amp;gt;#pragma reqlib &amp;amp;lt;library&amp;gt;&amp;lt;/tt&amp;gt; - Requires that a given library must be loaded.&lt;br /&gt;
*&amp;lt;tt&amp;gt;#pragma reqclass &amp;amp;lt;libclass&amp;gt;&amp;lt;/tt&amp;gt; - Requires that a given library class must be loaded.&lt;br /&gt;
*&amp;lt;tt&amp;gt;#pragma loadlib &amp;amp;lt;library&amp;gt;&amp;lt;/tt&amp;gt; - Automatically attempts to load a given library (see more info below).&lt;br /&gt;
*&amp;lt;tt&amp;gt;#pragma expectlib &amp;amp;lt;library1&amp;gt; &amp;amp;lt;library2&amp;gt;&amp;lt;/tt&amp;gt; - If the first library is not loaded, the second one will be attempted to load (not very useful).&lt;br /&gt;
*&amp;lt;tt&amp;gt;#pragma expectclass &amp;amp;lt;class&amp;gt; &amp;amp;lt;library&amp;gt;&amp;lt;/tt&amp;gt; - If the expected class is not found, the given library will be attempted to load.  This is useful for defining a default module to be loaded with a given class of modules.&lt;br /&gt;
*&amp;lt;tt&amp;gt;#pragma defclasslib &amp;amp;lt;class&amp;gt; &amp;amp;lt;library&amp;gt;&amp;lt;/tt&amp;gt; - Same as &amp;lt;tt&amp;gt;expectclass&amp;lt;/tt&amp;gt;, however, &amp;lt;tt&amp;gt;defclasslib&amp;lt;/tt&amp;gt; waits until all expectations are resolved.  This lets plugins override defaults by adding their own expectations.&lt;br /&gt;
&lt;br /&gt;
===Module Filtering===&lt;br /&gt;
The module_filter prototype now includes a second parameter, which tells you whether the requirement is a class or library.&lt;br /&gt;
&lt;br /&gt;
Furthermore, module_exists has been deprecated for LibraryExists().&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
The precise order of events is as follows:&lt;br /&gt;
*When the first entity is spawned, AMX Mod X loads all unloaded modules in &amp;lt;tt&amp;gt;modules.ini&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*After &amp;lt;tt&amp;gt;modules.ini&amp;lt;/tt&amp;gt; is parsed, &amp;lt;tt&amp;gt;plugins.ini&amp;lt;/tt&amp;gt; is read.  Each file is mapped into a cache.&lt;br /&gt;
*The cache is previewed.&lt;br /&gt;
**First, the &amp;quot;library&amp;quot; table is read.  This table is read for backwards compatibility with AMX Mod X 1.71 and prior.  Each entry is read as a module file shortname, and the module is loaded if it exists.  &lt;br /&gt;
**Next, the &amp;quot;pubtags&amp;quot; table is read.  Each entry is decoded to one of the special #pragma commands.&lt;br /&gt;
***All loadlib commands are executed, and the modules loaded.&lt;br /&gt;
***All expect commands are executed.&lt;br /&gt;
***All defclasslib commands are executed.&lt;br /&gt;
*AMX Mod X then waits until ServerActivate is called.&lt;br /&gt;
*All plugins are loaded.  If the plugin is in the cache, the cache is read instead.  For each plugin...&lt;br /&gt;
**The library table is read.  For each library that is both nonexistant and unhandled by a module filter, the plugin fails to load.&lt;br /&gt;
**The pubtags table is read.  For each reqlib and reqclass entry that are both nonexistant and unhandled by a module filter, the plugin fails to load.&lt;br /&gt;
*The plugin cache is invalidated and the server is considered &amp;quot;loaded&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=SQLX=&lt;br /&gt;
==Introduction==&lt;br /&gt;
SQLX is a new Database API that supercedes DBI.  Its main feature is that you can load two SQLX modules at once, whereas you cannot with DBI.  It also supports threaded queries, which let you process data without interrupting gameplay from a bad network connection.&lt;br /&gt;
&lt;br /&gt;
These additions come at a hefty price.  The SQLX API is significantly more complex than DBI.  Although some might find it easier to use due to its simpler error checking and iteration, it requires more manual memory management and has less simple abstraction.  Furthermore, taking advantage of the new &amp;lt;tt&amp;gt;SQL_ThreadQuery&amp;lt;/tt&amp;gt; native will require nothing short of a rewrite for most plugins, as it is ''asynchronous'' instead of ''synchronous''.  Because of this, the new SQLX modules also implement the old DBI functionality, for both backwards compatibility and for plugin developers familiar with the old API.  All three APIs - SQL-threaded, SQL-non-threaded, and DBI, are still fully supported.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Since SQLX is an expansive API, showing a single plugin of its usage would be difficult.  It is highly recommended that users interested in the new API look at the [http://cvs.tcwonline.org/viewvc.cgi/amxmodx/plugins/testsuite/sqlxtest.sma?view=log SQLxTest] plugin, which compares two different DBI methods and both SQL methods of querying a database.  It is highly useful for both regression testing and for getting an idea of how the API works.&lt;br /&gt;
&lt;br /&gt;
The most important concept of SQLX is &amp;quot;Handles,&amp;quot; which are a precursor to a system planned for SourceMod.  Handles are datatypes that store internal information that you should not modify.  Whenever you create a handle, you must also free it, with &amp;lt;tt&amp;gt;SQL_FreeHandle&amp;lt;/tt&amp;gt;().&lt;br /&gt;
&lt;br /&gt;
==Native Overview==&lt;br /&gt;
The basic natives of SQLX are:&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_MakeDbTuple&amp;lt;/tt&amp;gt; (or simple stock version, &amp;lt;tt&amp;gt;SQL_MakeStdTuple&amp;lt;/tt&amp;gt;) - This creates a variable that holds information about a database.  It does not connect to the database.  This is so you don't have to keep retrieving cvar info on every connection.  You do not have to free these handles, although it is a good idea if you create them dynamically.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_Connect&amp;lt;/tt&amp;gt; - Connects to a database and returns a new Handle, or &amp;lt;tt&amp;gt;Empty_Handle&amp;lt;/tt&amp;gt; on failure.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_PrepareQuery&amp;lt;/tt&amp;gt; - Prepares a query for execution, and returns a new Handle to the query.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_Execute&amp;lt;/tt&amp;gt; - Executes a prepared query, and returns 0 on failure (1 on success).&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_MoreResults&amp;lt;/tt&amp;gt; - Returns 1 if there are more results in the query result queue, 0 if none.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_ReadResult&amp;lt;/tt&amp;gt; - Reads the current row result by the column's numerical index, similar to dbi_field/dbi_result.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_NextRow&amp;lt;/tt&amp;gt; - Advances to the next result row.  '''Compatibility Warning''': This does not need to be called first! Unlike &amp;lt;tt&amp;gt;dbi_nextrow&amp;lt;/tt&amp;gt;, the query is automatically at the first row.  If you call &amp;lt;tt&amp;gt;SQL_NextRow&amp;lt;/tt&amp;gt; before &amp;lt;tt&amp;gt;SQL_ReadResult&amp;lt;/tt&amp;gt;, your are actually skipping a row.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_FreeHandle&amp;lt;/tt&amp;gt; - Frees a Handle.  You must do this or else memory will leak.&lt;br /&gt;
*&amp;lt;tt&amp;gt;SQL_ThreadQuery&amp;lt;/tt&amp;gt; - Places a query and connection info into a threaded queue.  In another thread, the connection is established, the query is executed, and the connection is dropped.  The query results are then posted back into the main thread and given to the plugin on the next server-frame.  &lt;br /&gt;
**Note that while powerful, the mechanism is very simplistic.  Similar to &amp;lt;tt&amp;gt;set_task&amp;lt;/tt&amp;gt;, you must differentiate multiple queries having the same callback by packing binary data into an array.  Furthermore, you can only make one query at a time, since the queue is &amp;quot;push one, resolve one, pop one.&amp;quot;  If you plan on making five queries in a row in order to get aggregate information about a player, you must make each of these five queries in separate stages, and you must also take into account asynchronous factors such as the player dropping during the middle of a query.  (One way to do this is to pack the player's authid and client index into the callback data and verify it when the query finishes.)&lt;br /&gt;
**Note that you should currently not call this native during &amp;lt;tt&amp;gt;plugin_end&amp;lt;/tt&amp;gt;().  The backend threader freezes the query queue at this time and flushes all remaining queries back to the main thread.  It is likely your plugin will simply deadlock (freeze idly).  Even if this is corrected, there is no reason to use threaded queries in &amp;lt;tt&amp;gt;plugin_end&amp;lt;/tt&amp;gt;() anyway, because all remaining threaded queries are executed as non-threaded before the mapchanges.&lt;br /&gt;
&lt;br /&gt;
=New Natives / Native Changes=&lt;br /&gt;
==Register Message==&lt;br /&gt;
The &amp;lt;tt&amp;gt;register_message&amp;lt;/tt&amp;gt; set of natives, including &amp;lt;tt&amp;gt;get/set_msg_block&amp;lt;/tt&amp;gt;, has been moved to Core.  This is to facilitate users who prefer to use FakeMeta, and like the simplicity and speed of using Engine's message interception functions.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This change is backwards compatible.&lt;br /&gt;
&lt;br /&gt;
==Argument Formatting==&lt;br /&gt;
The &amp;lt;tt&amp;gt;format_args&amp;lt;/tt&amp;gt; function is now replaced with a much faster, more compatible &amp;lt;tt&amp;gt;vformat&amp;lt;/tt&amp;gt; function.  Its usage is slightly different (read the include file, &amp;lt;tt&amp;gt;string.inc&amp;lt;/tt&amp;gt;), but it accepts %L, whereas format_args does not.  A quick example:&lt;br /&gt;
&amp;lt;pawn&amp;gt;debugprint(const fmt[], ...)&lt;br /&gt;
{&lt;br /&gt;
   static temp[2048]&lt;br /&gt;
   vformat(temp, sizeof(temp)-1, fmt, 2)&lt;br /&gt;
   log_message(&amp;quot;[DEBUG] %s&amp;quot;, temp)&lt;br /&gt;
}&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Core Natives==&lt;br /&gt;
*&amp;lt;tt&amp;gt;register_plugin&amp;lt;/tt&amp;gt; - Now returns a plugin id.&lt;br /&gt;
*&amp;lt;tt&amp;gt;get_amxx_verstring&amp;lt;/tt&amp;gt; - Returns the AMX Mod X version string.&lt;br /&gt;
*&amp;lt;tt&amp;gt;get_weaponid&amp;lt;/tt&amp;gt; - Gets a weapon id from a weapon name.&lt;br /&gt;
&lt;br /&gt;
==FakeMeta==&lt;br /&gt;
===New Natives===&lt;br /&gt;
*&amp;lt;tt&amp;gt;get_orig_retval&amp;lt;/tt&amp;gt; - Gets the original return value of an engine or game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;copy_infokey_buffer&amp;lt;/tt&amp;gt; - Copies the given infobuffer pointer into output buffer.&lt;br /&gt;
*&amp;lt;tt&amp;gt;get/set_cd&amp;lt;/tt&amp;gt; - Gets or sets members of a clientdata data structure (used with UpdateClientData).&lt;br /&gt;
*&amp;lt;tt&amp;gt;get/set_es&amp;lt;/tt&amp;gt; - Gets or sets members of an entity_state data structure (used with AddToFullPack).&lt;br /&gt;
*&amp;lt;tt&amp;gt;get/set_uc&amp;lt;/tt&amp;gt; - Gets or sets members of a usecmd data structure (used with CmdStart).&lt;br /&gt;
&lt;br /&gt;
===New Engine/GameDLL Functions===&lt;br /&gt;
The &amp;lt;tt&amp;gt;register_forward&amp;lt;/tt&amp;gt; native now allows for hooking a number of new functions from the engine or game DLL including:&lt;br /&gt;
*&amp;lt;tt&amp;gt;UpdateClientData&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;AddToFullPack&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;CmdStart&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;CmdEnd&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;CreateInstBaselines&amp;lt;/tt&amp;gt; - Game DLL function&lt;br /&gt;
*&amp;lt;tt&amp;gt;CreateInstBaseline&amp;lt;/tt&amp;gt; - Engine function&lt;br /&gt;
*&amp;lt;tt&amp;gt;CreateBaseline&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;GetInfoKeyBuffer&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;AlertMessage&amp;lt;/tt&amp;gt; - This now can be called via &amp;lt;tt&amp;gt;engfunc&amp;lt;/tt&amp;gt;&lt;br /&gt;
*&amp;lt;tt&amp;gt;ClientPrintf&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These functions can also be called via &amp;lt;tt&amp;gt;engfunc&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;dllfunc&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Breaking Changes===&lt;br /&gt;
Using &amp;lt;tt&amp;gt;engfunc&amp;lt;/tt&amp;gt; in order to call &amp;lt;tt&amp;gt;EngFunc_InfoKeyValue&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;EngFunc_SetKeyValue&amp;lt;/tt&amp;gt;, or &amp;lt;tt&amp;gt;EngFunc_SetClientKeyValue&amp;lt;/tt&amp;gt; now requires passing an infobuffer pointer. An infobuffer pointer can be obtained by calling &amp;lt;tt&amp;gt;EngFunc_GetInfoKeyBuffer&amp;lt;/tt&amp;gt;. For example:&lt;br /&gt;
&amp;lt;pawn&amp;gt;some_function(id, name[])&lt;br /&gt;
{&lt;br /&gt;
   new infokey = engfunc(EngFunc_GetInfoKeyBuffer, id)&lt;br /&gt;
   engfunc(EngFunc_SetClientKeyValue, id, infokey, &amp;quot;model&amp;quot;, name)&lt;br /&gt;
}&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you hook ClientUserInfoChanged via Fakemeta, an infobuffer pointer is now also forwarded to your function in addition to the client id.&lt;br /&gt;
&lt;br /&gt;
==Cstrike==&lt;br /&gt;
*&amp;lt;tt&amp;gt;cs_get_user_mapzones&amp;lt;/tt&amp;gt; - Returns bitwise flags of where on the map a player is located such as buy zone, bomb site, hostage rescue zone, VIP safety zone, and escape zone.&lt;br /&gt;
*&amp;lt;tt&amp;gt;cs_set_user_vip&amp;lt;/tt&amp;gt; - Now takes two additional (but optional) parameters for determining whether or not the player model and scoreboard get updated.&lt;br /&gt;
*&amp;lt;tt&amp;gt;cs_set_user_zoom&amp;lt;/tt&amp;gt; - Sets a zooming type on a player for any weapon.&lt;br /&gt;
*&amp;lt;tt&amp;gt;cs_get_user_zoom&amp;lt;/tt&amp;gt; - Returns the zooming type of a player.&lt;br /&gt;
&lt;br /&gt;
==DoD==&lt;br /&gt;
===Forwards===&lt;br /&gt;
*&amp;lt;tt&amp;gt;dod_client_changeteam(id, team, oldteam)&amp;lt;/tt&amp;gt; - This Forward is called when a player changes team, it contains the player id, the new team they have joined and the old team they were on.&lt;br /&gt;
*&amp;lt;tt&amp;gt;dod_client_changeclass(id, class, oldclass)&amp;lt;/tt&amp;gt; - This Forward is called just after player spawns if a player changes class, it contains the player id, the new class number and the old class number.&lt;br /&gt;
*&amp;lt;tt&amp;gt;dod_client_spawn(id)&amp;lt;/tt&amp;gt; - This Forward is called when a player spawns, it contains the player id.&lt;br /&gt;
&lt;br /&gt;
===Stocks===&lt;br /&gt;
*&amp;lt;tt&amp;gt;dod_set_model(id, model[])&amp;lt;/tt&amp;gt; - Sets the model for a player, good for if you want to have special models.  The models used MUST be located in the following directory: dod/models/player/ And should look something like this: dod/models/player/models-name/model-name.mdl dod/models/player/models-name/model-nameT.mdl&lt;br /&gt;
*&amp;lt;tt&amp;gt;dod_set_body_number(id, bodynumber)&amp;lt;/tt&amp;gt; - Sets the model number for a players model&lt;br /&gt;
*&amp;lt;tt&amp;gt;dod_clear_model(id)&amp;lt;/tt&amp;gt; - Turns off the special model for a player&lt;br /&gt;
&lt;br /&gt;
==New Stocks==&lt;br /&gt;
===Engine===&lt;br /&gt;
*&amp;lt;tt&amp;gt;IsInWorld&amp;lt;/tt&amp;gt; - Checks if an entity is within the bounds of the world (from HLSDK).&lt;br /&gt;
&lt;br /&gt;
===FakeMeta===&lt;br /&gt;
*&amp;lt;tt&amp;gt;DF_UpdateClientData&amp;lt;/tt&amp;gt; - Calls UpdateClientData game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;DF_AddToFullPack&amp;lt;/tt&amp;gt; - Calls AddToFullPack game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;DF_CmdStart&amp;lt;/tt&amp;gt; - Calls CmdStart game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;DF_CmdEnd&amp;lt;/tt&amp;gt; - Calls CmdEnd game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;DF_CreateBaseline&amp;lt;/tt&amp;gt; - Calls CreateBaseline game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;DF_CreateInstBaselines&amp;lt;/tt&amp;gt; - Calls CreateInstancedBaselines game DLL function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;EF_CreateInstBaseline&amp;lt;/tt&amp;gt; - Calls CreateInstancedBaseline engine function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;EF_GetInfoKeyBuffer&amp;lt;/tt&amp;gt; - Calls GetInfoKeyBuffer engine function.&lt;br /&gt;
*&amp;lt;tt&amp;gt;EF_ClientPrintf&amp;lt;/tt&amp;gt; - Calls ClientPrintf engine function.&lt;br /&gt;
&lt;br /&gt;
==New Constants==&lt;br /&gt;
Various sound constants (&amp;lt;tt&amp;gt;SND_SPAWNING&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;SND_STOP&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;SND_CHANGE_VOL&amp;lt;/tt&amp;gt;, and &amp;lt;tt&amp;gt;SND_CHANGE_PITCH&amp;lt;/tt&amp;gt;) from the HL SDK as well as a constant for pi were added to &amp;lt;tt&amp;gt;amxconst.inc&amp;lt;/tt&amp;gt;. &amp;lt;tt&amp;gt;TE_*&amp;lt;/tt&amp;gt; (temp entity) message constants have also been added which will automatically be included with &amp;lt;tt&amp;gt;#include &amp;lt;amxmodx&amp;gt;&amp;lt;/tt&amp;gt;. And finally, a new &amp;lt;tt&amp;gt;hlsdk_const.inc&amp;lt;/tt&amp;gt; file has been added that contains many more constants from the SDK. This is automatically included with &amp;lt;tt&amp;gt;#include &amp;lt;engine&amp;gt;&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;#include &amp;lt;fakemeta&amp;gt;&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Module API=&lt;br /&gt;
The AMX Mod X module API received a small overhaul for 1.75.&lt;br /&gt;
&lt;br /&gt;
==Versioning/Interface Additions==&lt;br /&gt;
The internal module interface version is 4.  However, modules from M/SDK 3 will still load.  &lt;br /&gt;
&lt;br /&gt;
M/SDK Version 4 modules have two new members of public information: the library string, and the library class string.  These contain comma delimited names of whatever libraries or library classes the module would like to be registered.&lt;br /&gt;
&lt;br /&gt;
For backwards compatibility, M/SDK Version 4 modules have an automatically empty library class string, and a library string equal to the logtag string.&lt;br /&gt;
&lt;br /&gt;
==New Callbacks==&lt;br /&gt;
Modules can now be informed of when plugins are about to be unloaded, and when plugins have been fully unloaded.  This means that modules don't have to hook ServerActivate and ServerActivate_Post (implementation dependent), don't need to be loaded by Metamod, and don't need to detach simply to release resources.&lt;br /&gt;
&lt;br /&gt;
==New Functions==&lt;br /&gt;
*&amp;lt;tt&amp;gt;MF_GetLocalInfo&amp;lt;/tt&amp;gt; - Intended for modules using LOCALINFO, which required a Metamod attachment.  This is equal to AMX Mod X's core function &amp;lt;tt&amp;gt;get_localinfo&amp;lt;/tt&amp;gt;.&lt;br /&gt;
*&amp;lt;tt&amp;gt;MF_OverrideNatives&amp;lt;/tt&amp;gt; - Given a native list, this specifies that any other module already providing these natives will no longer provide them.  This was added to force backwards compatibility between SQLITE and MySQLX.  Usage is not recommended.&lt;br /&gt;
*&amp;lt;tt&amp;gt;MF_FindLibrary&amp;lt;/tt&amp;gt; - Essentially the same function as LibraryExists() for plugins.&lt;br /&gt;
*&amp;lt;tt&amp;gt;MF_AddLibraries&amp;lt;/tt&amp;gt; - Adds a comma delimited list of libraries or library classes.  You must specify a &amp;quot;parent&amp;quot; pointer that identifies the module.  This is easily accomplished by taking the address of any static variable.&lt;br /&gt;
*&amp;lt;tt&amp;gt;MF_RemoveLibraries&amp;lt;/tt&amp;gt; - Removes all library entries with the given parent pointer.  This is useful if your module adds custom entries not in its defined list.  &lt;br /&gt;
&lt;br /&gt;
==MSVC8 Compatibility==&lt;br /&gt;
M/SDK Version 4 now contains preprocessor definitions for compatibility with Microsoft's Visual Studio 2005/8.0 (provided by [[User:Damaged Soul|Damaged Soul]]).  These macros can be turned off in the &amp;lt;tt&amp;gt;moduleconfig.h&amp;lt;/tt&amp;gt; file by uncommenting the definition of &amp;lt;tt&amp;gt;NO_MSVC8_AUTO_COMPAT&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Minor Changes=&lt;br /&gt;
==Compiler Defines==&lt;br /&gt;
Since &amp;lt;tt&amp;gt;__DATE__&amp;lt;/tt&amp;gt; was fixed in 1.75, the macro &amp;lt;tt&amp;gt;__TIME__&amp;lt;/tt&amp;gt; was also added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Full Changelog=&lt;br /&gt;
This changelog is tentative.  Developers will be editing it as things are changed.&lt;br /&gt;
&lt;br /&gt;
* Core Changes&lt;br /&gt;
** Modules are now automatically loaded by detecting plugin usage.&lt;br /&gt;
*** modules.ini is now primarily deprecated, except for SQL and unsupported libraries.&lt;br /&gt;
** Rewrote SQLX modules (again).  You can now load multiple SQL modules and toggle them per-plugin.&lt;br /&gt;
*** Added new SQL API called SQLX.  DBI was kept backwards-compatible.&lt;br /&gt;
*** Added new function to thread SQL queries (which prevents lag from a bad connection).&lt;br /&gt;
** Fixed some very small memory leaks.&lt;br /&gt;
** Fixed binary logging building wrong on Linux.&lt;br /&gt;
** Fixed some debugging crashes.&lt;br /&gt;
** Fixed serious bug when creating plugin_pause/plugin_unpause forwards.&lt;br /&gt;
** Fixed serious crash bug involving set_hudmessage and plugins using high hudchannels.&lt;br /&gt;
** Any file in the configs folder starting with &amp;quot;plugins-&amp;quot; and ending in &amp;quot;.ini&amp;quot; will now be treated as an extended plugins file.  This is useful for distributing sets of plugins separately, and easily disabling them with a name change.&lt;br /&gt;
&lt;br /&gt;
* Fakemeta Changes&lt;br /&gt;
** Added new hookable/callable functions:&lt;br /&gt;
*** AddToFullPack&lt;br /&gt;
*** AlertMessage&lt;br /&gt;
*** ClientPrintf&lt;br /&gt;
*** ClientUserInfoChanged&lt;br /&gt;
*** CmdEnd&lt;br /&gt;
*** CmdStart&lt;br /&gt;
*** CreateBaseline&lt;br /&gt;
*** CreateInstancedBaseline&lt;br /&gt;
*** GetInfoKeyBuffer&lt;br /&gt;
*** InfoKeyValue&lt;br /&gt;
*** UpdateClientData&lt;br /&gt;
*** SetClientKeyValue&lt;br /&gt;
*** SetKeyValue&lt;br /&gt;
** Added new natives:&lt;br /&gt;
*** copy_infokey_buffer&lt;br /&gt;
*** get_orig_retval&lt;br /&gt;
** Fixed various trace bugs in FakeMeta with certain natives.&lt;br /&gt;
** Fixed some unhooking on server-deactivate problems in FakeMeta.&lt;br /&gt;
&lt;br /&gt;
* Scripting Changes:&lt;br /&gt;
** Added __DATE__ and __TIME__ auto-macros to the compiler.&lt;br /&gt;
** Added many HLSDK constants and improved include organization.&lt;br /&gt;
** Added new compiler #pragma directives for using the module autoloading system.&lt;br /&gt;
** Added cs_get_user_mapzones (thanks VEN!).&lt;br /&gt;
** Added cs_set_user_zoom.&lt;br /&gt;
** Added cs_get_user_zoom.&lt;br /&gt;
** Added IsInWorld() stock (thanks Twilight Suzuka!).&lt;br /&gt;
** Added nvault_remove().&lt;br /&gt;
** Added emessage_begin()...emessage_end() natives for advanced messaging capabilities.&lt;br /&gt;
** Moved various natives from Engine and into Core:&lt;br /&gt;
*** register_message&lt;br /&gt;
*** get_msg_args&lt;br /&gt;
*** get/set_msg_arg_type&lt;br /&gt;
*** get/set_msg_arg_int&lt;br /&gt;
*** get/set_msg_arg_float&lt;br /&gt;
*** get/set_msg_arg_string&lt;br /&gt;
*** get_msg_origin&lt;br /&gt;
*** get/set_msg_block&lt;br /&gt;
*** velocity_by_aim&lt;br /&gt;
*** vector_to_angle&lt;br /&gt;
*** angle_vector&lt;br /&gt;
*** vector_length&lt;br /&gt;
*** vector_distance&lt;br /&gt;
*** precache_generic&lt;br /&gt;
** Dynamic natives that are paused now also pause parent plugins (with an error).&lt;br /&gt;
** register_plugin() now returns the plugin ID.&lt;br /&gt;
** Fixed a corruption bug in strip_user_weapons().&lt;br /&gt;
** Fixed a bug in set_view() (thanks jtp10181!).&lt;br /&gt;
** Fixed is_in_viewcone() always returning 0.&lt;br /&gt;
** Fixed is_visible causing a crash, improved accuracy.&lt;br /&gt;
** Fixed a crash bug in get_tr2() (thanks Orangutanz!).&lt;br /&gt;
** Fixed cs_get_user_buyzone() returning existence in other areas.&lt;br /&gt;
** Fixed a rare floatround() bug where values ending strictly in .5 were IEEE rounded.&lt;br /&gt;
** Fixed a bug where removing the current parent task could damage the task queue.&lt;br /&gt;
** Fixed a bug in get_entity_visibility (thanks VEN!).&lt;br /&gt;
** Fixed some menu item calculation bugs on single paged menus.&lt;br /&gt;
** Fixed CreateOneForward() not working as intended.&lt;br /&gt;
** Removed non-existant take_damage() entry.&lt;br /&gt;
** Expanded XS Stock Library with addition of xs_vec_make2d.&lt;br /&gt;
** Expanded usage of cs_set_user_vip().&lt;br /&gt;
** Improved get_brush_entity_origin() and ViewContents (thanks Orangutanz!).&lt;br /&gt;
** Added core natives:&lt;br /&gt;
*** fputs()&lt;br /&gt;
*** get_weaponid()&lt;br /&gt;
*** rename_file()&lt;br /&gt;
*** vformat()&lt;br /&gt;
&lt;br /&gt;
* DoD Changes:&lt;br /&gt;
** Added forwards:&lt;br /&gt;
*** dod_client_changeteam&lt;br /&gt;
*** dod_client_changeclass&lt;br /&gt;
*** dod_client_spawn&lt;br /&gt;
** Added stocks:&lt;br /&gt;
*** dod_set_model&lt;br /&gt;
*** dod_set_body_number&lt;br /&gt;
*** dod_clear_model&lt;br /&gt;
&lt;br /&gt;
* Plugin Changes:&lt;br /&gt;
** Added amx_showrcon command to show rcon results in admincmd.sma.&lt;br /&gt;
** Added weapon restriction compatibility for bots in CS (KWo).&lt;br /&gt;
** Added admin identifier (asterisk which is red if colors are available) to all menus with a user list.&lt;br /&gt;
** Upgraded admin.sma to the new SQLX API.&lt;br /&gt;
** Fixed a bug in amx_reloadadmins not giving admins new access.&lt;br /&gt;
** Fixed a weapon restriction exploit in restmenu.sma.&lt;br /&gt;
** Fixed an HTML exploit in /top15 displaying player names.&lt;br /&gt;
** Fixed various and plentiful amx_addadmin bugs.&lt;br /&gt;
** Fixed telemenu.sma not letting you teleport yourself (thanks jtp10181!).&lt;br /&gt;
** Fixed a bug with adminslots.sma lowering the slots by 1.&lt;br /&gt;
** Fixed overlapping hud messages with miscstats.&lt;br /&gt;
&lt;br /&gt;
* Module API Changes:&lt;br /&gt;
** Added and fixed module API for inter-module communication.&lt;br /&gt;
** Added native overriding and replacing to module API.&lt;br /&gt;
** Added plugin unloading/unloaded callbacks to module API.&lt;br /&gt;
** Added MSVC8 project files to most CVS projects.&lt;br /&gt;
&lt;br /&gt;
* Configuration Changes:&lt;br /&gt;
** Added amx_sql_type cvar to sql.cfg.&lt;br /&gt;
** Re-organized and simplified modules.ini.&lt;br /&gt;
** Error logging can now be redirected to separate logs.&lt;br /&gt;
** Fixed modules.ini parsing bugs and simplified parsing.&lt;br /&gt;
** Fixed a double entry in cvars.ini.&lt;br /&gt;
&lt;br /&gt;
* Other Changes:&lt;br /&gt;
** Added a Bulgarian translation (thanks lubb!).&lt;br /&gt;
** Added a leetspeak translation (thanks, I think, Twilight Suzuka!).&lt;br /&gt;
** Improved FTP option of the graphical installer.&lt;br /&gt;
** Updated the GeoIP library to June.&lt;br /&gt;
** Updated PCRE from v6.1 to v6.4.&lt;br /&gt;
** Updated sqLite from 3.3.4 to 3.3.5.&lt;br /&gt;
** Fixed a steam account path bug in the installer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting (AMX Mod X)]]&lt;/div&gt;</summary>
		<author><name>MaximusBrood</name></author>
		
	</entry>
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