// ------------------------------------------------------------------------------------------------
#include "Entity/Player.hpp"
#include "Entity/Vehicle.hpp"
#include "Base/Color3.hpp"
#include "Base/Color4.hpp"
#include "Base/Vector3.hpp"
#include "Library/IO/Buffer.hpp"
#include "Core.hpp"
#include "Core/Areas.hpp"
#include "Core/Tasks.hpp"

// ------------------------------------------------------------------------------------------------
namespace SqMod {

// ------------------------------------------------------------------------------------------------
extern SQRESULT SqGrabPlayerMessageColor(HSQUIRRELVM vm, int32_t idx, uint32_t & color, int32_t & msgidx);

// ------------------------------------------------------------------------------------------------
SQMOD_DECL_TYPENAME(Typename, _SC("SqPlayer"))

// ------------------------------------------------------------------------------------------------
SQChar  CPlayer::s_Buffer[SQMOD_PLAYER_TMP_BUFFER];

// ------------------------------------------------------------------------------------------------
const int32_t CPlayer::Max = SQMOD_PLAYER_POOL;

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::SqGetNull(HSQUIRRELVM vm)
{
    sq_pushobject(vm, Core::Get().GetNullPlayer().GetObj());
    return 1;
}

// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::GetNull()
{
    return Core::Get().GetNullPlayer();
}

// ------------------------------------------------------------------------------------------------
CPlayer::CPlayer(int32_t id)
    : m_ID(VALID_ENTITYGETEX(id, SQMOD_PLAYER_POOL))
    , m_Tag(fmt::format("{}", id)), m_Data(), m_Buffer(256), m_CircularLocks(0)
    , mBufferInitSize(256)
    , mMessageColor(0x6599FFFF)
    , mAnnounceStyle(1)
    , mDefaultAmmo(0)
    , mMessagePrefix()
    , mMessagePostfix()
    , mAnnouncePrefix()
    , mAnnouncePostfix()
    , mMessagePrefixes()
    , mLimitPrefixPostfixMessage(true)
{
    // Reset message prefixes
    for (auto & prefix : mMessagePrefixes)
    {
        prefix.assign(_SC(""));
    }
}

// ------------------------------------------------------------------------------------------------
const String & CPlayer::ToString() const
{
    return m_Tag;
}

// ------------------------------------------------------------------------------------------------
const String & CPlayer::GetTag() const
{
    return m_Tag;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetTag(StackStrF & tag)
{
    if (tag.mLen > 0)
    {
        m_Tag.assign(tag.mPtr, static_cast< size_t >(tag.mLen));
    }
    else
    {
        m_Tag.clear();
    }
}

// ------------------------------------------------------------------------------------------------
CPlayer & CPlayer::ApplyTag(StackStrF & tag)
{
    SetTag(tag);
    return *this;
}

// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::GetData()
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return m_Data;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetData(LightObj & data)
{
    // Validate the managed identifier
    Validate();
    // Apply the specified value
    m_Data = data;
}

// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::GetEvents() const
{
    // Validate the managed identifier
    Validate();
    // Return the associated event table
    return Core::Get().GetPlayer(m_ID).mEvents;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::CustomEvent(int32_t header, LightObj & payload) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested action
    Core::Get().EmitPlayerCustom(m_ID, header, payload);
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::IsConnected() const
{
    return _Func->IsPlayerConnected(m_ID);
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::IsStreamedFor(CPlayer & player) const
{
    // Is the specified player even valid?
    if (!player.IsActive())
    {
        STHROWF("Invalid player argument: null");
    }
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->IsPlayerStreamedForPlayer(m_ID, player.GetID());
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::GetAdmin() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->IsPlayerAdmin(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetAdmin(bool toggle)
{
    // Validate the managed identifier
    Validate();
    // Grab the current value for this property
    const bool current = _Func->IsPlayerAdmin(m_ID);
    // Don't even bother if it's the same value
    if (current == toggle)
    {
        return;
    }
    // Avoid infinite recursive event loops
    if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_ADMIN))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_ADMIN);
        // Now forward the event call
        Core::Get().EmitPlayerAdmin(m_ID, current, toggle);
    }
    // Avoid property unwind from a recursive call
    _Func->SetPlayerAdmin(m_ID, static_cast< uint8_t >(toggle));
}

// ------------------------------------------------------------------------------------------------
const SQChar * CPlayer::GetIP() const
{
    // Validate the managed identifier
    Validate();
    // Clear any previous string (just in case)
    s_Buffer[0] = '\0';
    // Query the server for the IP of the managed player
    if (_Func->GetPlayerIP(m_ID, s_Buffer, sizeof(s_Buffer)) == vcmpErrorBufferTooSmall)
    {
        STHROWF("The available buffer was too small to contain the IP address");
    }
    // Return the requested information
    return s_Buffer;
}

// ------------------------------------------------------------------------------------------------
const SQChar * CPlayer::GetUID() const
{
    // Validate the managed identifier
    Validate();
    // Clear any previous string (just in case)
    s_Buffer[0] = '\0';
    // Query the server for the UID of the managed player
    if (_Func->GetPlayerUID(m_ID, s_Buffer, sizeof(s_Buffer)) == vcmpErrorBufferTooSmall)
    {
        STHROWF("The available buffer was too small to contain the unique id");
    }
    // Return the requested information
    return s_Buffer;
}

// ------------------------------------------------------------------------------------------------
const SQChar * CPlayer::GetUID2() const
{
    // Validate the managed identifier
    Validate();
    // Clear any previous string (just in case)
    s_Buffer[0] = '\0';
    // Query the server for the UID2 of the managed player
    if (_Func->GetPlayerUID2(m_ID, s_Buffer, sizeof(s_Buffer)) == vcmpErrorBufferTooSmall)
    {
        STHROWF("The available buffer was too small to contain the unique id v2");
    }
    // Return the requested information
    return s_Buffer;
}
#if SQMOD_SDK_LEAST(2, 1)
// ------------------------------------------------------------------------------------------------
void CPlayer::Kill() const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->KillPlayer(m_ID);
}
#endif
// ------------------------------------------------------------------------------------------------
void CPlayer::Kick() const
{
    // Validate the managed identifier
    Validate();
    // Store the default header and payload
    Core::Get().GetPlayer(m_ID).mKickBanHeader = vcmpDisconnectReasonKick;
    Core::Get().GetPlayer(m_ID).mKickBanPayload = NullLightObj();
    // Perform the requested operation
    _Func->KickPlayer(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::KickBecause(int32_t header, LightObj & payload) const
{
    // Validate the managed identifier
    Validate();
    // Store the specified header and payload
    Core::Get().GetPlayer(m_ID).mKickBanHeader = header;
    Core::Get().GetPlayer(m_ID).mKickBanPayload = payload;
    // Perform the requested operation
    _Func->KickPlayer(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::Ban() const
{
    // Validate the managed identifier
    Validate();
    // Store the default header and payload
    Core::Get().GetPlayer(m_ID).mKickBanHeader = vcmpDisconnectReasonKick;
    Core::Get().GetPlayer(m_ID).mKickBanPayload = NullLightObj();
    // Perform the requested operation
    _Func->BanPlayer(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::BanBecause(int32_t header, LightObj & payload) const
{
    // Validate the managed identifier
    Validate();
    // Store the specified header and payload
    Core::Get().GetPlayer(m_ID).mKickBanHeader = header;
    Core::Get().GetPlayer(m_ID).mKickBanPayload = payload;
    // Perform the requested operation
    _Func->BanPlayer(m_ID);
}

// ------------------------------------------------------------------------------------------------
uint32_t CPlayer::GetKey() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerKey(m_ID);
}

// ------------------------------------------------------------------------------------------------
const SQChar * CPlayer::GetName() const
{
    // Validate the managed identifier
    Validate();
    // Clear any previous string (just in case)
    s_Buffer[0] = '\0';
    // Query the server for the name of the managed player
    if (_Func->GetPlayerName(m_ID, s_Buffer, sizeof(s_Buffer)) == vcmpErrorBufferTooSmall)
    {
        STHROWF("The available buffer was too small to contain the nickname");
    }
    // Return the requested information
    return s_Buffer;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetName(StackStrF & name) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    const vcmpError ret = _Func->SetPlayerName(m_ID, name.mPtr);
    // Validate the resulted status
    if (ret == vcmpErrorNullArgument)
    {
        STHROWF("Cannot assign a null name to a player");
    }
    else if (ret == vcmpErrorInvalidName)
    {
        STHROWF("The specified name is invalid: {}", name.mPtr);
    }
    else if (ret == vcmpErrorTooLargeInput)
    {
        STHROWF("The specified name is too large: {}", name.mLen);
    }
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetState() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerState(m_ID);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetOption(int32_t option_id) const
{
    // Attempt to obtain the current value of the specified option
    const bool value = _Func->GetPlayerOption(m_ID, static_cast< vcmpPlayerOption >(option_id));
    // Check for errors
    if (_Func->GetLastError() == vcmpErrorArgumentOutOfBounds)
    {
        STHROWF("Invalid option identifier: {}", option_id);
    }
    // Return the requested value
    return value;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetOption(int32_t option_id, bool toggle)
{
    SetOptionEx(option_id, toggle, 0, NullLightObj());
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetOptionEx(int32_t option_id, bool toggle, int32_t header, LightObj & payload)
{
    // Validate the managed identifier
    Validate();
    // Grab the current value for this property
    const bool current = _Func->GetPlayerOption(m_ID, static_cast< vcmpPlayerOption >(option_id));
    // Don't even bother if it's the same value
    if (current == toggle)
    {
        return;
    }
    // Avoid infinite recursive event loops
    else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_OPTION))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_OPTION);
        // Now forward the event call
        Core::Get().EmitPlayerOption(m_ID, option_id, current, header, payload);
    }
    // Avoid property unwind from a recursive call
    if (_Func->SetPlayerOption(m_ID,
        static_cast< vcmpPlayerOption >(option_id),
        static_cast< uint8_t >(toggle)) == vcmpErrorArgumentOutOfBounds)
    {
        STHROWF("Invalid option identifier: {}", option_id);
    }
}
#if SQMOD_SDK_LEAST(2, 1)
// ------------------------------------------------------------------------------------------------
SQFloat CPlayer::GetNetworkStatisticsF(int32_t option_id) const
{
    // Validate the managed identifier
    Validate();
    // Retrieve the requested information
    double value = _Func->GetNetworkStatistics(m_ID, static_cast< vcmpNetworkStatisticsOption  >(option_id));
    // Return it in the proper type
    return static_cast< SQFloat >(value);
}

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::GetNetworkStatisticsI(int32_t option_id) const
{
    // Validate the managed identifier
    Validate();
    // Retrieve the requested information
    double value = _Func->GetNetworkStatistics(m_ID, static_cast< vcmpNetworkStatisticsOption  >(option_id));
    // Return it in the proper type
    return static_cast< SQInteger >(value);
}
#endif
// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetWorld() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerWorld(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetWorld(int32_t world)
{
    // Validate the managed identifier
    Validate();
    // Grab the current value for this property
    const int32_t current = _Func->GetPlayerWorld(m_ID);
    // Don't even bother if it's the same value
    if (current == world)
    {
        return;
    }
    // Avoid infinite recursive event loops
    if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_WORLD))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_WORLD);
        // Now forward the event call
        Core::Get().EmitPlayerWorld(m_ID, current, world, false);
    }
    // Avoid property unwind from a recursive call
    _Func->SetPlayerWorld(m_ID, world);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetSecondaryWorld() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerSecondaryWorld(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetSecondaryWorld(int32_t world)
{
    // Validate the managed identifier
    Validate();
    // Grab the current value for this property
    const int32_t current = _Func->GetPlayerSecondaryWorld(m_ID);
    // Don't even bother if it's the same value
    if (current == world)
    {
        return;
    }
    // Avoid infinite recursive event loops
    if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_WORLD))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_WORLD);
        // Now forward the event call
        Core::Get().EmitPlayerWorld(m_ID, current, world, true);
    }
    // Avoid property unwind from a recursive call
    _Func->SetPlayerSecondaryWorld(m_ID, world);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetUniqueWorld() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerUniqueWorld(m_ID);
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::IsWorldCompatible(int32_t world) const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->IsPlayerWorldCompatible(m_ID, world);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetClass() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerClass(m_ID);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetTeam() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerTeam(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetTeam(int32_t team)
{
    // Validate the managed identifier
    Validate();
    // Grab the current value for this property
    const int32_t current = _Func->GetPlayerTeam(m_ID);
    // Don't even bother if it's the same value
    if (current == team)
    {
        return;
    }
    // Avoid infinite recursive event loops
    else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_TEAM))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_TEAM);
        // Now forward the event call
        Core::Get().EmitPlayerTeam(m_ID, current, team);
    }
    // Avoid property unwind from a recursive call
    if (_Func->SetPlayerTeam(m_ID, team) == vcmpErrorArgumentOutOfBounds)
    {
        STHROWF("Invalid team identifier: {}", team);
    }
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetSkin() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerSkin(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetSkin(int32_t skin)
{
    // Validate the managed identifier
    Validate();
    // Grab the current value for this property
    const int32_t current = _Func->GetPlayerSkin(m_ID);
    // Don't even bother if it's the same value
    if (current == skin)
    {
        return;
    }
    // Avoid infinite recursive event loops
    else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_SKIN))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_SKIN);
        // Now forward the event call
        Core::Get().EmitPlayerSkin(m_ID, current, skin);
    }
    // Avoid property unwind from a recursive call
    if (_Func->SetPlayerSkin(m_ID, skin) == vcmpErrorArgumentOutOfBounds)
    {
        STHROWF("Invalid skin identifier: {}", skin);
    }
}

// ------------------------------------------------------------------------------------------------
Color3 CPlayer::GetColor() const
{
    // Validate the managed identifier
    Validate();
    // Create an empty color
    Color3 color;
    // Query the server for the color values
    color.SetRGB(_Func->GetPlayerColour(m_ID));
    // Return the requested information
    return color;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetColor(const Color3 & color) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerColour(m_ID, color.GetRGB());
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetColorEx(uint8_t r, uint8_t g, uint8_t b) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerColour(m_ID, SQMOD_PACK_RGB(r, g, b)); // NOLINT(hicpp-signed-bitwise)
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::IsSpawned() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->IsPlayerSpawned(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::ForceSpawn() const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->ForcePlayerSpawn(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::ForceSelect() const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->ForcePlayerSelect(m_ID);
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::IsTyping() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->IsPlayerTyping(m_ID);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetMoney() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerMoney(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetMoney(int32_t amount)
{
    // Validate the managed identifier
    Validate();
    // Grab the current value for this property
    const int32_t current = _Func->GetPlayerMoney(m_ID);
    // Don't even bother if it's the same value
    if (current == amount)
    {
        return;
    }
    // Avoid infinite recursive event loops
    if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_MONEY))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_MONEY);
        // Now forward the event call
        Core::Get().EmitPlayerMoney(m_ID, current, amount);
    }
    // Avoid property unwind from a recursive call
    _Func->SetPlayerMoney(m_ID, amount);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::GiveMoney(int32_t amount)
{
    // Validate the managed identifier
    Validate();
    // Grab the current value for this property
    const int32_t current = _Func->GetPlayerMoney(m_ID);
    // Avoid infinite recursive event loops
    if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_MONEY))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_MONEY);
        // Now forward the event call
        Core::Get().EmitPlayerMoney(m_ID, current, current + amount);
    }
    // Avoid property unwind from a recursive call
    _Func->GivePlayerMoney(m_ID, amount);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetScore() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerScore(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetScore(int32_t score)
{
    // Validate the managed identifier
    Validate();
    // Grab the current value for this property
    const int32_t current = _Func->GetPlayerScore(m_ID);
    // Don't even bother if it's the same value
    if (current == score)
    {
        return;
    }
    // Avoid infinite recursive event loops
    if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_SCORE))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_SCORE);
        // Now forward the event call
        Core::Get().EmitPlayerScore(m_ID, current, score);
    }
    // Avoid property unwind from a recursive call
    _Func->SetPlayerScore(m_ID, score);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetWantedLevel() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerWantedLevel(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetWantedLevel(int32_t level)
{
    // Validate the managed identifier
    Validate();
    // Grab the current value for this property
    const int32_t current = _Func->GetPlayerWantedLevel(m_ID);
    // Don't even bother if it's the same value
    if (current == level)
    {
        return;
    }
    // Avoid infinite recursive event loops
    if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_WANTED_LEVEL))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_WANTED_LEVEL);
        // Now forward the event call
        Core::Get().EmitPlayerWantedLevel(m_ID, current, level);
    }
    // Avoid property unwind from a recursive call
    _Func->SetPlayerWantedLevel(m_ID, level);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetPing() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerPing(m_ID);
}

// ------------------------------------------------------------------------------------------------
SQFloat CPlayer::GetFPS() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return static_cast< SQFloat >(_Func->GetPlayerFPS(m_ID));
}

// ------------------------------------------------------------------------------------------------
float CPlayer::GetHealth() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerHealth(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetHealth(float amount) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerHealth(m_ID, amount);
}

// ------------------------------------------------------------------------------------------------
float CPlayer::GetArmor() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerArmour(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetArmor(float amount) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerArmour(m_ID, amount);
}

// ------------------------------------------------------------------------------------------------
uint32_t CPlayer::GetImmunity() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerImmunityFlags(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetImmunity(uint32_t flags)
{
    // Validate the managed identifier
    Validate();
    // Grab the current value for this property
    const uint32_t current = _Func->GetPlayerImmunityFlags(m_ID);
    // Avoid infinite recursive event loops
    if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_IMMUNITY))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_IMMUNITY);
        // Now forward the event call
        Core::Get().EmitPlayerImmunity(m_ID, static_cast< int32_t >(current), static_cast< int32_t >(flags));
    }
    // Avoid property unwind from a recursive call
    _Func->SetPlayerImmunityFlags(m_ID, static_cast< uint32_t >(flags));
}

// ------------------------------------------------------------------------------------------------
Vector3 CPlayer::GetPosition() const
{
    // Validate the managed identifier
    Validate();
    // Create a default vector instance
    Vector3 vec;
    // Query the server for the values
    _Func->GetPlayerPosition(m_ID, &vec.x, &vec.y, &vec.z);
    // Return the requested information
    return vec;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetPosition(const Vector3 & pos) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerPosition(m_ID, pos.x, pos.y, pos.z);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionEx(float x, float y, float z) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerPosition(m_ID, x, y, z);
}

// ------------------------------------------------------------------------------------------------
Vector3 CPlayer::GetSpeed() const
{
    // Validate the managed identifier
    Validate();
    // Create a default vector instance
    Vector3 vec;
    // Query the server for the speed values
    _Func->GetPlayerSpeed(m_ID, &vec.x, &vec.y, &vec.z);
    // Return the requested information
    return vec;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpeed(const Vector3 & vel) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerSpeed(m_ID, vel.x, vel.y, vel.z);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpeedEx(float x, float y, float z) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerSpeed(m_ID, x, y, z);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::AddSpeed(const Vector3 & vel) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->AddPlayerSpeed(m_ID, vel.x, vel.y, vel.z);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::AddSpeedEx(float x, float y, float z) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->AddPlayerSpeed(m_ID, x, y, z);
}

// ------------------------------------------------------------------------------------------------
float CPlayer::GetHeading() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerHeading(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetHeading(float angle) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerHeading(m_ID, angle);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetAlpha() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerAlpha(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetAlpha(int32_t alpha)
{
    SetAlphaEx(alpha, 0);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetAlphaEx(int32_t alpha, int32_t fade)
{
    // Validate the managed identifier
    Validate();
    // Grab the current value for this property
    const int32_t current = _Func->GetPlayerAlpha(m_ID);
    // Don't even bother if it's the same value
    if (current == alpha)
    {
        return;
    }
    // Avoid infinite recursive event loops
    if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_ALPHA))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_ALPHA);
        // Now forward the event call
        Core::Get().EmitPlayerAlpha(m_ID, current, alpha, fade);
    }
    // Avoid property unwind from a recursive call
    _Func->SetPlayerAlpha(m_ID, alpha, static_cast< uint32_t >(fade));
}

// ------------------------------------------------------------------------------------------------
Vector3 CPlayer::GetAimPosition() const
{
    // Validate the managed identifier
    Validate();
    // Create a default vector instance
    Vector3 vec;
    // Query the server for the values
    _Func->GetPlayerAimPosition(m_ID, &vec.x, &vec.y, &vec.z);
    // Return the requested information
    return vec;
}

// ------------------------------------------------------------------------------------------------
Vector3 CPlayer::GetAimDirection() const
{
    // Validate the managed identifier
    Validate();
    // Create a default vector instance
    Vector3 vec;
    // Query the server for the direction values
    _Func->GetPlayerAimDirection(m_ID, &vec.x, &vec.y, &vec.z);
    // Return the requested information
    return vec;
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::IsBurning() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->IsPlayerOnFire(m_ID);
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::IsCrouched() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->IsPlayerCrouching(m_ID);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetAction() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerAction(m_ID);
}

// ------------------------------------------------------------------------------------------------
uint32_t CPlayer::GetGameKeys() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerGameKeys(m_ID);
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::Embark(CVehicle & vehicle)
{
    // Is the specified vehicle even valid?
    if (!vehicle.IsActive())
    {
        STHROWF("Invalid vehicle argument: null");
    }
    // Validate the managed identifier
    Validate();
    // If the player embarks in the same vehicle then ignore
    if (_Func->GetPlayerVehicleId(m_ID) == vehicle.GetID())
    {
        return true; // I guess this is somewhat successful
    }
    // Avoid infinite recursive event loops
    else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_EMBARK))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_EMBARK);
        // Now forward the event call
        Core::Get().EmitPlayerEmbarking(m_ID, vehicle.GetID(), 0);
    }
    // Perform the requested operation
    return (_Func->PutPlayerInVehicle(m_ID, vehicle.GetID(), 0,
        static_cast< uint8_t >(true), static_cast< uint8_t >(true)) != vcmpErrorRequestDenied);
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::EmbarkEx(CVehicle & vehicle, int32_t slot, bool allocate, bool warp)
{
    // Is the specified vehicle even valid?
    if (!vehicle.IsActive())
    {
        STHROWF("Invalid vehicle argument: null");
    }
    // Validate the managed identifier
    Validate();
    // If the player embarks in the same vehicle then ignore
    if (_Func->GetPlayerVehicleId(m_ID) == vehicle.GetID())
    {
        return true; // I guess this is somewhat successful
    }
    // Avoid infinite recursive event loops
    else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_EMBARK))
    {
        // Prevent this event from triggering while executed
        BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_EMBARK);
        // Now forward the event call
        Core::Get().EmitPlayerEmbarking(m_ID, vehicle.GetID(), slot);
    }
    // Perform the requested operation
    return (_Func->PutPlayerInVehicle(m_ID, vehicle.GetID(), slot,
        static_cast< uint8_t >(allocate), static_cast< uint8_t >(warp)) != vcmpErrorRequestDenied);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::Disembark() const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->RemovePlayerFromVehicle(m_ID);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetVehicleStatus() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerInVehicleStatus(m_ID);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetVehicleSlot() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerInVehicleSlot(m_ID);
}

// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::GetVehicle() const
{
    // Validate the managed identifier
    Validate();
    // Retrieve the identifier of the vehicle
    const int32_t id = _Func->GetPlayerVehicleId(m_ID);
    // Validate the obtained identifier
    if (VALID_ENTITYEX(id, SQMOD_VEHICLE_POOL))
    {
        // Return the requested information
        return Core::Get().GetVehicle(id).mObj;
    }
    // Default to a null object
    return Core::Get().GetNullVehicle();
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetVehicleID() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerVehicleId(m_ID);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetWeapon() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerWeapon(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetWeapon(int32_t wep) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    if (_Func->SetPlayerWeapon(m_ID, wep, mDefaultAmmo) == vcmpErrorArgumentOutOfBounds)
    {
        STHROWF("Invalid weapon identifier: {}", wep);
    }
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetWeaponEx(int32_t wep, int32_t ammo) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    if (_Func->SetPlayerWeapon(m_ID, wep, ammo) == vcmpErrorArgumentOutOfBounds)
    {
        STHROWF("Invalid weapon ammo: {}", ammo);
    }
}

// ------------------------------------------------------------------------------------------------
void CPlayer::GiveWeapon(int32_t wep, int32_t ammo) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    if (_Func->GivePlayerWeapon(m_ID, wep, ammo) == vcmpErrorArgumentOutOfBounds)
    {
        STHROWF("Invalid weapon ammo: {}", ammo);
    }
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetAmmo() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerWeaponAmmo(m_ID);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetWeaponSlot() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->GetPlayerWeaponSlot(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetWeaponSlot(int32_t slot) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    if (_Func->SetPlayerWeaponSlot(m_ID, slot) == vcmpErrorArgumentOutOfBounds)
    {
        STHROWF("Invalid weapon slot: {}", slot);
    }
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetWeaponAtSlot(int32_t slot) const
{
    // Attempt to obtain the weapon identifier of the specified slot
    const int32_t id = _Func->GetPlayerWeaponAtSlot(m_ID, slot);
    // Check for errors
    if (_Func->GetLastError() == vcmpErrorArgumentOutOfBounds)
    {
        STHROWF("Invalid weapon slot: {}", slot);
    }
    // Return the requested information
    return id;
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetAmmoAtSlot(int32_t slot) const
{
    // Attempt to obtain the weapon ammo of the specified slot
    const int32_t ammo = _Func->GetPlayerAmmoAtSlot(m_ID, slot);
    // Check for errors
    if (_Func->GetLastError() == vcmpErrorArgumentOutOfBounds)
    {
        STHROWF("Invalid weapon slot: {}", slot);
    }
    // Return the requested information
    return ammo;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::RemoveWeapon(int32_t wep) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->RemovePlayerWeapon(m_ID, wep);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::StripWeapons() const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->RemoveAllWeapons(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetCameraPosition(const Vector3 & pos, const Vector3 & aim) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetCameraPosition(m_ID, pos.x, pos.y, pos.z, aim.x, aim.y, aim.z);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetCameraPositionEx(float xp, float yp, float zp, float xa, float ya, float za) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetCameraPosition(m_ID, xp, yp, zp, xa, ya, za);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::RestoreCamera() const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->RestoreCamera(m_ID);
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::IsCameraLocked() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->IsCameraLocked(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetAnimation(int32_t anim) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerAnimation(m_ID, 0, anim);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetAnimationEx(int32_t anim, int32_t group) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerAnimation(m_ID, group, anim);
}

// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::StandingOnVehicle() const
{
    // Validate the managed identifier
    Validate();
    // Retrieve the identifier of the vehicle
    const int32_t id = _Func->GetPlayerStandingOnVehicle(m_ID);
    // Validate the obtained identifier
    if (VALID_ENTITYEX(id, SQMOD_VEHICLE_POOL))
    {
        // Return the requested information
        return Core::Get().GetVehicle(id).mObj;
    }
    // Default to a null object
    return Core::Get().GetNullVehicle();
}

// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::StandingOnObject() const
{
    // Validate the managed identifier
    Validate();
    // Retrieve the identifier of the object
    const int32_t id = _Func->GetPlayerStandingOnObject(m_ID);
    // Validate the obtained identifier
    if (VALID_ENTITYEX(id, SQMOD_OBJECT_POOL))
    {
        // Return the requested information
        return Core::Get().GetObj(id).mObj;
    }
    // Default to a null object
    return Core::Get().GetNullObject();
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::IsAway() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return _Func->IsPlayerAway(m_ID);
}

// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::GetSpectator() const
{
    // Validate the managed identifier
    Validate();
    // Retrieve the identifier of the player
    const int32_t id = _Func->GetPlayerSpectateTarget(m_ID);
    // Validated the obtained identifier
    if (_Func->GetLastError() != vcmpErrorNoSuchEntity && VALID_ENTITYEX(id, SQMOD_PLAYER_POOL))
    {
        // Return the requested information
        return Core::Get().GetPlayer(id).mObj;
    }
    // Default to a null object
    return Core::Get().GetNullPlayer();
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpectator(CPlayer & target) const
{
    // Validate the managed identifier
    Validate();
    // Spectate the given target
    _Func->SetPlayerSpectateTarget(m_ID, target.GetID());
}

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::GetSpectatorID() const
{
    // Validate the managed identifier
    Validate();
    // Retrieve the identifier of the player
    return _Func->GetPlayerSpectateTarget(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpectatorID(SQInteger id) const
{
    // Validate the managed identifier
    Validate();
    // Spectate the given target
    _Func->SetPlayerSpectateTarget(m_ID, static_cast< int32_t >(id));
}

// ------------------------------------------------------------------------------------------------
void CPlayer::Unspectate() const
{
    // Validate the managed identifier
    Validate();
    // Spectate the given target
    _Func->SetPlayerSpectateTarget(m_ID, -1);
}
#if SQMOD_SDK_LEAST(2, 1)
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPlayer3DArrow(CPlayer & target, bool toggle) const
{
    // Validate the managed identifier
    Validate();
    // Spectate the given target
    _Func->SetPlayer3DArrowForPlayer(m_ID, target.GetID(), toggle);
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::GetPlayer3DArrow(CPlayer & target) const
{
    // Validate the managed identifier
    Validate();
    // Spectate the given target
    return _Func->GetPlayer3DArrowForPlayer(m_ID, target.GetID());
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetPlayer3DArrowID(SQInteger id, bool toggle) const
{
    // Validate the managed identifier
    Validate();
    // Spectate the given target
    _Func->SetPlayer3DArrowForPlayer(m_ID, id, toggle);
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::GetPlayer3DArrowID(SQInteger id) const
{
    // Validate the managed identifier
    Validate();
    // Spectate the given target
    return _Func->GetPlayer3DArrowForPlayer(m_ID, id);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::InterpolateCameraLookAt(const Vector3 & pos, uint32_t ms) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    return _Func->InterpolateCameraLookAt(m_ID, pos.x, pos.y, pos.z, ms) != vcmpErrorRequestDenied;
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::InterpolateCameraLookAtEx(float x, float y, float z, uint32_t ms) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    return _Func->InterpolateCameraLookAt(m_ID, x, y, z, ms) != vcmpErrorRequestDenied;
}
#endif
// ------------------------------------------------------------------------------------------------
void CPlayer::Redirect(StackStrF & ip, uint32_t port, StackStrF & nick,
                        StackStrF & server_pass, StackStrF & user_pass) const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    if (_Func->RedirectPlayerToServer(m_ID, ip.mPtr, port,
                                        nick.mPtr, server_pass.mPtr, user_pass.mPtr) == vcmpErrorNullArgument)
    {
        STHROWF("Invalid arguments encountered: `{}:{}` `{}` `{}` {}",
                ip.mPtr, port, nick.mPtr, server_pass.mPtr, user_pass.mPtr);
    }
}

// ------------------------------------------------------------------------------------------------
void CPlayer::GetModuleList() const
{
    // Validate the managed identifier
    Validate();
    // Send the request
    _Func->GetPlayerModuleList(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::PlaySound(int32_t sound_id) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->PlaySound(_Func->GetPlayerUniqueWorld(m_ID), sound_id, NAN, NAN, NAN);
}
#if SQMOD_SDK_LEAST(2, 1)
// ------------------------------------------------------------------------------------------------
void CPlayer::SetDrunkHandling(SQInteger level) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerDrunkHandling(m_ID, static_cast< uint32_t >(level));
}

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::GetDrunkHandling() const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    return _Func->GetPlayerDrunkHandling(m_ID);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetDrunkVisuals(SQInteger level) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerDrunkVisuals(m_ID, static_cast< uint8_t >(level));
}

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::GetDrunkVisuals() const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    return _Func->GetPlayerDrunkVisuals(m_ID);
}
#endif
// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::CreateCheckpointEx1a(int32_t world, bool sphere, float x, float y, float z,
                            uint8_t r, uint8_t g, uint8_t b, uint8_t a, float radius) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    return Core::Get().NewCheckpoint(m_ID, world, sphere, x, y, z, r, g, b, a, radius,
                                        SQMOD_CREATE_DEFAULT, NullLightObj()).mObj;
}

// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::CreateCheckpointEx1b(int32_t world, bool sphere, float x, float y, float z,
                            uint8_t r, uint8_t g, uint8_t b, uint8_t a, float radius,
                            int32_t header, LightObj & payload) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    return Core::Get().NewCheckpoint(m_ID, world, sphere, x, y, z, r, g, b, a,
                                        radius, header, payload).mObj;
}

// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::CreateCheckpoint1a(int32_t world, bool sphere, const Vector3 & pos,
                        const Color4 & color, float radius) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    return Core::Get().NewCheckpoint(m_ID, world, sphere, pos.x, pos.y, pos.z,
                                        color.r, color.g, color.b, color.a, radius,
                                        SQMOD_CREATE_DEFAULT, NullLightObj()).mObj;
}

// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::CreateCheckpoint1b(int32_t world, bool sphere, const Vector3 & pos, const Color4 & color,
                                    float radius, int32_t header, LightObj & payload) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    return Core::Get().NewCheckpoint(m_ID, world, sphere, pos.x, pos.y, pos.z,
                                        color.r, color.g, color.b, color.a, radius, header, payload).mObj;
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::GetCollideAreas() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return static_cast< bool >(Core::Get().GetPlayer(m_ID).mFlags & ENF_AREA_TRACK);
}

void CPlayer::SetCollideAreas(bool toggle) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    if (toggle)
    {
        Core::Get().GetPlayer(m_ID).mFlags |= ENF_AREA_TRACK;
    }
    else
    {
        // Obtain the actual entity instance
        auto & inst = Core::Get().GetPlayer(m_ID);
        // Is this option even enabled?
        if (!(inst.mFlags & ENF_AREA_TRACK))
        {
            return; // Not enabled to begin with
        }
        // Disable the option
        inst.mFlags ^= ENF_AREA_TRACK;
        // Clear current areas
        inst.mAreas.clear();
    }
}

void CPlayer::SetAreasCollide(bool toggle) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    if (toggle)
    {
        Core::Get().GetPlayer(m_ID).mFlags |= ENF_AREA_TRACK;
    }
    else
    {
        // Obtain the actual entity instance
        auto & inst = Core::Get().GetPlayer(m_ID);
        // Is this option even enabled?
        if (!(inst.mFlags & ENF_AREA_TRACK))
        {
            return; // Not enabled to begin with
        }
        // Disable the option
        inst.mFlags ^= ENF_AREA_TRACK;
        // Is the player currently in any areas?
        if (inst.mAreas.empty())
        {
            return; // Nothing to test
        }

        Vector3 pos;
        // Obtain the current position of this instance
        _Func->GetPlayerPosition(m_ID, &pos.x, &pos.y, &pos.z);
        // Do a final check to see if the player left any area
        for (auto & ap : inst.mAreas)
        {
            // Is the player still in this area?
            if (!ap.first->TestEx(pos.x, pos.y))
            {
                Core::Get().EmitPlayerLeaveArea(m_ID, ap.second); // Emit the script event
            }
        }
        // Clear current areas
        inst.mAreas.clear();
    }
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetAuthority() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return Core::Get().GetPlayer(m_ID).mAuthority;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetAuthority(int32_t level) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    Core::Get().GetPlayer(m_ID).mAuthority = level;
}

// ------------------------------------------------------------------------------------------------
const String & CPlayer::GetMessagePrefix(uint32_t index) const
{
    // Perform a range check on the specified prefix index
    if (index >= SQMOD_PLAYER_MSG_PREFIXES)
    {
        STHROWF("Prefix index is out of range: {} >= {}", index, SQMOD_PLAYER_MSG_PREFIXES);
    }
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return mMessagePrefixes[index];
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetMessagePrefix(uint32_t index, StackStrF & prefix)
{
    // Perform a range check on the specified prefix index
    if (index >= SQMOD_PLAYER_MSG_PREFIXES)
    {
        STHROWF("Prefix index is out of range: {} >= {}", index, SQMOD_PLAYER_MSG_PREFIXES);
    }
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    mMessagePrefixes[index].assign(prefix.mPtr,
        static_cast< size_t >(ClampMin(prefix.mLen, 0)));
}

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::GetTrackPosition() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return Core::Get().GetPlayer(m_ID).mTrackPosition;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetTrackPosition(SQInteger num) const
{
    // Validate the managed identifier
    Validate();
    // Assign the requested information
    Core::Get().GetPlayer(m_ID).mTrackPosition = num;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetTrackPositionEx(SQInteger num, int32_t header, const LightObj & payload) const
{
    // Validate the managed identifier
    Validate();
    // Assign the requested information
    Core::Get().GetPlayer(m_ID).mTrackPosition = num;
    Core::Get().GetPlayer(m_ID).mTrackPositionHeader = header;
    Core::Get().GetPlayer(m_ID).mTrackPositionPayload = payload;
}

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::GetTrackHeading() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return Core::Get().GetPlayer(m_ID).mTrackHeading;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetTrackHeading(SQInteger num) const
{
    // Validate the managed identifier
    Validate();
    // Assign the requested information
    Core::Get().GetPlayer(m_ID).mTrackHeading = num;
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetLastWeapon() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return Core::Get().GetPlayer(m_ID).mLastWeapon;
}

// ------------------------------------------------------------------------------------------------
float CPlayer::GetLastHealth() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return Core::Get().GetPlayer(m_ID).mLastHealth;
}

// ------------------------------------------------------------------------------------------------
float CPlayer::GetLastArmour() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return Core::Get().GetPlayer(m_ID).mLastArmour;
}

// ------------------------------------------------------------------------------------------------
float CPlayer::GetLastHeading() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return Core::Get().GetPlayer(m_ID).mLastHeading;
}

// ------------------------------------------------------------------------------------------------
const Vector3 & CPlayer::GetLastPosition() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return Core::Get().GetPlayer(m_ID).mLastPosition;
}

// ------------------------------------------------------------------------------------------------
SQFloat CPlayer::GetDistance() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return static_cast< SQFloat >(Core::Get().GetPlayer(m_ID).mDistance);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetDistance(SQFloat distance) const
{
    // Validate the managed identifier
    Validate();
    // Assign the requested information
    Core::Get().GetPlayer(m_ID).mDistance = static_cast< double >(distance);
}

// ------------------------------------------------------------------------------------------------
bool CPlayer::GetTrackDistance() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return static_cast< bool >(Core::Get().GetPlayer(m_ID).mFlags & ENF_DIST_TRACK);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetTrackDistance(bool toggle) const
{
    // Validate the managed identifier
    Validate();
    // Assign the requested information
    if (toggle)
    {
        Core::Get().GetPlayer(m_ID).mFlags |= ENF_DIST_TRACK;
    }
    else
    {
        Core::Get().GetPlayer(m_ID).mFlags ^= ENF_DIST_TRACK;
    }
}

// ------------------------------------------------------------------------------------------------
void CPlayer::StartStream()
{
    // Validate the managed identifier
    Validate();
    // Initialize the stream buffer
    m_Buffer.Adjust(mBufferInitSize);
    m_Buffer.Move(0);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::StartStreamEx(uint32_t size)
{
    // Validate the managed identifier
    Validate();
    // Initialize the stream buffer
    m_Buffer.Adjust(size);
    m_Buffer.Move(0);
}

// ------------------------------------------------------------------------------------------------
uint32_t CPlayer::GetBufferCursor() const
{
    return m_Buffer.Position();
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetBufferCursor(int32_t pos)
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    m_Buffer.Move(static_cast< Buffer::SzType >(pos));
}

// ------------------------------------------------------------------------------------------------
void CPlayer::StreamByte(SQInteger val)
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    m_Buffer.Push< uint8_t >(ConvTo< uint8_t >::From(val));
}

// ------------------------------------------------------------------------------------------------
void CPlayer::StreamShort(SQInteger val)
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    m_Buffer.Push< int16_t >(ConvTo< int16_t >::From(val));
}

// ------------------------------------------------------------------------------------------------
void CPlayer::StreamInt(SQInteger val)
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    m_Buffer.Push< int32_t >(ConvTo< int32_t >::From(val));
}

// ------------------------------------------------------------------------------------------------
void CPlayer::StreamFloat(SQFloat val)
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    m_Buffer.Push< float >(ConvTo< float >::From(val));
}

// ------------------------------------------------------------------------------------------------
void CPlayer::StreamString(StackStrF & val)
{
    // Validate the managed identifier
    Validate();
    // Calculate the string length
    uint16_t length = ConvTo< uint16_t >::From(val.mLen);
    // Change the size endianness to big endian
    auto size = static_cast< uint16_t >(((length >> 8u) & 0xFFu) | ((length & 0xFFu) << 8u)); // NOLINT(hicpp-signed-bitwise)
    // Write the size and then the string contents
    m_Buffer.Push< uint16_t >(size);
    m_Buffer.AppendS(val.mPtr, length);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::StreamRawString(StackStrF & val)
{
    // Validate the managed identifier
    Validate();
    // Write the the string contents
    m_Buffer.AppendS(val.mPtr, static_cast< Buffer::SzType >(ClampMin(val.mLen, 0)));
}

// ------------------------------------------------------------------------------------------------
void CPlayer::FlushStream(bool reset)
{
    // Validate the managed identifier
    Validate();
    // Do we even have what to send?
    if (!m_Buffer)
    {
        STHROWF("Cannot send uninitialized stream buffer");
    }
    else if (!m_Buffer.Position())
    {
        STHROWF("Cannot send empty stream buffer");
    }
    // Attempt to send the stream buffer contents
    const vcmpError result = _Func->SendClientScriptData(m_ID, m_Buffer.Data(), m_Buffer.Position());
    // Should we reset the buffer cursor?
    if (reset)
    {
        m_Buffer.Move(0);
    }
    // Check for errors
    if (result == vcmpErrorTooLargeInput)
    {
        STHROWF("Stream buffer is too big: {}", m_Buffer.Position());
    }
}

// ------------------------------------------------------------------------------------------------
uint32_t CPlayer::GetBufferCapacity() const
{
    return m_Buffer.Capacity();
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SendBuffer(const SqBuffer & buffer) const
{
    // Validate the managed identifier
    Validate();
    // Validate the specified buffer
    buffer.ValidateDeeper();
    // Validate the buffer cursor
    if (!buffer.GetRef()->Position())
    {
        STHROWF("Cannot send empty stream buffer");
    }
    // Attempt to send the stream buffer contents
    const vcmpError result = _Func->SendClientScriptData(m_ID, buffer.GetRef()->Data(),
                                                                buffer.GetRef()->Position());
    // Check for errors
    if (result == vcmpErrorTooLargeInput)
    {
        STHROWF("Stream buffer is too big: {}", buffer.GetRef()->Position());
    }
}

// ------------------------------------------------------------------------------------------------
float CPlayer::GetPositionX() const
{
    // Validate the managed identifier
    Validate();
    // Reserve a temporary float to retrieve the requested component
    float x = 0.0f, dummy;
    // Query the server for the requested component value
    _Func->GetPlayerPosition(m_ID, &x, &dummy, &dummy);
    // Return the requested information
    return x;
}

// ------------------------------------------------------------------------------------------------
float CPlayer::GetPositionY() const
{
    // Validate the managed identifier
    Validate();
    // Reserve a temporary float to retrieve the requested component
    float y = 0.0f, dummy;
    // Query the server for the requested component value
    _Func->GetPlayerPosition(m_ID, &dummy, &y, &dummy);
    // Return the requested information
    return y;
}

// ------------------------------------------------------------------------------------------------
float CPlayer::GetPositionZ() const
{
    // Validate the managed identifier
    Validate();
    // Reserve a temporary float to retrieve the requested component
    float z = 0.0f, dummy;
    // Query the server for the requested component value
    _Func->GetPlayerPosition(m_ID, &dummy, &dummy, &z);
    // Return the requested information
    return z;
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionX(float x) const
{
    // Validate the managed identifier
    Validate();
    // Reserve some temporary floats to retrieve the missing components
    float y, z, dummy;
    // Retrieve the current values for unchanged components
    _Func->GetPlayerPosition(m_ID, &dummy, &y, &z);
    // Perform the requested operation
    _Func->SetPlayerPosition(m_ID, x, y, z);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionY(float y) const
{
    // Validate the managed identifier
    Validate();
    // Reserve some temporary floats to retrieve the missing components
    float x, z, dummy;
    // Retrieve the current values for unchanged components
    _Func->GetPlayerPosition(m_ID, &x, &dummy, &z);
    // Perform the requested operation
    _Func->SetPlayerPosition(m_ID, x, y, z);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionZ(float z) const
{
    // Validate the managed identifier
    Validate();
    // Reserve some temporary floats to retrieve the missing components
    float x, y, dummy;
    // Retrieve the current values for unchanged components
    _Func->GetPlayerPosition(m_ID, &x, &y, &dummy);
    // Perform the requested operation
    _Func->SetPlayerPosition(m_ID, x, y, z);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetColorR() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return static_cast< int32_t >((_Func->GetPlayerColour(m_ID) >> 16u) & 0xFFu);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetColorG() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return static_cast< int32_t >((_Func->GetPlayerColour(m_ID) >> 8u) & 0xFFu);
}

// ------------------------------------------------------------------------------------------------
int32_t CPlayer::GetColorB() const
{
    // Validate the managed identifier
    Validate();
    // Return the requested information
    return static_cast< int32_t >(_Func->GetPlayerColour(m_ID) & 0xFFu);
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetColorR(int32_t r) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerColour(m_ID, (ConvTo< uint8_t >::From(r) << 16u) | // NOLINT(hicpp-signed-bitwise)
                                    (~(0xFFu << 16u) & _Func->GetPlayerColour(m_ID)));
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetColorG(int32_t g) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerColour(m_ID, (ConvTo< uint8_t >::From(g) << 8u) | // NOLINT(hicpp-signed-bitwise)
                                    (~(0xFFu << 8u) & _Func->GetPlayerColour(m_ID)));
}

// ------------------------------------------------------------------------------------------------
void CPlayer::SetColorB(int32_t g) const
{
    // Validate the managed identifier
    Validate();
    // Perform the requested operation
    _Func->SetPlayerColour(m_ID, (ConvTo< uint8_t >::From(g)) |
                                    (~(0xFFu) & _Func->GetPlayerColour(m_ID)));
}

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::Msg(HSQUIRRELVM vm)
{
    // The function needs at least 2 arguments
    const auto top = sq_gettop(vm);
    // Was the message color specified?
    if (top <= 1)
    {
        return sq_throwerror(vm, "Missing message color");
    }
    // Was the message value specified?
    else if (top <= 2)
    {
        return sq_throwerror(vm, "Missing message value");
    }

    // The player instance
    CPlayer * player;
    // Attempt to extract the argument values
    try
    {
        player = Var< CPlayer * >(vm, 1).value;
    }
    catch (const std::exception & e)
    {
        // Propagate the error
        return sq_throwerror(vm, e.what());
    }

    // Do we have a valid player instance?
    if (!player)
    {
        return sq_throwerror(vm, "Invalid player instance ");
    }
    // Do we have a valid player identifier?
    else if (!player->IsActive())
    {
        return sq_throwerrorf(vm, "Invalid player reference [%s]", player->GetTag().c_str());
    }

    // The index where the message should start
    int32_t msgidx = 2;
    // The message color
    uint32_t color = 0;
    // Attempt to identify and extract the color
    const SQRESULT res = SqGrabPlayerMessageColor(vm, 2, color, msgidx);
    // Did we fail to identify a color?
    if (SQ_FAILED(res))
    {
        return res; // Propagate the error!
    }

    // Attempt to generate the string value
    StackStrF val(vm, msgidx);
    // Have we failed to retrieve the string?
    if (SQ_FAILED(val.Proc(true)))
    {
        return val.mRes; // Propagate the error!
    }

    // Send the resulted message string
    const vcmpError result = _Func->SendClientMessage(player->GetID(), color,
                                                        "%s%s%s",
                                                        player->mMessagePrefix.c_str(),
                                                        val.mPtr,
                                                        player->mMessagePostfix.c_str());

    // Check the result
    if (result == vcmpErrorTooLargeInput)
    {
        return sq_throwerrorf(vm, "Client message too big [%s]", player->GetTag().c_str());
    }
    // This function does not return a value
    return 0;
}

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::MsgP(HSQUIRRELVM vm)
{
    const auto top = sq_gettop(vm);
    // Was the index of the message prefix specified?
    if (top <= 1)
    {
        return sq_throwerror(vm, "Missing prefix index");
    }
    // Was the message value specified?
    else if (top <= 2)
    {
        return sq_throwerror(vm, "Missing message value");
    }

    // The player instance
    CPlayer * player;
    // Attempt to extract the argument values
    try
    {
        player = Var< CPlayer * >(vm, 1).value;
    }
    catch (const std::exception & e)
    {
        return sq_throwerror(vm, e.what());
    }

    // Do we have a valid player instance?
    if (!player)
    {
        return sq_throwerror(vm, "Invalid player instance");
    }
    // Do we have a valid player identifier?
    else if (!player->IsActive())
    {
        return sq_throwerrorf(vm, "Invalid player reference [%s]", player->GetTag().c_str());
    }

    // The prefix index
    uint32_t index;
    // Attempt to extract the argument values
    try
    {
        index = ConvTo< uint32_t >::From(Var< SQInteger >(vm, 2).value);
    }
    catch (const std::exception & e)
    {
        return sq_throwerror(vm, e.what());
    }

    // Perform a range check on the specified prefix index
    if (index >= SQMOD_PLAYER_MSG_PREFIXES)
    {
        return sq_throwerrorf(vm, "Prefix index is out of range: %u >= %u",
                                        index, SQMOD_PLAYER_MSG_PREFIXES);
    }

    // Attempt to generate the string value
    StackStrF val(vm, 3);
    // Have we failed to retrieve the string?
    if (SQ_FAILED(val.Proc(true)))
    {
        return val.mRes; // Propagate the error!
    }

    vcmpError result;
    // Send the resulted message string
    if (player->mLimitPrefixPostfixMessage)
    {
        result = _Func->SendClientMessage(player->GetID(), player->mMessageColor, "%s%s",
                                            player->mMessagePrefixes[index].c_str(), val.mPtr);
    }
    else
    {
        result = _Func->SendClientMessage(player->GetID(), player->mMessageColor, "%s%s%s%s",
                                            player->mMessagePrefix.c_str(),
                                            player->mMessagePrefixes[index].c_str(), val.mPtr,
                                            player->mMessagePostfix.c_str());
    }

    // Check the result
    if (result == vcmpErrorTooLargeInput)
    {
        return sq_throwerrorf(vm, "Client message too big [%s]", player->GetTag().c_str());
    }
    // This function does not return a value
    return 0;
}

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::MsgEx(HSQUIRRELVM vm)
{
    const auto top = sq_gettop(vm);
    // Was the index of the message prefix specified?
    if (top <= 1)
    {
        return sq_throwerror(vm, "Missing prefix index");
    }
    // Was the message color specified?
    else if (top <= 2)
    {
        return sq_throwerror(vm, "Missing message color");
    }
    // Was the message value specified?
    else if (top <= 3)
    {
        return sq_throwerror(vm, "Missing message value");
    }

    // The player instance
    CPlayer * player;
    // Attempt to extract the argument values
    try
    {
        player = Var< CPlayer * >(vm, 1).value;
    }
    catch (const std::exception & e)
    {
        return sq_throwerror(vm, e.what());
    }

    // Do we have a valid player instance?
    if (!player)
    {
        return sq_throwerror(vm, "Invalid player instance");
    }
    // Do we have a valid player identifier?
    else if (!player->IsActive())
    {
        return sq_throwerrorf(vm, "Invalid player reference [%s]", player->GetTag().c_str());
    }

    // The prefix index
    uint32_t index;
    // Attempt to extract the argument values
    try
    {
        index = ConvTo< uint32_t >::From(Var< SQInteger >(vm, 2).value);
    }
    catch (const std::exception & e)
    {
        return sq_throwerror(vm, e.what());
    }

    // Perform a range check on the specified prefix index
    if (index >= SQMOD_PLAYER_MSG_PREFIXES)
    {
        return sq_throwerrorf(vm, "Prefix index is out of range: %u >= %u",
                                        index, SQMOD_PLAYER_MSG_PREFIXES);
    }

    // The index where the message should start
    int32_t msgidx = 3;
    // The message color
    uint32_t color = 0;
    // Attempt to identify and extract the color
    const SQRESULT res = SqGrabPlayerMessageColor(vm, 3, color, msgidx);
    // Did we fail to identify a color?
    if (SQ_FAILED(res))
    {
        return res; // Propagate the error!
    }

    // Attempt to generate the string value
    StackStrF val(vm, msgidx);
    // Have we failed to retrieve the string?
    if (SQ_FAILED(val.Proc(true)))
    {
        return val.mRes; // Propagate the error!
    }

    vcmpError result;
    // Send the resulted message string
    if (player->mLimitPrefixPostfixMessage)
    {
        result = _Func->SendClientMessage(player->GetID(), color, "%s%s",
                                            player->mMessagePrefixes[index].c_str(), val.mPtr);
    }
    else
    {
        result = _Func->SendClientMessage(player->GetID(), color, "%s%s%s%s",
                                            player->mMessagePrefix.c_str(),
                                            player->mMessagePrefixes[index].c_str(), val.mPtr,
                                            player->mMessagePostfix.c_str());
    }
    // Check the result
    if (result == vcmpErrorTooLargeInput)
    {
        return sq_throwerrorf(vm, "Client message too big [%s]", player->GetTag().c_str());
    }

    // This function does not return a value
    return 0;
}

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::Message(HSQUIRRELVM vm)
{
    const auto top = sq_gettop(vm);
    // Was the message value specified?
    if (top <= 1)
    {
        return sq_throwerror(vm, "Missing message value");
    }

    // The player instance
    CPlayer * player;
    // Attempt to extract the argument values
    try
    {
        player = Var< CPlayer * >(vm, 1).value;
    }
    catch (const std::exception & e)
    {
        return sq_throwerror(vm, e.what());
    }

    // Do we have a valid player instance?
    if (!player)
    {
        return sq_throwerror(vm, "Invalid player instance");
    }
    // Do we have a valid player identifier?
    else if (!player->IsActive())
    {
        return sq_throwerrorf(vm, "Invalid player reference [%s]", player->GetTag().c_str());
    }

    // Attempt to generate the string value
    StackStrF val(vm, 2);
    // Have we failed to retrieve the string?
    if (SQ_FAILED(val.Proc(true)))
    {
        return val.mRes; // Propagate the error!
    }

    // Send the resulted message string
    const vcmpError result = _Func->SendClientMessage(player->GetID(), player->mMessageColor,
                                                        "%s%s%s",
                                                        player->mMessagePrefix.c_str(),
                                                        val.mPtr,
                                                        player->mMessagePostfix.c_str());
    // Check the result
    if (result == vcmpErrorTooLargeInput)
    {
        return sq_throwerrorf(vm, "Client message too big [%s]", player->GetTag().c_str());
    }

    // This function does not return a value
    return 0;
}

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::Announce(HSQUIRRELVM vm)
{
    const auto top = sq_gettop(vm);
    // Was the announcement value specified?
    if (top <= 1)
    {
        return sq_throwerror(vm, "Missing announcement value");
    }

    // The player instance
    CPlayer * player;
    // Attempt to extract the argument values
    try
    {
        player = Var< CPlayer * >(vm, 1).value;
    }
    catch (const std::exception & e)
    {
        return sq_throwerror(vm, e.what());
    }

    // Do we have a valid player instance?
    if (!player)
    {
        return sq_throwerror(vm, "Invalid player instance");
    }
    // Do we have a valid player identifier?
    else if (!player->IsActive())
    {
        return sq_throwerrorf(vm, "Invalid player reference [%s]", player->GetTag().c_str());
    }

    // Attempt to generate the string value
    StackStrF val(vm, 2);
    // Have we failed to retrieve the string?
    if (SQ_FAILED(val.Proc(true)))
    {
        return val.mRes; // Propagate the error!
    }

    // Send the resulted announcement string
    const vcmpError result = _Func->SendGameMessage(player->GetID(), player->mAnnounceStyle,
                                                    "%s%s%s",
                                                    player->mAnnouncePrefix.c_str(),
                                                    val.mPtr,
                                                    player->mAnnouncePostfix.c_str());
    // Validate the result
    if (result == vcmpErrorArgumentOutOfBounds)
    {
        return sq_throwerrorf(vm, "Invalid announcement style %d [%s]",
                                            player->mAnnounceStyle, player->GetTag().c_str());
    }
    else if (result == vcmpErrorTooLargeInput)
    {
        return sq_throwerrorf(vm, "Game message too big [%s]", player->GetTag().c_str());
    }

    // This function does not return a value
    return 0;
}

// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::AnnounceEx(HSQUIRRELVM vm)
{
    const auto top = sq_gettop(vm);
    // Was the announcement style specified?
    if (top <= 1)
    {
        return sq_throwerror(vm, "Missing announcement style");
    }
    // Was the announcement value specified?
    else if (top <= 2)
    {
        return sq_throwerror(vm, "Missing announcement value");
    }

    // The player instance
    CPlayer * player;
    // The announcement style
    int32_t style;
    // style to extract the argument values
    try
    {
        player = Var< CPlayer * >(vm, 1).value;
        style = Var< int32_t >(vm, 2).value;
    }
    catch (const std::exception & e)
    {
        return sq_throwerror(vm, e.what());
    }

    // Do we have a valid player instance?
    if (!player)
    {
        return sq_throwerror(vm, "Invalid player instance");
    }
    // Do we have a valid player identifier?
    else if (!player->IsActive())
    {
        return sq_throwerrorf(vm, "Invalid player reference [%s]", player->GetTag().c_str());
    }

    // Attempt to generate the string value
    StackStrF val(vm, 3);
    // Have we failed to retrieve the string?
    if (SQ_FAILED(val.Proc(true)))
    {
        return val.mRes; // Propagate the error!
    }

    // Send the resulted announcement string
    const vcmpError result = _Func->SendGameMessage(player->GetID(), style, "%s%s%s",
                                                    player->mAnnouncePrefix.c_str(),
                                                    val.mPtr,
                                                    player->mAnnouncePostfix.c_str());
    // Validate the result
    if (result == vcmpErrorArgumentOutOfBounds)
    {
        return sq_throwerrorf(vm, "Invalid announcement style %d [%s]",
                                            style, player->GetTag().c_str());
    }
    else if (result == vcmpErrorTooLargeInput)
    {
        return sq_throwerrorf(vm, "Game message too big [%s]", player->GetTag().c_str());
    }

    // This function does not return a value
    return 0;
}

// ------------------------------------------------------------------------------------------------
SQInteger Player_FindAuto(HSQUIRRELVM vm)
{
    // See if a search token was specified
    if (sq_gettop(vm) <= 1)
    {
        return sq_throwerror(vm, _SC("Please specify a token with which to identify the player (id/name)"));
    }
    // Identify the token type.
    switch (sq_gettype(vm, 2))
    {
        case OT_INTEGER: {
            SQInteger id;
            // Attempt to retrieve the given id
            const SQRESULT res = sq_getinteger(vm, 2, &id);
            // Validate the given identifier
            if (SQ_FAILED(res))
            {
                return res; // Propagate the error
            }
            // Check identifier range
            else if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL))
            {
                sq_pushnull(vm); // Default to null
            }
            // Finally, attempt to push the return value
            else
            {
                sq_pushobject(vm, Core::Get().GetPlayer(static_cast< int32_t >(id)).mObj.mObj);
            }
        } break;
        case OT_FLOAT: {

            SQFloat fid;
            // Attempt to retrieve the given id
            const SQRESULT res = sq_getfloat(vm, 2, &fid);
            // Validate the given identifier
            if (SQ_FAILED(res))
            {
                return res; // Propagate the error
            }
            // Convert the float value to an integer
            const auto id = static_cast< int32_t >(std::lround(static_cast< float >(fid)));
            // Check identifier range
            if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL))
            {
                sq_pushnull(vm);  // Default to null
            }
            // Finally, attempt to push the return value
            else
            {
                sq_pushobject(vm, Core::Get().GetPlayer(id).mObj.mObj);
            }
        } break;
        case OT_STRING:
        default: {
            // Attempt to convert the obtained value to a string
            StackStrF val(vm, 2);
            // Did the conversion failed?
            if (SQ_FAILED(val.Proc(true)))
            {
                return val.mRes; // Propagate the error
            }
            else if (val.mLen <= 0)
            {
                // Default to null
                sq_pushnull(vm);
                // Stop here!
                break;
            }
            // Attempt to locate the player with this name
            int32_t id = _Func->GetPlayerIdFromName(val.mPtr);
            // Was there a player with this name?
            if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL))
            {
                sq_pushnull(vm);  // Default to null
            }
            // Finally, attempt to push the return value
            else
            {
                sq_pushobject(vm, Core::Get().GetPlayer(id).mObj.mObj);
            }
        } break;
    }
    // There should be a value on the stack with the found player
    return 1;
}

// ------------------------------------------------------------------------------------------------
SQInteger Player_ExistsAuto(HSQUIRRELVM vm)
{
    // See if a search token was specified
    if (sq_gettop(vm) <= 1)
    {
        return sq_throwerror(vm, _SC("Please specify a token with which to identify the player (id/name)"));
    }
    // Identify the token type.
    switch (sq_gettype(vm, 2))
    {
        case OT_INTEGER: {
            SQInteger id;
            // Attempt to retrieve the given id
            const SQRESULT res = sq_getinteger(vm, 2, &id);
            // Validate the given identifier
            if (SQ_FAILED(res))
            {
                return res; // Propagate the error
            }
            // Check identifier range and the entity instance
            else if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL) || INVALID_ENTITY(Core::Get().GetPlayer(static_cast< int32_t >(id)).mID))
            {
                sq_pushbool(vm, SQFalse);
            }
            else
            {
                sq_pushbool(vm, SQTrue);
            }
        } break;
        case OT_FLOAT: {

            SQFloat fid;
            // Attempt to retrieve the given id
            const SQRESULT res = sq_getfloat(vm, 2, &fid);
            // Validate the given identifier
            if (SQ_FAILED(res))
            {
                return res; // Propagate the error
            }
            // Convert the float value to an integer
            const auto id = static_cast< int32_t >(std::lround(static_cast< float >(fid)));
            // Check identifier range and the entity instance
            if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL) || INVALID_ENTITY(Core::Get().GetPlayer(id).mID))
            {
                sq_pushbool(vm, SQFalse);
            }
            else
            {
                sq_pushbool(vm, SQTrue);
            }
        } break;
        case OT_STRING:
        default: {
            // Attempt to convert the obtained value to a string
            StackStrF val(vm, 2);
            // Did the conversion failed?
            if (SQ_FAILED(val.Proc(true)))
            {
                return val.mRes; // Propagate the error
            }
            else if (val.mLen <= 0)
            {
                // Default to false
                sq_pushbool(vm, SQFalse);
                // Stop here!
                break;
            }
            // Attempt to locate the player with this name
            int32_t id = _Func->GetPlayerIdFromName(val.mPtr);
            // Check identifier range and the entity instance
            if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL) || INVALID_ENTITY(Core::Get().GetPlayer(id).mID))
            {
                sq_pushbool(vm, SQFalse);
            }
            else
            {
                sq_pushbool(vm, SQTrue);
            }
        } break;
    }
    // There should be a value on the stack with the found player
    return 1;
}

// ================================================================================================
void Register_CPlayer(HSQUIRRELVM vm)
{
    RootTable(vm).Bind(Typename::Str,
        Class< CPlayer, NoConstructor< CPlayer > >(vm, Typename::Str)
        // Meta-methods
        .SquirrelFunc(_SC("_typename"), &Typename::Fn)
        .Func(_SC("_tostring"), &CPlayer::ToString)
        // Static Values
        .SetStaticValue(_SC("MaxID"), CPlayer::Max)
        // Member Variables
        .Var(_SC("BufferInitSize"), &CPlayer::mBufferInitSize)
        .Var(_SC("MessageColor"), &CPlayer::mMessageColor)
        .Var(_SC("AnnounceStyle"), &CPlayer::mAnnounceStyle)
        .Var(_SC("DefaultAmmo"), &CPlayer::mDefaultAmmo)
        .Var(_SC("MessagePrefix"), &CPlayer::mMessagePrefix)
        .Var(_SC("MessagePostfix"), &CPlayer::mMessagePostfix)
        .Var(_SC("AnnouncePrefix"), &CPlayer::mAnnouncePrefix)
        .Var(_SC("AnnouncePostfix"), &CPlayer::mAnnouncePostfix)
        .Var(_SC("LimitPrefixPostfixMessage"), &CPlayer::mLimitPrefixPostfixMessage)
        // Core Properties
        .Prop(_SC("On"), &CPlayer::GetEvents)
        .Prop(_SC("ID"), &CPlayer::GetID)
        .Prop(_SC("Tag"), &CPlayer::GetTag, &CPlayer::SetTag)
        .Prop(_SC("Data"), &CPlayer::GetData, &CPlayer::SetData)
        .Prop(_SC("Active"), &CPlayer::IsActive)
        // Core Methods
        .FmtFunc(_SC("SetTag"), &CPlayer::ApplyTag)
        .Func(_SC("CustomEvent"), &CPlayer::CustomEvent)
        // Properties
        .Prop(_SC("Connected"), &CPlayer::IsConnected)
        .Prop(_SC("Admin"), &CPlayer::GetAdmin, &CPlayer::SetAdmin)
        .Prop(_SC("IP"), &CPlayer::GetIP)
        .Prop(_SC("UID"), &CPlayer::GetUID)
        .Prop(_SC("UID2"), &CPlayer::GetUID2)
        .Prop(_SC("Key"), &CPlayer::GetKey)
        .Prop(_SC("Name"), &CPlayer::GetName, &CPlayer::SetName)
        .Prop(_SC("State"), &CPlayer::GetState)
        .Prop(_SC("World"), &CPlayer::GetWorld, &CPlayer::SetWorld)
        .Prop(_SC("SecWorld"), &CPlayer::GetSecondaryWorld, &CPlayer::SetSecondaryWorld)
        .Prop(_SC("SecondaryWorld"), &CPlayer::GetSecondaryWorld, &CPlayer::SetSecondaryWorld)
        .Prop(_SC("UniqueWorld"), &CPlayer::GetUniqueWorld)
        .Prop(_SC("Class"), &CPlayer::GetClass)
        .Prop(_SC("Team"), &CPlayer::GetTeam, &CPlayer::SetTeam)
        .Prop(_SC("Skin"), &CPlayer::GetSkin, &CPlayer::SetSkin)
        .Prop(_SC("Color"), &CPlayer::GetColor, &CPlayer::SetColor)
        .Prop(_SC("Colour"), &CPlayer::GetColor, &CPlayer::SetColor)
        .Prop(_SC("Spawned"), &CPlayer::IsSpawned)
        .Prop(_SC("Typing"), &CPlayer::IsTyping)
        .Prop(_SC("Money"), &CPlayer::GetMoney, &CPlayer::SetMoney)
        .Prop(_SC("Score"), &CPlayer::GetScore, &CPlayer::SetScore)
        .Prop(_SC("WantedLevel"), &CPlayer::GetWantedLevel, &CPlayer::SetWantedLevel)
        .Prop(_SC("Ping"), &CPlayer::GetPing)
        .Prop(_SC("FPS"), &CPlayer::GetFPS)
        .Prop(_SC("Health"), &CPlayer::GetHealth, &CPlayer::SetHealth)
        .Prop(_SC("Armor"), &CPlayer::GetArmor, &CPlayer::SetArmor)
        .Prop(_SC("Armour"), &CPlayer::GetArmor, &CPlayer::SetArmor)
        .Prop(_SC("Immunity"), &CPlayer::GetImmunity, &CPlayer::SetImmunity)
        .Prop(_SC("Pos"), &CPlayer::GetPosition, &CPlayer::SetPosition)
        .Prop(_SC("Position"), &CPlayer::GetPosition, &CPlayer::SetPosition)
        .Prop(_SC("Speed"), &CPlayer::GetSpeed, &CPlayer::SetSpeed)
        .Prop(_SC("Angle"), &CPlayer::GetHeading, &CPlayer::SetHeading)
        .Prop(_SC("Heading"), &CPlayer::GetHeading, &CPlayer::SetHeading)
        .Prop(_SC("Alpha"), &CPlayer::GetAlpha, &CPlayer::SetAlpha)
        .Prop(_SC("AimPos"), &CPlayer::GetAimPosition)
        .Prop(_SC("AimPosition"), &CPlayer::GetAimPosition)
        .Prop(_SC("AimDir"), &CPlayer::GetAimDirection)
        .Prop(_SC("AimDirection"), &CPlayer::GetAimDirection)
        .Prop(_SC("Burning"), &CPlayer::IsBurning)
        .Prop(_SC("Crouched"), &CPlayer::IsCrouched)
        .Prop(_SC("Action"), &CPlayer::GetAction)
        .Prop(_SC("GameKeys"), &CPlayer::GetGameKeys)
        .Prop(_SC("VehicleStatus"), &CPlayer::GetVehicleStatus)
        .Prop(_SC("VehicleSlot"), &CPlayer::GetVehicleSlot)
        .Prop(_SC("Vehicle"), &CPlayer::GetVehicle)
        .Prop(_SC("VehicleID"), &CPlayer::GetVehicleID)
        .Prop(_SC("Weapon"), &CPlayer::GetWeapon, &CPlayer::SetWeapon)
        .Prop(_SC("Ammo"), &CPlayer::GetAmmo)
        .Prop(_SC("WeaponSlot"), &CPlayer::GetWeaponSlot, &CPlayer::SetWeaponSlot)
        .Prop(_SC("CameraLocked"), &CPlayer::IsCameraLocked)
        .Prop(_SC("TouchedVehicle"), &CPlayer::StandingOnVehicle)
        .Prop(_SC("TouchedObject"), &CPlayer::StandingOnObject)
        .Prop(_SC("Away"), &CPlayer::IsAway)
        .Prop(_SC("Spec"), &CPlayer::GetSpectator, &CPlayer::SetSpectator)
        .Prop(_SC("SpecID"), &CPlayer::GetSpectatorID, &CPlayer::SetSpectatorID)
#if SQMOD_SDK_LEAST(2, 1)
        .Prop(_SC("DrunkHandling"), &CPlayer::GetDrunkHandling, &CPlayer::SetDrunkHandling)
        .Prop(_SC("DrunkVisuals"), &CPlayer::GetDrunkVisuals, &CPlayer::SetDrunkVisuals)
#endif
        .Prop(_SC("CollideAreas"), &CPlayer::GetCollideAreas, &CPlayer::SetCollideAreas)
        .Prop(_SC("Authority"), &CPlayer::GetAuthority, &CPlayer::SetAuthority)
        .Prop(_SC("TrackPosition"), &CPlayer::GetTrackPosition, &CPlayer::SetTrackPosition)
        .Prop(_SC("TrackHeading"), &CPlayer::GetTrackHeading, &CPlayer::SetTrackHeading)
        .Prop(_SC("LastWeapon"), &CPlayer::GetLastWeapon)
        .Prop(_SC("LastHealth"), &CPlayer::GetLastHealth)
        .Prop(_SC("LastArmor"), &CPlayer::GetLastArmour)
        .Prop(_SC("LastArmour"), &CPlayer::GetLastArmour)
        .Prop(_SC("LastHeading"), &CPlayer::GetLastHeading)
        .Prop(_SC("LastPosition"), &CPlayer::GetLastPosition)
        .Prop(_SC("Distance"), &CPlayer::GetDistance, &CPlayer::SetDistance)
        .Prop(_SC("TrackDistance"), &CPlayer::GetTrackDistance, &CPlayer::SetTrackDistance)
        .Prop(_SC("BufferCursor"), &CPlayer::GetBufferCursor, &CPlayer::SetBufferCursor)
        .Prop(_SC("BufferCapacity"), &CPlayer::GetBufferCapacity)
        .Prop(_SC("PosX"), &CPlayer::GetPositionX, &CPlayer::SetPositionX)
        .Prop(_SC("PosY"), &CPlayer::GetPositionY, &CPlayer::SetPositionY)
        .Prop(_SC("PosZ"), &CPlayer::GetPositionZ, &CPlayer::SetPositionZ)
        .Prop(_SC("Red"), &CPlayer::GetColorR, &CPlayer::SetColorR)
        .Prop(_SC("Green"), &CPlayer::GetColorG, &CPlayer::SetColorG)
        .Prop(_SC("Blue"), &CPlayer::GetColorB, &CPlayer::SetColorB)
        // Member Methods
        .Func(_SC("StreamedFor"), &CPlayer::IsStreamedFor)
#if SQMOD_SDK_LEAST(2, 1)
        .Func(_SC("Kill"), &CPlayer::Kill)
#endif
        .Func(_SC("Kick"), &CPlayer::Kick)
        .Func(_SC("Ban"), &CPlayer::Ban)
        .Func(_SC("KickBecause"), &CPlayer::KickBecause)
        .Func(_SC("BanBecause"), &CPlayer::BanBecause)
        .FmtFunc(_SC("SetName"), &CPlayer::SetName)
        .Func(_SC("GetOption"), &CPlayer::GetOption)
        .Func(_SC("SetOption"), &CPlayer::SetOption)
        .Func(_SC("SetOptionEx"), &CPlayer::SetOptionEx)
#if SQMOD_SDK_LEAST(2, 1)
        .Func(_SC("GetNetworkStatisticsF"), &CPlayer::GetNetworkStatisticsF)
        .Func(_SC("GetNetworkStatisticsI"), &CPlayer::GetNetworkStatisticsI)
#endif
        .Func(_SC("WorldCompatible"), &CPlayer::IsWorldCompatible)
        .Func(_SC("SetColor"), &CPlayer::SetColorEx)
        .Func(_SC("SetColour"), &CPlayer::SetColorEx)
        .Func(_SC("Spawn"), &CPlayer::ForceSpawn)
        .Func(_SC("Select"), &CPlayer::ForceSelect)
        .Func(_SC("GiveMoney"), &CPlayer::GiveMoney)
        .Func(_SC("SetPos"), &CPlayer::SetPositionEx)
        .Func(_SC("SetPosition"), &CPlayer::SetPositionEx)
        .Func(_SC("SetSpeed"), &CPlayer::SetSpeedEx)
        .Func(_SC("SetAlpha"), &CPlayer::SetAlphaEx)
        .Func(_SC("Disembark"), &CPlayer::Disembark)
        .Func(_SC("SetWeapon"), &CPlayer::SetWeaponEx)
        .Func(_SC("GiveWeapon"), &CPlayer::GiveWeapon)
        .Func(_SC("WeaponAtSlot"), &CPlayer::GetWeaponAtSlot)
        .Func(_SC("AmmoAtSlot"), &CPlayer::GetAmmoAtSlot)
        .Func(_SC("RemoveWeapon"), &CPlayer::RemoveWeapon)
        .Func(_SC("StripWeapons"), &CPlayer::StripWeapons)
        .Func(_SC("RestoreCamera"), &CPlayer::RestoreCamera)
        .Func(_SC("Spectating"), &CPlayer::GetSpectator)
        .Func(_SC("Unspectate"), &CPlayer::Unspectate)
        .Func(_SC("Spectate"), &CPlayer::SetSpectator)
#if SQMOD_SDK_LEAST(2, 1)
        .Func(_SC("SetPlayer3DArrow"), &CPlayer::SetPlayer3DArrow)
        .Func(_SC("GetPlayer3DArrow"), &CPlayer::GetPlayer3DArrow)
        .Func(_SC("SetPlayer3DArrowID"), &CPlayer::SetPlayer3DArrowID)
        .Func(_SC("GetPlayer3DArrowID"), &CPlayer::GetPlayer3DArrowID)
        .Func(_SC("InterpolateCameraLookAt"), &CPlayer::InterpolateCameraLookAt)
        .Func(_SC("InterpolateCameraLookAtEx"), &CPlayer::InterpolateCameraLookAtEx)
#endif
        .Func(_SC("Redirect"), &CPlayer::Redirect)
        .Func(_SC("GetModuleList"), &CPlayer::GetModuleList)
        .Func(_SC("PlaySound"), &CPlayer::PlaySound)
        .Func(_SC("AreasCollide"), &CPlayer::SetAreasCollide)
        .Func(_SC("GetMsgPrefix"), &CPlayer::GetMessagePrefix)
        .FmtFunc(_SC("SetMsgPrefix"), &CPlayer::SetMessagePrefix)
        .Func(_SC("SetTrackPosition"), &CPlayer::SetTrackPositionEx)
        .Func(_SC("StreamByte"), &CPlayer::StreamByte)
        .Func(_SC("StreamShort"), &CPlayer::StreamShort)
        .Func(_SC("StreamInt"), &CPlayer::StreamInt)
        .Func(_SC("StreamFloat"), &CPlayer::StreamFloat)
        .FmtFunc(_SC("StreamString"), &CPlayer::StreamString)
        .FmtFunc(_SC("StreamRawString"), &CPlayer::StreamRawString)
        .Func(_SC("FlushStream"), &CPlayer::FlushStream)
        .Func(_SC("SendBuffer"), &CPlayer::SendBuffer)
        // Member Overloads
        .Overload(_SC("AddSpeed"), &CPlayer::AddSpeed)
        .Overload(_SC("AddSpeed"), &CPlayer::AddSpeedEx)
        .Overload(_SC("Embark"), &CPlayer::Embark)
        .Overload(_SC("Embark"), &CPlayer::EmbarkEx)
        .Overload(_SC("CameraPosition"), &CPlayer::SetCameraPosition)
        .Overload(_SC("CameraPosition"), &CPlayer::SetCameraPositionEx)
        .Overload(_SC("StartStream"), &CPlayer::StartStream)
        .Overload(_SC("StartStream"), &CPlayer::StartStreamEx)
        .Overload(_SC("SetAnimation"), &CPlayer::SetAnimation)
        .Overload(_SC("SetAnimation"), &CPlayer::SetAnimationEx)
        .Overload(_SC("CreateCheckpointEx"), &CPlayer::CreateCheckpointEx1a)
        .Overload(_SC("CreateCheckpointEx"), &CPlayer::CreateCheckpointEx1b)
        .Overload(_SC("CreateCheckpoint"), &CPlayer::CreateCheckpoint1a)
        .Overload(_SC("CreateCheckpoint"), &CPlayer::CreateCheckpoint1b)
        // Static Functions
        .SquirrelFunc(_SC("Find"), &Player_FindAuto)
        .SquirrelFunc(_SC("Exists"), &Player_ExistsAuto)
        // Raw Squirrel Methods
        .SquirrelFunc(_SC("Msg"), &CPlayer::Msg)
        .SquirrelFunc(_SC("MsgP"), &CPlayer::MsgP)
        .SquirrelFunc(_SC("MsgEx"), &CPlayer::MsgEx)
        .SquirrelFunc(_SC("Message"), &CPlayer::Message)
        .SquirrelFunc(_SC("Announce"), &CPlayer::Announce)
        .SquirrelFunc(_SC("AnnounceEx"), &CPlayer::AnnounceEx)
        .SquirrelFunc(_SC("Text"), &CPlayer::Announce)
        .SquirrelFunc(_SC("TextEx"), &CPlayer::AnnounceEx)
        .SquirrelFunc(_SC("NullInst"), &CPlayer::SqGetNull)
        .SquirrelFunc(_SC("MakeTask"), &Tasks::MakeTask< CPlayer, ENT_PLAYER >)
        .SquirrelFunc(_SC("DropTask"), &Tasks::DropTask< CPlayer, ENT_PLAYER >)
        .SquirrelFunc(_SC("DoesTask"), &Tasks::DoesTask< CPlayer, ENT_PLAYER >)
        .SquirrelFunc(_SC("FindTask"), &Tasks::FindTask< CPlayer, ENT_PLAYER >)
    );
}

} // Namespace:: SqMod
