#if defined _xpMod_included
  #endinput
#endif
#define _xpMod_included

//xpMod
native xp_set_lvl(id, value);
native xp_get_lvl(id);

native xp_set_exp(id, value);
native xp_get_exp(id);

native xp_set_points(id, value);
native xp_get_points(id);

native xp_get_maxhealth(id);
native xp_add_mission(id, mission, value);
native xp_add_to_assists(id, toid);
native xp_remove_assists(id, toid);
native xp_vip(id);
native xp_get_skill_point(id, skill)
native xp_get_skill_power(skill)
native xp_kill_mod(id, victim)
//BLOCKMAKER
native Float:bm_get_skill(id,skill)
native bm_set_skill(id, skill, Float:time);
native bm_set_speed(id, Float:slowTime, Float:slow);
native bm_set_future_layout(name[])
native bool:bm_is_immortal(id)
native bool:bm_is_invisible(id)
native bool:bm_build(id)
//FROST 
native frost_freezed(id);
native frost_explode(id, Float:timeFreez);
native frost_explodeinv(ent, id)
native frost_last_freezer(id);
native Float:frost_last_time(id);

//HNS
native hns_goodround();
native hns_roundstarted();
native hns_typenades(id);
//Save Frags
/* AMXX-Studio Notes - DO NOT MODIFY BELOW HERE
*{\\ rtf1\\ ansi\\ deff0{\\ fonttbl{\\ f0\\ fnil Tahoma;}}\n\\ viewkind4\\ uc1\\ pard\\ lang1033\\ f0\\ fs16 \n\\ par }
*/
