So I've finally started implementing some SourceOP stuff in Lua. What this means is that you will be able to customize or add commands and other things in SourceOP. Here's an example of e_kill.
Code:
function drawkillbeam( startpos, endpos )
  local beamindex = util.PrecacheModel("effects/laser1.vmt");
  effects.Beam(startpos, endpos, beamindex, 0, 0, 0, 0.2, 5, 5, 0, 5, math.random(200,255), math.random(0,15), math.random(0,15), 255, 20)
  effects.Beam(startpos, endpos, beamindex, 0, 0, 0, 0.2, 5, 5, 0, 1, math.random(200,255), math.random(100,146), math.random(32,96), 255, 20)
end

// specifies entities that are not valid for killing
function validkillent( classname )
  if(string.sub(classname, 1, 12) == "prop_vehicle") then
    return false
  end
  return true
end

function ekill( playerid, command, arguments )
  local pPlayer = player.GetByID(playerid)
  if(pPlayer) then
    if(pPlayer:IsAdmin(1024, "e_kill")) then
      if(!pPlayer:IsEntMoving()) then
        local ent, endpos = pPlayer:FindEntityForward(MASK_ALL)
        if(ent) then
          local classname = ent:GetClassname()
          if(validkillent(classname)) then
            drawkillbeam(pPlayer:GetAbsOrigin(), endpos)
            if(classname != "player") then
              // kill the entity with explosion sound
              ent:EmitSound("^weapons/explode" .. math.random(3,5) .. ".wav", 60, math.random(90,110))
              ent:Kill()
            else
              // slay the player
              local pDeadPlayer = player.GetByID(ent:EntIndex())
              pDeadPlayer:Kill()
            end
          end
        end
      else
        pPlayer:SayText("You are currently moving an entity and cannot run " .. command .. ".\n")
      end
    else
      pPlayer:SayText("You do not have access to the command " .. command .. ".\n", HUD_PRINTCONSOLE)
    end
  else
    // command run at server console
    // kill each entity id specified on command line
    for k,v in pairs(arguments) do
      if k >= 1 then
        local ent = ents.GetByIndex(tonumber(v))
        ent:Kill()
      end
    end
  end
end

if(sourceop.FeatureStatus(FEAT_ENTCOMMANDS)) then
  concommand.Add("e_kill", ekill)
end
What can you do with this?
Well, one example I thought of is if I or anybody else wanted, we could add another command (e.g e_kill_fromplayer) based off this code that allows an admin to force a player to run e_kill. This command could be run from the server console or executed by event scripts or something to force a player to e_kill. In fact, such a command would be simple:
Code:
function ekillfromplayer( playerid, command, arguments )
  local pPlayer = player.GetByID(arguments[1])
  if(pPlayer) then
    local ent, endpos = pPlayer:FindEntityForward(MASK_ALL)
    if(ent) then
      local classname = ent:GetClassname()
      if(validkillent(classname)) then
        drawkillbeam(pPlayer:GetAbsOrigin(), endpos)
        if(classname != "player") then
          // kill the entity with explosion sound
          ent:EmitSound("^weapons/explode" .. math.random(3,5) .. ".wav", 60, math.random(90,110))
          ent:Kill()
        else
          // slay the player
          local pDeadPlayer = player.GetByID(ent:EntIndex())
          pDeadPlayer:Kill()
        end
      end
    end
  end
end

concommand.Add("e_kill_fromplayer", ekillfromplayer)
I haven't tested that e_kill_fromplayer code, but it should work. Almost all of this code was reused from e_kill.

This is just a preview of things to come. Any comments?