(Updated as of 1.0.
Code:
/**
* Spawns a Hatman on the map. (Horsemann)
*
* @param client Client spawning the boss. (0 = Console)
* @param X Float value for X parameter of spawn location.
* @param Y Float value for Y parameter of spawn location.
* @param Z Float value for Z parameter of spawn location.
* @param scale Float value for the scale of the boss.
* @param glow True if boss should glow, false if not.
* @param spew True if to log, reply & show activity, false otherwise.
*
* @return True if spawned successfully, false otherwise.
* @error Invalid client or fields.
*/
native bool:TF2_SpawnHatman(client, Float:X = 0.0, Float:Y = 0.0, Float:Z = 0.0, Float:scale = 1.0, bool:glow = false, bool:spew = true);
/**
* Spawns an Eyeboss on the map. (Monoculus)
*
* @param client Client spawning the boss. (0 = Console)
* @param X Float value for X parameter of spawn location.
* @param Y Float value for Y parameter of spawn location.
* @param Z Float value for Z parameter of spawn location.
* @param scale Float value for the scale of the boss.
* @param glow True if boss should glow, false if not.
* @param spew True if to log, reply & show activity, false otherwise.
* @param type Type of Eyeboss: (0 = Normal, 1 = Red, 2 = Blue)
*
* @return True if spawned successfully, false otherwise.
* @error Invalid client or fields.
*/
native bool:TF2_SpawnEyeboss(client, Float:X = 0.0, Float:Y = 0.0, Float:Z = 0.0, Float:scale = 1.0, bool:glow = false, bool:spew = true, type = 0);
/**
* Spawns Merasmus on the map.
*
* @param client Client spawning the boss. (0 = Console)
* @param X Float value for X parameter of spawn location.
* @param Y Float value for Y parameter of spawn location.
* @param Z Float value for Z parameter of spawn location.
* @param scale Float value for the scale of the boss.
* @param glow True if boss should glow, false if not.
* @param spew True if to log, reply & show activity, false otherwise.
*
* @return True if spawned successfully, false otherwise.
* @error Invalid client or fields.
*/
native bool:TF2_SpawnMerasmus(client, Float:X = 0.0, Float:Y = 0.0, Float:Z = 0.0, Float:scale = 1.0, bool:glow = false, bool:spew = true);
/**
* Spawns a Skeleton on the map.
*
* @param client Client spawning the boss. (0 = Console)
* @param X Float value for X parameter of spawn location.
* @param Y Float value for Y parameter of spawn location.
* @param Z Float value for Z parameter of spawn location.
* @param scale Float value for the scale of the boss.
* @param glow True if boss should glow, false if not.
* @param spew True if to log, reply & show activity, false otherwise.
* @param type Type of Skeleton: (0 = Green, 1 = Red, 2 = Blue)
*
* @return True if spawned successfully, false otherwise.
* @error Invalid client or fields.
*/
native bool:TF2_SpawnSkeleton(client, Float:X = 0.0, Float:Y = 0.0, Float:Z = 0.0, Float:scale = 1.0, bool:glow = false, bool:spew = true, type = 0);
/**
* Spawns the Skeleton King on the map.
*
* @param client Client spawning the boss. (0 = Console)
* @param X Float value for X parameter of spawn location.
* @param Y Float value for Y parameter of spawn location.
* @param Z Float value for Z parameter of spawn location.
* @param glow True if boss should glow, false if not.
* @param spew True if to log, reply & show activity, false otherwise.
*
* @return True if spawned successfully, false otherwise.
* @error Invalid client or fields.
*/
native bool:TF2_SpawnSkeletonKing(client, Float:X = 0.0, Float:Y = 0.0, Float:Z = 0.0, bool:glow = false, bool:spew = true);
/**
* Spawns the Ghost on the map.
*
* @param client Client spawning the boss. (0 = Console)
* @param X Float value for X parameter of spawn location.
* @param Y Float value for Y parameter of spawn location.
* @param Z Float value for Z parameter of spawn location.
* @param glow True if boss should glow, false if not.
* @param spew True if to log, reply & show activity, false otherwise.
*
* @return True if spawned successfully, false otherwise.
* @error Invalid client or fields.
*/
native bool:TF2_SpawnGhost(client, Float:X = 0.0, Float:Y = 0.0, Float:Z = 0.0, bool:glow = false, bool:spew = true);