2008-10-04 22:59:11 +02:00
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/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This file is part of the SourceMod/SourcePawn SDK.
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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2009-04-14 23:40:48 +02:00
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* Version: $Id$
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2008-10-04 22:59:11 +02:00
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*/
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#if defined _clients_included
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#endinput
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#endif
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#define _clients_included
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/**
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* Network flow directions.
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*/
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enum NetFlow
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{
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NetFlow_Outgoing = 0, /**< Outgoing traffic */
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NetFlow_Incoming, /**< Incoming traffic */
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NetFlow_Both, /**< Both values added together */
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};
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2009-04-14 23:40:48 +02:00
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/**
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* MAXPLAYERS is not the same as MaxClients.
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* MAXPLAYERS is a hardcoded value as an upper limit. MaxClients changes based on the server.
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*
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* Both GetMaxClients() and MaxClients are only available once the map is loaded, and should
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* not be used in OnPluginStart().
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*/
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#define MAXPLAYERS 64 /**< Maximum number of players SourceMod supports */
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2008-10-04 22:59:11 +02:00
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#define MAX_NAME_LENGTH 32 /**< Maximum buffer required to store a client name */
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2009-04-14 23:40:48 +02:00
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public const MaxClients; /**< Maximum number of players the server supports (dynamic) */
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2008-10-04 22:59:11 +02:00
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/**
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2009-04-14 23:40:48 +02:00
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* Called on client connection. If you return true, the client will be allowed in the server.
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* If you return false (or return nothing), the client will be rejected. If the client is
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* rejected by this forward or any other, OnClientDisconnect will not be called.
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2008-10-04 22:59:11 +02:00
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*
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2009-07-16 10:16:58 +02:00
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* Note: Do not write to rejectmsg if you plan on returning true. If multiple plugins write
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* to the string buffer, it is not defined which plugin's string will be shown to the client,
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* but it is guaranteed one of them will.
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*
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2008-10-04 22:59:11 +02:00
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* @param client Client index.
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* @param rejectmsg Buffer to store the rejection message when the connection is refused.
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* @param maxlen Maximum number of characters for rejection buffer.
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* @return True to validate client's connection, false to refuse it.
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*/
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forward bool:OnClientConnect(client, String:rejectmsg[], maxlen);
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2009-04-14 23:40:48 +02:00
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/**
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* Called once a client successfully connects. This callback is paired with OnClientDisconnect.
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*
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* @param client Client index.
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* @noreturn
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*/
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forward OnClientConnected(client);
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2008-10-04 22:59:11 +02:00
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/**
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* Called when a client is entering the game.
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*
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* Whether a client has a steamid is undefined until OnClientAuthorized
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* is called, which may occur either before or after OnClientPutInServer.
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* Similarly, use OnClientPostAdminCheck() if you need to verify whether
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* connecting players are admins.
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*
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* GetClientCount() will include clients as they are passed through this
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* function, as clients are already in game at this point.
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*
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* @param client Client index.
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* @noreturn
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*/
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forward OnClientPutInServer(client);
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/**
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* Called when a client is disconnecting from the server.
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*
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* @param client Client index.
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* @noreturn
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*/
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forward OnClientDisconnect(client);
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/**
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* Called when a client is disconnected from the server.
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*
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* @param client Client index.
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* @noreturn
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*/
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forward OnClientDisconnect_Post(client);
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/**
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* Called when a client is sending a command.
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*
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* @param client Client index.
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* @param args Number of arguments.
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* @noreturn
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*/
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forward Action:OnClientCommand(client, args);
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/**
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* Called whenever the client's settings are changed.
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*
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* @param client Client index.
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* @noreturn
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*/
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forward OnClientSettingsChanged(client);
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/**
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* Called when a client receives a Steam ID. The state of a client's
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* authorization via Steam or as an admin is not guaranteed here.
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* Use OnClientAuthorized() or OnClientPostAdminCheck() for those,
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* respectively.
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*
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* This is called by bots, but the ID will be "BOT".
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*
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* @param client Client index.
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* @param auth Client auth string.
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* @noreturn
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*/
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forward OnClientAuthorized(client, const String:auth[]);
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/**
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* Called once a client is authorized and fully in-game, but
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* before admin checks are done. This can be used to override
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* the default admin checks for a client. You should only use
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* this for overriding; use OnClientPostAdminCheck() instead
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* if you want notification.
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*
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* Note: If handled/blocked, PostAdminCheck must be signalled
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* manually via NotifyPostAdminCheck().
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*
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* This callback is gauranteed to occur on all clients, and always
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* after each OnClientPutInServer() call.
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*
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* @param client Client index.
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* @return Plugin_Handled to block admin checks.
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*/
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forward Action:OnClientPreAdminCheck(client);
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/**
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* Called directly before OnClientPostAdminCheck() as a method to
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* alter administrative permissions before plugins perform final
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* post-connect operations.
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*
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* In general, do not use this function unless you are specifically
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* attempting to change access permissions. Use OnClientPostAdminCheck()
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* instead if you simply want to perform post-connect authorization
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* routines.
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*
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* See OnClientPostAdminCheck() for more information.
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*
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* @param client Client index.
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* @noreturn
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*/
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forward OnClientPostAdminFilter(client);
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/**
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* Called once a client is authorized and fully in-game, and
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* after all post-connection authorizations have been performed.
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*
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* This callback is gauranteed to occur on all clients, and always
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* after each OnClientPutInServer() call.
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*
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* @param client Client index.
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* @noreturn
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*/
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forward OnClientPostAdminCheck(client);
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/**
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2009-04-14 23:40:48 +02:00
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* This function will be deprecated in a future release. Use the MaxClients variable instead.
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*
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2008-10-04 22:59:11 +02:00
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* Returns the maximum number of clients allowed on the server. This may
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* return 0 if called before OnMapStart(), and thus should not be called
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* in OnPluginStart().
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*
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2009-04-14 23:40:48 +02:00
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* You should not globally cache the value to GetMaxClients() because it can change from
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* SourceTV or TF2's arena mode. Use the "MaxClients" dynamic variable documented at the
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* top of this file.
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*
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2008-10-04 22:59:11 +02:00
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* @return Maximum number of clients allowed.
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*/
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native GetMaxClients();
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/**
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* Returns the client count put in the server.
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*
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* @param inGameOnly If false connecting players are also counted.
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* @return Client count in the server.
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*/
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native GetClientCount(bool:inGameOnly=true);
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/**
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* Returns the client's name.
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*
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* @param client Player index.
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* @param name Buffer to store the client's name.
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* @param maxlen Maximum length of string buffer (includes NULL terminator).
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* @return True on success, false otherwise.
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* @error If the client is not connected an error will be thrown.
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*/
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native bool:GetClientName(client, String:name[], maxlen);
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/**
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* Retrieves a client's IP address.
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*
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* @param client Player index.
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* @param name Buffer to store the client's ip address.
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* @param maxlen Maximum length of string buffer (includes NULL terminator).
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* @param remport Remove client's port from the ip string (true by default).
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* @return True on success, false otherwise.
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* @error If the client is not connected or the index is invalid.
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*/
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native bool:GetClientIP(client, String:ip[], maxlen, bool:remport=true);
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/**
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* Retrieves a client's authentication string (SteamID).
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*
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* @param client Player index.
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* @param auth Buffer to store the client's auth string.
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* @param maxlen Maximum length of string buffer (includes NULL terminator).
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* @return True on success, false otherwise.
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* @error If the client is not connected or the index is invalid.
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*/
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native bool:GetClientAuthString(client, String:auth[], maxlen);
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/**
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* Retrieves a client's user id, which is an index incremented for every client
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* that joins the server.
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*
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* @param client Player index.
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* @return User id of the client.
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* @error If the client is not connected or the index is invalid.
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*/
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native GetClientUserId(client);
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/**
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* Returns if a certain player is connected.
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*
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* @param client Player index.
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* @return True if player is connected to the server, false otherwise.
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*/
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native bool:IsClientConnected(client);
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/**
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* Returns if a certain player has entered the game.
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*
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* @param client Player index (index does not have to be connected).
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* @return True if player has entered the game, false otherwise.
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* @error Invalid client index.
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*/
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native bool:IsClientInGame(client);
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/**
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* Returns if a client is in the "kick queue" (i.e. the client will be kicked
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* shortly and thus they should not appear as valid).
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*
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* @param client Player index (must be connected).
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* @return True if in the kick queue, false otherwise.
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* @error Invalid client index.
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*/
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native bool:IsClientInKickQueue(client);
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/**
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* Backwards compatibility stock - use IsClientInGame
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* @deprecated Renamed to IsClientInGame
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*/
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#pragma deprecated Use IsClientInGame() instead
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stock bool:IsPlayerInGame(client)
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{
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return IsClientInGame(client);
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}
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/**
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* Returns if a certain player has been authenticated.
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*
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* @param client Player index.
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* @return True if player has been authenticated, false otherwise.
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*/
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native bool:IsClientAuthorized(client);
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/**
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* Returns if a certain player is a fake client.
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*
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* @param client Player index.
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* @return True if player is a fake client, false otherwise.
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*/
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native bool:IsFakeClient(client);
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/**
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* Returns if a certain player is an observer/spectator.
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*
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* @param client Player index.
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* @return True if player is an obverser, false otherwise.
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*/
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native bool:IsClientObserver(client);
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/**
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* Returns if the client is alive or dead.
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*
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* Note: This function was originally in SDKTools and was moved to core.
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*
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* @param client Player's index.
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* @return True if the client is alive, false otherwise.
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* @error Invalid client index, client not in game, or no mod support.
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*/
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native bool:IsPlayerAlive(client);
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/**
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* Retrieves values from client replicated keys.
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*
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* @param client Player's index.
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* @param key Key string.
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* @param value Buffer to store value.
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* @param maxlen Maximum length of valve (UTF-8 safe).
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* @return True on success, false otherwise.
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* @error Invalid client index, or client not connected.
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*/
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native bool:GetClientInfo(client, const String:key[], String:value[], maxlen);
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/**
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* Retrieves a client's team index.
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*
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* @param client Player's index.
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* @return Team index the client is on (mod specific).
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* @error Invalid client index, client not in game, or no mod support.
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*/
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native GetClientTeam(client);
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/**
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* Sets a client's AdminId.
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*
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* @param client Player's index.
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* @param id AdminId to set. INVALID_ADMIN_ID removes admin permissions.
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* @param temp True if the id should be freed on disconnect.
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* @noreturn
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* @error Invalid client index, client not connected, or bogus AdminId.
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*/
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native SetUserAdmin(client, AdminId:id, bool:temp=false);
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/**
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* Retrieves a client's AdminId.
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*
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* @param client Player's index.
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* @return AdminId of the client, or INVALID_ADMIN_ID if none.
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* @error Invalid client index, or client not connected.
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*/
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native AdminId:GetUserAdmin(client);
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/**
|
|
|
|
* Sets access flags on a client. If the client is not an admin,
|
|
|
|
* a temporary, anonymous AdminId is given.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param ... Flags to set on the client.
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index, or client not connected.
|
|
|
|
*/
|
|
|
|
native AddUserFlags(client, AdminFlag:...);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes flags from a client. If the client is not an admin,
|
|
|
|
* this has no effect.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param ... Flags to remove from the client.
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index, or client not connected.
|
|
|
|
*/
|
|
|
|
native RemoveUserFlags(client, AdminFlag:...);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets access flags on a client using bits instead of flags. If the
|
|
|
|
* client is not an admin, and flags not 0, a temporary, anonymous AdminId is given.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param flags Bitstring of flags to set on client.
|
|
|
|
* @noreturn
|
|
|
|
*/
|
|
|
|
native SetUserFlagBits(client, flags);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns client access flags. If the client is not an admin,
|
|
|
|
* the result is always 0.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
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|
|
* @return Flags
|
|
|
|
* @error Invalid client index, or client not connected.
|
|
|
|
*/
|
|
|
|
native GetUserFlagBits(client);
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|
|
|
|
|
|
|
/**
|
|
|
|
* Returns whether a user can target another user.
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|
|
* This is a helper function for CanAdminTarget.
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|
|
*
|
|
|
|
* @param client Player's index.
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|
|
* @param target Target player's index.
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|
|
* @return True if target is targettable by the player, false otherwise.
|
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|
|
* @error Invalid or unconnected player indexers.
|
|
|
|
*/
|
|
|
|
native bool:CanUserTarget(client, target);
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|
|
|
|
|
|
/**
|
|
|
|
* Runs through the Core-defined admin authorization checks on a player.
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|
|
* Has no effect if the player is already an admin.
|
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|
|
*
|
|
|
|
* Note: This function is based on the internal cache only.
|
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|
|
*
|
|
|
|
* @param client Client index.
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|
|
* @return True if access was changed, false if it did not.
|
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|
|
* @error Invalid client index or client not in-game AND authorized.
|
|
|
|
*/
|
|
|
|
native bool:RunAdminCacheChecks(client);
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|
|
|
|
|
|
/**
|
|
|
|
* Signals that a player has completed post-connection admin checks.
|
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|
|
* Has no effect if the player has already had this event signalled.
|
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|
|
*
|
|
|
|
* Note: This must be sent even if no admin id was assigned.
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|
|
|
*
|
|
|
|
* @param client Client index.
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index or client not in-game AND authorized.
|
|
|
|
*/
|
|
|
|
native NotifyPostAdminCheck(client);
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|
|
|
|
|
|
|
/**
|
|
|
|
* Creates a fake client.
|
|
|
|
*
|
|
|
|
* @param name Name to use.
|
|
|
|
* @return Client index on success, 0 otherwise.
|
|
|
|
*/
|
|
|
|
native CreateFakeClient(const String:name[]);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets a convar value on a fake client.
|
|
|
|
*
|
|
|
|
* @param client Client index.
|
|
|
|
* @param cvar ConVar name.
|
|
|
|
* @param value ConVar value.
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index, client not connected,
|
|
|
|
* or client not a fake client.
|
|
|
|
*/
|
|
|
|
native SetFakeClientConVar(client, const String:cvar[], const String:value[]);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's health.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @return Health value.
|
|
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
|
|
*/
|
|
|
|
native GetClientHealth(client);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's model name.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param model Buffer to store the client's model name.
|
|
|
|
* @param maxlen Maximum length of string buffer (includes NULL terminator).
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
|
|
*/
|
|
|
|
native GetClientModel(client, String:model[], maxlen);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's weapon name.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param weapon Buffer to store the client's weapon name.
|
|
|
|
* @param maxlen Maximum length of string buffer (includes NULL terminator).
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
|
|
*/
|
|
|
|
native GetClientWeapon(client, String:weapon[], maxlen);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's max size vector.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param vec Destination vector to store the client's max size.
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
|
|
*/
|
|
|
|
native GetClientMaxs(client, Float:vec[3]);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's min size vector.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param vec Destination vector to store the client's min size.
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
|
|
*/
|
|
|
|
native GetClientMins(client, Float:vec[3]);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's position angle.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param ang Destination vector to store the client's position angle.
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
|
|
*/
|
|
|
|
native GetClientAbsAngles(client, Float:ang[3]);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's origin vector.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param vec Destination vector to store the client's origin vector.
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
|
|
*/
|
|
|
|
native GetClientAbsOrigin(client, Float:vec[3]);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's armor.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @return Armor value.
|
|
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
|
|
*/
|
|
|
|
native GetClientArmor(client);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's death count.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @return Death count.
|
|
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
|
|
*/
|
|
|
|
native GetClientDeaths(client);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's frag count.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @return Frag count.
|
|
|
|
* @error Invalid client index, client not in game, or no mod support.
|
|
|
|
*/
|
|
|
|
native GetClientFrags(client);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's send data rate in bytes/sec.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @return Data rate.
|
|
|
|
* @error Invalid client index, client not in game, or fake client.
|
|
|
|
*/
|
|
|
|
native GetClientDataRate(client);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns if a client is timing out
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @return True if client is timing out, false otherwise.
|
|
|
|
* @error Invalid client index, client not in game, or fake client.
|
|
|
|
*/
|
|
|
|
native bool:IsClientTimingOut(client);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's connection time in seconds.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @return Connection time.
|
|
|
|
* @error Invalid client index, client not in game, or fake client.
|
|
|
|
*/
|
|
|
|
native Float:GetClientTime(client);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's current latency (RTT), more accurate than GetAvgLatency but jittering.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param flow Traffic flowing direction.
|
|
|
|
* @return Latency.
|
|
|
|
* @error Invalid client index, client not in game, or fake client.
|
|
|
|
*/
|
|
|
|
native Float:GetClientLatency(client, NetFlow:flow);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's average packet latency in seconds.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param flow Traffic flowing direction.
|
|
|
|
* @return Average latency.
|
|
|
|
* @error Invalid client index, client not in game, or fake client.
|
|
|
|
*/
|
|
|
|
native Float:GetClientAvgLatency(client, NetFlow:flow);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's average packet loss, values go from 0 to 1 (for percentages).
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param flow Traffic flowing direction.
|
|
|
|
* @return Average packet loss.
|
|
|
|
* @error Invalid client index, client not in game, or fake client.
|
|
|
|
*/
|
|
|
|
native Float:GetClientAvgLoss(client, NetFlow:flow);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's average packet choke, values go from 0 to 1 (for percentages).
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param flow Traffic flowing direction.
|
|
|
|
* @return Average packet choke.
|
|
|
|
* @error Invalid client index, client not in game, or fake client.
|
|
|
|
*/
|
|
|
|
native Float:GetClientAvgChoke(client, NetFlow:flow);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's data flow in bytes/sec.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param flow Traffic flowing direction.
|
|
|
|
* @return Data flow.
|
|
|
|
* @error Invalid client index, client not in game, or fake client.
|
|
|
|
*/
|
|
|
|
native Float:GetClientAvgData(client, NetFlow:flow);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client's average packet frequency in packets/sec.
|
|
|
|
*
|
|
|
|
* @param client Player's index.
|
|
|
|
* @param flow Traffic flowing direction.
|
|
|
|
* @return Packet frequency.
|
|
|
|
* @error Invalid client index, client not in game, or fake client.
|
|
|
|
*/
|
|
|
|
native Float:GetClientAvgPackets(client, NetFlow:flow);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Translates an userid index to the real player index.
|
|
|
|
*
|
|
|
|
* @param userid Userid value.
|
|
|
|
* @return Client value.
|
|
|
|
* @error Returns 0 if invalid userid.
|
|
|
|
*/
|
|
|
|
native GetClientOfUserId(userid);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Disconnects a client from the server as soon as the next frame starts.
|
|
|
|
*
|
|
|
|
* Note: Originally, KickClient() was immediate. The delay was introduced
|
|
|
|
* because despite warnings, plugins were using it in ways that would crash.
|
|
|
|
* The new safe version can break cases that rely on immediate disconnects,
|
|
|
|
* but ensures that plugins do not accidentally cause crashes.
|
|
|
|
*
|
|
|
|
* If you need immediate disconnects, use KickClientEx().
|
|
|
|
*
|
|
|
|
* Note: IsClientInKickQueue() will return true before the kick occurs.
|
|
|
|
*
|
|
|
|
* @param client Client index.
|
|
|
|
* @param format Optional formatting rules for disconnect reason.
|
|
|
|
* Note that a period is automatically appended to the string by the engine.
|
|
|
|
* @param ... Variable number of format parameters.
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index, or client not connected.
|
|
|
|
*/
|
|
|
|
native KickClient(client, const String:format[]="", any:...);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Immediately disconnects a client from the server.
|
|
|
|
*
|
|
|
|
* Kicking clients from certain events or callbacks may cause crashes. If in
|
|
|
|
* doubt, create a short (0.1 second) timer to kick the client in the next
|
|
|
|
* available frame.
|
|
|
|
*
|
|
|
|
* @param client Client index.
|
|
|
|
* @param format Optional formatting rules for disconnect reason.
|
|
|
|
* Note that a period is automatically appended to the string by the engine.
|
|
|
|
* @param ... Variable number of format parameters.
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index, or client not connected.
|
|
|
|
*/
|
|
|
|
native KickClientEx(client, const String:format[]="", any:...);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Changes a client's team through the mod's generic team changing function.
|
|
|
|
* On CS:S, this will kill the player.
|
|
|
|
*
|
|
|
|
* @param client Client index.
|
|
|
|
* @param team Mod-specific team index.
|
|
|
|
* @noreturn
|
|
|
|
* @error Invalid client index, client not connected, or lack of
|
|
|
|
* mod support.
|
|
|
|
*/
|
|
|
|
native ChangeClientTeam(client, team);
|
|
|
|
|
2009-04-14 23:40:48 +02:00
|
|
|
/**
|
|
|
|
* Returns the clients unique serial identifier.
|
|
|
|
*
|
|
|
|
* @return Serial number.
|
|
|
|
*/
|
|
|
|
native GetClientSerial(client);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the client index by its serial number.
|
|
|
|
*
|
|
|
|
* @return Client index, or 0 for invalid serial.
|
|
|
|
*/
|
|
|
|
native GetClientFromSerial(serial);
|
|
|
|
|