654 lines
26 KiB
SourcePawn
654 lines
26 KiB
SourcePawn
/**
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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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* Version: $Id$
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*/
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#if defined _console_included
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#endinput
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#endif
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#define _console_included
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#define INVALID_FCVAR_FLAGS (-1)
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/**
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* Console variable query helper values.
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*/
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enum QueryCookie
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{
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QUERYCOOKIE_FAILED = 0,
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};
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/**
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* Reply sources for commands.
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*/
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enum ReplySource
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{
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SM_REPLY_TO_CONSOLE = 0,
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SM_REPLY_TO_CHAT = 1,
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};
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/**
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* @section Flags for console commands and console variables. The descriptions
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* for each constant come directly from the Source SDK.
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*/
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#pragma deprecated No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk.
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#define FCVAR_PLUGIN 0 // Actual value is same as FCVAR_SS_ADDED in Left 4 Dead and later.
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#pragma deprecated Did you mean FCVAR_DEVELOPMENTONLY? (No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk.)
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#define FCVAR_LAUNCHER (1<<1) // Same value as FCVAR_DEVELOPMENTONLY, which is what most usages of this were intending to use.
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#define FCVAR_NONE 0 // The default, no flags at all
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#define FCVAR_UNREGISTERED (1<<0) // If this is set, don't add to linked list, etc.
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#define FCVAR_DEVELOPMENTONLY (1<<1) // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+)
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#define FCVAR_GAMEDLL (1<<2) // Defined by the game DLL.
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#define FCVAR_CLIENTDLL (1<<3) // Defined by the client DLL.
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#define FCVAR_MATERIAL_SYSTEM (1<<4) // Defined by the material system. (EP1-only)
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#define FCVAR_HIDDEN (1<<4) // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+)
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#define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc.
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// Sends 1 if it's not bland/zero, 0 otherwise as value.
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#define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server.
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#define FCVAR_ARCHIVE (1<<7) // Set to cause it to be saved to vars.rc
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#define FCVAR_NOTIFY (1<<8) // Notifies players when changed.
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#define FCVAR_USERINFO (1<<9) // Changes the client's info string.
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#define FCVAR_PRINTABLEONLY (1<<10) // This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.)
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#define FCVAR_UNLOGGED (1<<11) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
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#define FCVAR_NEVER_AS_STRING (1<<12) // Never try to print that cvar.
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#define FCVAR_REPLICATED (1<<13) // Server setting enforced on clients.
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#define FCVAR_CHEAT (1<<14) // Only useable in singleplayer / debug / multiplayer & sv_cheats
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#define FCVAR_SS (1<<15) // causes varnameN where N 2 through max splitscreen slots for mod to be autogenerated (L4D+)
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#define FCVAR_DEMO (1<<16) // Record this cvar when starting a demo file.
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#define FCVAR_DONTRECORD (1<<17) // Don't record these command in demo files.
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#define FCVAR_SS_ADDED (1<<18) // This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+)
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#define FCVAR_RELEASE (1<<19) // Cvars tagged with this are the only cvars available to customers (L4D+)
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#define FCVAR_RELOAD_MATERIALS (1<<20) // If this cvar changes, it forces a material reload (OB+)
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#define FCVAR_RELOAD_TEXTURES (1<<21) // If this cvar changes, if forces a texture reload (OB+)
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#define FCVAR_NOT_CONNECTED (1<<22) // Cvar cannot be changed by a client that is connected to a server.
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#define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) // Indicates this cvar is read from the material system thread (OB+)
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#define FCVAR_ARCHIVE_XBOX (1<<24) // Cvar written to config.cfg on the Xbox.
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#define FCVAR_ARCHIVE_GAMECONSOLE (1<<24) // Cvar written to config.cfg on the Xbox.
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#define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) // used as a debugging tool necessary to check material system thread convars (OB+)
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#define FCVAR_SERVER_CAN_EXECUTE (1<<28) // the server is allowed to execute this command on clients via
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// ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. (OB+)
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#define FCVAR_SERVER_CANNOT_QUERY (1<<29) // If this is set, then the server is not allowed to query this cvar's value (via
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// IServerPluginHelpers::StartQueryCvarValue).
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#define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30) // IVEngineClient::ClientCmd is allowed to execute this command.
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// Note: IVEngineClient::ClientCmd_Unrestricted can run any client command.
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/**
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* @endsection
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*/
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/**
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* Executes a server command as if it were on the server console (or RCON)
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*
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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*/
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native void ServerCommand(const char[] format, any ...);
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/**
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* Executes a server command as if it were on the server console (or RCON)
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* and stores the printed text into buffer.
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*
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* Warning: This calls ServerExecute internally and may have issues if
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* certain commands are in the buffer, only use when you really need
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* the response.
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* Also, on L4D2 this will not print the command output to the server console.
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*
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* @param buffer String to store command result into.
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* @param maxlen Length of buffer.
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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*/
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native void ServerCommandEx(char[] buffer, int maxlen, const char[] format, any ...);
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/**
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* Inserts a server command at the beginning of the server command buffer.
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*
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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*/
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native void InsertServerCommand(const char[] format, any ...);
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/**
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* Executes every command in the server's command buffer, rather than once per frame.
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*/
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native void ServerExecute();
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/**
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* Executes a client command. Note that this will not work on clients unless
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* they have cl_restrict_server_commands set to 0.
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*
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* @param client Index of the client.
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* @param fmt Format of the client command.
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* @param ... Format parameters
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* @error Invalid client index, or client not connected.
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*/
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native void ClientCommand(int client, const char[] fmt, any ...);
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/**
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* Executes a client command on the server without being networked.
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*
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* FakeClientCommand() overwrites the command tokenization buffer. This can
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* cause undesired effects because future calls to GetCmdArg* will return
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* data from the FakeClientCommand(), not the parent command. If you are in
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* a hook where this matters (for example, a "say" hook), you should use
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* FakeClientCommandEx() instead.
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*
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* @param client Index of the client.
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* @param fmt Format of the client command.
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* @param ... Format parameters
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* @error Invalid client index, or client not connected.
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*/
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native void FakeClientCommand(int client, const char[] fmt, any ...);
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/**
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* Executes a client command on the server without being networked. The
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* execution of the client command is delayed by one frame to prevent any
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* re-entrancy issues that might surface with FakeClientCommand().
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*
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* @param client Index of the client.
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* @param fmt Format of the client command.
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* @param ... Format parameters
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* @error Invalid client index, or client not connected.
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*/
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native void FakeClientCommandEx(int client, const char[] fmt, any ...);
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/**
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* Executes a KeyValues client command on the server without being networked.
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*
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* @param client Index of the client.
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* @param kv KeyValues data to be sent.
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* @error Invalid client index, client not connected,
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* or unsupported on current game.
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*/
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native void FakeClientCommandKeyValues(int client, KeyValues kv);
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/**
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* Sends a message to the server console.
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*
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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*/
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native void PrintToServer(const char[] format, any ...);
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/**
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* Sends a message to a client's console.
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*
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* @param client Client index.
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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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 void PrintToConsole(int client, const char[] format, any ...);
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/**
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* Reples to a message in a command.
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*
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* A client index of 0 will use PrintToServer().
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* If the command was from the console, PrintToConsole() is used.
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* If the command was from chat, PrintToChat() is used.
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*
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* @param client Client index, or 0 for server.
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @error If the client is not connected or invalid.
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*/
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native void ReplyToCommand(int client, const char[] format, any ...);
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/**
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* Returns the current reply source of a command.
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*
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* @return ReplySource value.
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*/
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native ReplySource GetCmdReplySource();
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/**
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* Sets the current reply source of a command.
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*
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* Only use this if you know what you are doing. You should save the old value
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* and restore it once you are done.
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*
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* @param source New ReplySource value.
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* @return Old ReplySource value.
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*/
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native ReplySource SetCmdReplySource(ReplySource source);
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/**
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* Returns whether the current say hook is a chat trigger.
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*
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* This function is only meaningful inside say or say_team hooks.
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*
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* @return True if a chat trigger, false otherwise.
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*/
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native bool IsChatTrigger();
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/**
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* Displays usage of an admin command to users depending on the
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* setting of the sm_show_activity cvar. All users receive a message
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* in their chat text, except for the originating client, who receives
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* the message based on the current ReplySource.
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*
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* @param client Client index doing the action, or 0 for server.
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* @param tag Tag to prepend to the message.
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @error
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*/
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native void ShowActivity2(int client, const char[] tag, const char[] format, any ...);
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/**
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* Displays usage of an admin command to users depending on the
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* setting of the sm_show_activity cvar.
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*
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* This version does not display a message to the originating client
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* if used from chat triggers or menus. If manual replies are used
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* for these cases, then this function will suffice. Otherwise,
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* ShowActivity2() is slightly more useful.
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*
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* @param client Client index doing the action, or 0 for server.
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @error
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*/
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native void ShowActivity(int client, const char[] format, any ...);
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/**
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* Same as ShowActivity(), except the tag parameter is used instead of
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* "[SM] " (note that you must supply any spacing).
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*
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* @param client Client index doing the action, or 0 for server.
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* @param tag Tag to display with.
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* @param format Formatting rules.
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* @param ... Variable number of format parameters.
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* @error
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*/
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native void ShowActivityEx(int client, const char[] tag, const char[] format, any ...);
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/**
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* Given an originating client and a target client, returns the string
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* that describes the originating client according to the sm_show_activity cvar.
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*
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* For example, "ADMIN", "PLAYER", or a player's name could be placed in this buffer.
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*
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* @param client Originating client; may be 0 for server console.
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* @param target Targeted client.
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* @param namebuf Name buffer.
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* @param maxlength Maximum size of the name buffer.
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* @return True if activity should be shown. False otherwise. In either
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* case, the name buffer is filled. The return value can be used
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* to broadcast a "safe" name to all players regardless of the
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* sm_show_activity filters.
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* @error Invalid client index or client not connected.
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*/
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native bool FormatActivitySource(int client, int target, const char[] namebuf, int maxlength);
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/**
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* Called when a server-only command is invoked.
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*
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* @param args Number of arguments that were in the argument string.
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* @return An Action value. Not handling the command
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* means that Source will report it as "not found."
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*/
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typedef SrvCmd = function Action (int args);
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/**
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* Creates a server-only console command, or hooks an already existing one.
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*
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* Server commands are case sensitive.
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*
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* @param cmd Name of the command to hook or create.
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* @param callback A function to use as a callback for when the command is invoked.
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* @param description Optional description to use for command creation.
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* @param flags Optional flags to use for command creation.
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* @error Command name is the same as an existing convar.
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*/
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native void RegServerCmd(const char[] cmd, SrvCmd callback, const char[] description="", int flags=0);
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/**
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* Called when a generic console command is invoked.
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*
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* @param client Index of the client, or 0 from the server.
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* @param args Number of arguments that were in the argument string.
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* @return An Action value. Not handling the command
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* means that Source will report it as "not found."
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*/
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typedef ConCmd = function Action (int client, int args);
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/**
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* Creates a console command, or hooks an already existing one.
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*
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* Console commands are case sensitive. However, if the command already exists in the game,
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* a client may enter the command in any case. SourceMod corrects for this automatically,
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* and you should only hook the "real" version of the command.
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*
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* @param cmd Name of the command to hook or create.
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* @param callback A function to use as a callback for when the command is invoked.
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* @param description Optional description to use for command creation.
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* @param flags Optional flags to use for command creation.
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* @error Command name is the same as an existing convar.
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*/
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native void RegConsoleCmd(const char[] cmd, ConCmd callback, const char[] description="", int flags=0);
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/**
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* Creates a console command as an administrative command. If the command does not exist,
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* it is created. When this command is invoked, the access rights of the player are
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* automatically checked before allowing it to continue.
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*
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* Admin commands are case sensitive from both the client and server.
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*
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* @param cmd String containing command to register.
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* @param callback A function to use as a callback for when the command is invoked.
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* @param adminflags Administrative flags (bitstring) to use for permissions.
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* @param description Optional description to use for help.
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* @param group String containing the command group to use. If empty,
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* the plugin's filename will be used instead.
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* @param flags Optional console flags.
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* @error Command name is the same as an existing convar.
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*/
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native void RegAdminCmd(const char[] cmd,
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ConCmd callback,
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int adminflags,
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const char[] description="",
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const char[] group="",
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int flags=0);
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/**
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* Returns whether there is a command callback available.
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*
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* @return True if called from inside a command callback.
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*/
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native bool IsCommandCallback();
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/**
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* Returns the number of arguments from the current console or server command.
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* @note Unlike the HL2 engine call, this does not include the command itself.
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*
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* @return Number of arguments to the current command.
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*/
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native int GetCmdArgs();
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/**
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* Retrieves a command argument given its index, from the current console or
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* server command.
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* @note Argument indexes start at 1; 0 retrieves the command name.
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*
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* @param argnum Argument number to retrieve.
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* @param buffer Buffer to use for storing the string.
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* @param maxlength Maximum length of the buffer.
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* @return Length of string written to buffer.
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*/
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native int GetCmdArg(int argnum, char[] buffer, int maxlength);
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/**
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* Retrieves the entire command argument string in one lump from the current
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* console or server command.
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*
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* @param buffer Buffer to use for storing the string.
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* @param maxlength Maximum length of the buffer.
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* @return Length of string written to buffer.
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*/
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native int GetCmdArgString(char[] buffer, int maxlength);
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/**
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* Gets a command iterator. Must be freed with CloseHandle().
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*
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* @return A new command iterator.
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*/
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native Handle GetCommandIterator();
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/**
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* Reads a command iterator, then advances to the next command if any.
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* Only SourceMod specific commands are returned.
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*
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* @param iter Command iterator Handle.
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* @param name Name buffer.
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* @param nameLen Name buffer size.
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* @param eflags Effective default flags of a command.
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* @param desc Command description buffer.
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* @param descLen Command description buffer size.
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* @return True on success, false if there are no more commands.
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*/
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native bool ReadCommandIterator(Handle iter,
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char[] name,
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int nameLen,
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int &eflags=0,
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char[] desc="",
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int descLen=0);
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/**
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* Returns whether a client has access to a given command string. The string
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* can be any override string, as overrides can be independent of
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* commands. This feature essentially allows you to create custom
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* flags using the override system.
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*
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* @param client Client index.
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* @param command Command name. If the command is not found, the default
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* flags are used.
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* @param flags Flag string to use as a default, if the command or override
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* is not found.
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* @param override_only If true, SourceMod will not attempt to find a matching
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* command, and it will only use the default flags specified.
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* Otherwise, SourceMod will ignore the default flags if
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* there is a matching admin command.
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* @return True if the client has access, false otherwise.
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*/
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native bool CheckCommandAccess(int client,
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const char[] command,
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int flags,
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bool override_only=false);
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/**
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* Returns whether an admin has access to a given command string. The string
|
|
* can be any override string, as overrides can be independent of
|
|
* commands. This feature essentially allows you to create custom flags
|
|
* using the override system.
|
|
*
|
|
* @param id AdminId of the admin.
|
|
* @param command Command name. If the command is not found, the default
|
|
* flags are used.
|
|
* @param flags Flag string to use as a default, if the command or override
|
|
* is not found.
|
|
* @param override_only If true, SourceMod will not attempt to find a matching
|
|
* command, and it will only use the default flags specified.
|
|
* Otherwise, SourceMod will ignore the default flags if
|
|
* there is a matching admin command.
|
|
* @return True if the admin has access, false otherwise.
|
|
*/
|
|
native bool CheckAccess(AdminId id,
|
|
const char[] command,
|
|
int flags,
|
|
bool override_only=false);
|
|
|
|
/**
|
|
* Returns the bitstring of flags of a command.
|
|
*
|
|
* @param name Name of the command.
|
|
* @return A bitstring containing the FCVAR_* flags that are enabled
|
|
* or INVALID_FCVAR_FLAGS if command not found.
|
|
*/
|
|
native int GetCommandFlags(const char[] name);
|
|
|
|
/**
|
|
* Sets the bitstring of flags of a command.
|
|
*
|
|
* @param name Name of the command.
|
|
* @param flags A bitstring containing the FCVAR_* flags to enable.
|
|
* @return True on success, otherwise false.
|
|
*/
|
|
native bool SetCommandFlags(const char[] name, int flags);
|
|
|
|
/**
|
|
* Starts a ConCommandBase search, traversing the list of ConVars and
|
|
* ConCommands. If a Handle is returned, the next entry must be read
|
|
* via FindNextConCommand(). The order of the list is undefined.
|
|
*
|
|
* @param buffer Buffer to store entry name.
|
|
* @param max_size Maximum size of the buffer.
|
|
* @param isCommand Variable to store whether the entry is a command.
|
|
* If it is not a command, it is a ConVar.
|
|
* @param flags Variable to store entry flags.
|
|
* @param description Buffer to store the description, empty if no description present.
|
|
* @param descrmax_size Maximum size of the description buffer.
|
|
* @return On success, a ConCmdIter Handle is returned, which
|
|
* can be read via FindNextConCommand(), and must be
|
|
* closed via CloseHandle(). Additionally, the output
|
|
* parameters will be filled with information of the
|
|
* first ConCommandBase entry.
|
|
* On failure, INVALID_HANDLE is returned, and the
|
|
* contents of outputs is undefined.
|
|
*/
|
|
native Handle FindFirstConCommand(char[] buffer, int max_size, bool &isCommand, int &flags=0, char[] description="", int descrmax_size=0);
|
|
|
|
/**
|
|
* Reads the next entry in a ConCommandBase iterator.
|
|
*
|
|
* @param search ConCmdIter Handle to search.
|
|
* @param buffer Buffer to store entry name.
|
|
* @param max_size Maximum size of the buffer.
|
|
* @param isCommand Variable to store whether the entry is a command.
|
|
* If it is not a command, it is a ConVar.
|
|
* @param flags Variable to store entry flags.
|
|
* @param description Buffer to store the description, empty if no description present.
|
|
* @param descrmax_size Maximum size of the description buffer.
|
|
* @return On success, the outputs are filled, the iterator is
|
|
* advanced to the next entry, and true is returned.
|
|
* If no more entries exist, false is returned, and the
|
|
* contents of outputs is undefined.
|
|
*/
|
|
native bool FindNextConCommand(Handle search, char[] buffer, int max_size, bool &isCommand, int &flags=0, char[] description="", int descrmax_size=0);
|
|
|
|
/**
|
|
* Adds an informational string to the server's public "tags".
|
|
* This string should be a short, unique identifier.
|
|
*
|
|
* Note: Tags are automatically removed when a plugin unloads.
|
|
* Note: Currently, this function does nothing because of bugs in the Valve master.
|
|
*
|
|
* @param tag Tag string to append.
|
|
*/
|
|
native void AddServerTag(const char[] tag);
|
|
|
|
/**
|
|
* Removes a tag previously added by the calling plugin.
|
|
*
|
|
* @param tag Tag string to remove.
|
|
*/
|
|
native void RemoveServerTag(const char[] tag);
|
|
|
|
/**
|
|
* Callback for command listeners. This is invoked whenever any command
|
|
* reaches the server, from the server console itself or a player.
|
|
*
|
|
* Clients may be in the process of connecting when they are executing commands
|
|
* IsClientConnected(client) is not guaranteed to return true. Other functions
|
|
* such as GetClientIP() may not work at this point either.
|
|
*
|
|
* Returning Plugin_Handled or Plugin_Stop will prevent the original,
|
|
* baseline code from running.
|
|
*
|
|
* -- TEXT BELOW IS IMPLEMENTATION, AND NOT GUARANTEED --
|
|
* Even if returning Plugin_Handled or Plugin_Stop, some callbacks will still
|
|
* trigger. These are:
|
|
* * C++ command dispatch hooks from Metamod:Source plugins
|
|
* * Reg*Cmd() hooks that did not create new commands.
|
|
*
|
|
* @param client Client, or 0 for server.
|
|
* Client may not be connected or in game.
|
|
* @param command Command name, lower case. To get name as typed, use
|
|
* GetCmdArg() and specify argument 0.
|
|
* @param argc Argument count.
|
|
* @return Action to take (see extended notes above).
|
|
*/
|
|
typedef CommandListener = function Action (int client, const char[] command, int argc);
|
|
|
|
#define FEATURECAP_COMMANDLISTENER "command listener"
|
|
|
|
/**
|
|
* Adds a callback that will fire when a command is sent to the server.
|
|
*
|
|
* Registering commands is designed to create a new command as part of the UI,
|
|
* whereas this is a lightweight hook on a command string, existing or not.
|
|
* Using Reg*Cmd to intercept is in poor practice, as it physically creates a
|
|
* new command and can slow down dispatch in general.
|
|
*
|
|
* To see if this feature is available, use FeatureType_Capability and
|
|
* FEATURECAP_COMMANDLISTENER.
|
|
*
|
|
* @param callback Callback.
|
|
* @param command Command, or if not specified, a global listener.
|
|
* The command is case insensitive.
|
|
* @return True if this feature is available on the current game,
|
|
* false otherwise.
|
|
*/
|
|
native bool AddCommandListener(CommandListener callback, const char[] command="");
|
|
|
|
/**
|
|
* Removes a previously added command listener, in reverse order of being added.
|
|
*
|
|
* @param callback Callback.
|
|
* @param command Command, or if not specified, a global listener.
|
|
* The command is case insensitive.
|
|
* @error Callback has no active listeners.
|
|
*/
|
|
native void RemoveCommandListener(CommandListener callback, const char[] command="");
|
|
|
|
/**
|
|
* Returns true if the supplied command exists.
|
|
*
|
|
* @param command Command to find.
|
|
* @return True if command is found, false otherwise.
|
|
*/
|
|
stock bool CommandExists(const char[] command)
|
|
{
|
|
return (GetCommandFlags(command) != INVALID_FCVAR_FLAGS);
|
|
}
|
|
/**
|
|
* Global listener for the chat commands.
|
|
*
|
|
* @param client Client index.
|
|
* @param command Command name.
|
|
* @param sArgs Chat argument string.
|
|
*
|
|
* @return An Action value. Returning Plugin_Handled bypasses the game function call.
|
|
Returning Plugin_Stop bypasses the post hook as well as the game function.
|
|
*/
|
|
forward Action OnClientSayCommand(int client, const char[] command, const char[] sArgs);
|
|
|
|
/**
|
|
* Global post listener for the chat commands.
|
|
*
|
|
* @param client Client index.
|
|
* @param command Command name.
|
|
* @param sArgs Chat argument string.
|
|
*/
|
|
forward void OnClientSayCommand_Post(int client, const char[] command, const char[] sArgs);
|