Update compilers and includes to version 1.6.0.
This commit is contained in:
Vendored
+43
-11
@@ -209,6 +209,21 @@ forward OnClientPostAdminCheck(client);
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*/
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native GetMaxClients();
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/**
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* Returns the maximum number of human players allowed on the server. This is
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* a game-specific function used on newer games to limit the number of humans
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* that can join a game and can be lower than MaxClients. It is the number often
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* reflected in the server browser or when viewing the output of the status command.
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* On unsupported games or modes without overrides, it will return the same value
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* as MaxClients.
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*
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* You should not globally cache the value to GetMaxHumanPlayers() because it can change across
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* game modes. You may still cache it locally.
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*
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* @return Maximum number of humans allowed.
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*/
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native GetMaxHumanPlayers();
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/**
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* Returns the client count put in the server.
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*
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@@ -232,7 +247,7 @@ native bool:GetClientName(client, String:name[], maxlen);
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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 ip 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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@@ -246,10 +261,25 @@ native bool:GetClientIP(client, String:ip[], maxlen, bool:remport=true);
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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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* @param validate Check backend validation status.
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* DO NOT PASS FALSE UNLESS YOU UNDERSTAND THE CONSEQUENCES,
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* You WILL KNOW if you need to use this, MOST WILL NOT.
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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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native bool:GetClientAuthString(client, String:auth[], maxlen, bool:validate=true);
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/**
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* Returns the client's Steam account ID.
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*
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* @param client Client Index.
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* @param validate Check backend validation status.
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* DO NOT PASS FALSE UNLESS YOU UNDERSTAND THE CONSEQUENCES,
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* You WILL KNOW if you need to use this, MOST WILL NOT.
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* @return Steam account ID or 0 if not available.
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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 GetSteamAccountID(client, bool:validate=true);
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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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@@ -590,7 +620,7 @@ native GetClientFrags(client);
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*
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* @param client Player's index.
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* @return Data rate.
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* @error Invalid client index, client not in game, or fake client.
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* @error Invalid client index, client not connected, or fake client.
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*/
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native GetClientDataRate(client);
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@@ -599,7 +629,7 @@ native GetClientDataRate(client);
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*
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* @param client Player's index.
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* @return True if client is timing out, false otherwise.
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* @error Invalid client index, client not in game, or fake client.
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* @error Invalid client index, client not connected, or fake client.
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*/
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native bool:IsClientTimingOut(client);
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@@ -608,7 +638,7 @@ native bool:IsClientTimingOut(client);
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*
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* @param client Player's index.
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* @return Connection time.
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* @error Invalid client index, client not in game, or fake client.
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* @error Invalid client index, client not connected, or fake client.
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*/
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native Float:GetClientTime(client);
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@@ -618,7 +648,7 @@ native Float:GetClientTime(client);
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* @param client Player's index.
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* @param flow Traffic flowing direction.
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* @return Latency, or -1 if network info is not available.
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* @error Invalid client index, client not in game, or fake client.
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* @error Invalid client index, client not connected, or fake client.
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*/
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native Float:GetClientLatency(client, NetFlow:flow);
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@@ -628,7 +658,7 @@ native Float:GetClientLatency(client, NetFlow:flow);
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* @param client Player's index.
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* @param flow Traffic flowing direction.
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* @return Latency, or -1 if network info is not available.
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* @error Invalid client index, client not in game, or fake client.
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* @error Invalid client index, client not connected, or fake client.
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*/
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native Float:GetClientAvgLatency(client, NetFlow:flow);
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@@ -638,7 +668,7 @@ native Float:GetClientAvgLatency(client, NetFlow:flow);
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* @param client Player's index.
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* @param flow Traffic flowing direction.
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* @return Average packet loss, or -1 if network info is not available.
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* @error Invalid client index, client not in game, or fake client.
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* @error Invalid client index, client not connected, or fake client.
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*/
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native Float:GetClientAvgLoss(client, NetFlow:flow);
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@@ -648,7 +678,7 @@ native Float:GetClientAvgLoss(client, NetFlow:flow);
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* @param client Player's index.
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* @param flow Traffic flowing direction.
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* @return Average packet loss, or -1 if network info is not available.
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* @error Invalid client index, client not in game, or fake client.
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* @error Invalid client index, client not connected, or fake client.
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*/
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native Float:GetClientAvgChoke(client, NetFlow:flow);
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@@ -658,7 +688,7 @@ native Float:GetClientAvgChoke(client, NetFlow:flow);
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* @param client Player's index.
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* @param flow Traffic flowing direction.
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* @return Data flow.
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* @error Invalid client index, client not in game, or fake client.
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* @error Invalid client index, client not connected, or fake client.
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*/
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native Float:GetClientAvgData(client, NetFlow:flow);
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@@ -668,7 +698,7 @@ native Float:GetClientAvgData(client, NetFlow:flow);
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* @param client Player's index.
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* @param flow Traffic flowing direction.
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* @return Packet frequency.
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* @error Invalid client index, client not in game, or fake client.
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* @error Invalid client index, client not connected, or fake client.
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*/
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native Float:GetClientAvgPackets(client, NetFlow:flow);
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@@ -733,6 +763,7 @@ native ChangeClientTeam(client, team);
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/**
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* Returns the clients unique serial identifier.
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*
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* @param client Client index.
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* @return Serial number.
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*/
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native GetClientSerial(client);
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@@ -740,6 +771,7 @@ native GetClientSerial(client);
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/**
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* Returns the client index by its serial number.
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*
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* @param serial Serial number.
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* @return Client index, or 0 for invalid serial.
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*/
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native GetClientFromSerial(serial);
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