Update compilers and includes to version 1.6.0.

This commit is contained in:
Richard Helgeby
2014-07-30 12:03:42 +03:00
parent 105a23bf32
commit f084dab794
51 changed files with 1726 additions and 398 deletions
+43 -11
View File
@@ -209,6 +209,21 @@ forward OnClientPostAdminCheck(client);
*/
native GetMaxClients();
/**
* Returns the maximum number of human players allowed on the server. This is
* a game-specific function used on newer games to limit the number of humans
* that can join a game and can be lower than MaxClients. It is the number often
* reflected in the server browser or when viewing the output of the status command.
* On unsupported games or modes without overrides, it will return the same value
* as MaxClients.
*
* You should not globally cache the value to GetMaxHumanPlayers() because it can change across
* game modes. You may still cache it locally.
*
* @return Maximum number of humans allowed.
*/
native GetMaxHumanPlayers();
/**
* Returns the client count put in the server.
*
@@ -232,7 +247,7 @@ native bool:GetClientName(client, String:name[], maxlen);
* Retrieves a client's IP address.
*
* @param client Player index.
* @param name Buffer to store the client's ip address.
* @param ip Buffer to store the client's ip address.
* @param maxlen Maximum length of string buffer (includes NULL terminator).
* @param remport Remove client's port from the ip string (true by default).
* @return True on success, false otherwise.
@@ -246,10 +261,25 @@ native bool:GetClientIP(client, String:ip[], maxlen, bool:remport=true);
* @param client Player index.
* @param auth Buffer to store the client's auth string.
* @param maxlen Maximum length of string buffer (includes NULL terminator).
* @param validate Check backend validation status.
* DO NOT PASS FALSE UNLESS YOU UNDERSTAND THE CONSEQUENCES,
* You WILL KNOW if you need to use this, MOST WILL NOT.
* @return True on success, false otherwise.
* @error If the client is not connected or the index is invalid.
*/
native bool:GetClientAuthString(client, String:auth[], maxlen);
native bool:GetClientAuthString(client, String:auth[], maxlen, bool:validate=true);
/**
* Returns the client's Steam account ID.
*
* @param client Client Index.
* @param validate Check backend validation status.
* DO NOT PASS FALSE UNLESS YOU UNDERSTAND THE CONSEQUENCES,
* You WILL KNOW if you need to use this, MOST WILL NOT.
* @return Steam account ID or 0 if not available.
* @error If the client is not connected or the index is invalid.
*/
native GetSteamAccountID(client, bool:validate=true);
/**
* Retrieves a client's user id, which is an index incremented for every client
@@ -590,7 +620,7 @@ native GetClientFrags(client);
*
* @param client Player's index.
* @return Data rate.
* @error Invalid client index, client not in game, or fake client.
* @error Invalid client index, client not connected, or fake client.
*/
native GetClientDataRate(client);
@@ -599,7 +629,7 @@ native GetClientDataRate(client);
*
* @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.
* @error Invalid client index, client not connected, or fake client.
*/
native bool:IsClientTimingOut(client);
@@ -608,7 +638,7 @@ native bool:IsClientTimingOut(client);
*
* @param client Player's index.
* @return Connection time.
* @error Invalid client index, client not in game, or fake client.
* @error Invalid client index, client not connected, or fake client.
*/
native Float:GetClientTime(client);
@@ -618,7 +648,7 @@ native Float:GetClientTime(client);
* @param client Player's index.
* @param flow Traffic flowing direction.
* @return Latency, or -1 if network info is not available.
* @error Invalid client index, client not in game, or fake client.
* @error Invalid client index, client not connected, or fake client.
*/
native Float:GetClientLatency(client, NetFlow:flow);
@@ -628,7 +658,7 @@ native Float:GetClientLatency(client, NetFlow:flow);
* @param client Player's index.
* @param flow Traffic flowing direction.
* @return Latency, or -1 if network info is not available.
* @error Invalid client index, client not in game, or fake client.
* @error Invalid client index, client not connected, or fake client.
*/
native Float:GetClientAvgLatency(client, NetFlow:flow);
@@ -638,7 +668,7 @@ native Float:GetClientAvgLatency(client, NetFlow:flow);
* @param client Player's index.
* @param flow Traffic flowing direction.
* @return Average packet loss, or -1 if network info is not available.
* @error Invalid client index, client not in game, or fake client.
* @error Invalid client index, client not connected, or fake client.
*/
native Float:GetClientAvgLoss(client, NetFlow:flow);
@@ -648,7 +678,7 @@ native Float:GetClientAvgLoss(client, NetFlow:flow);
* @param client Player's index.
* @param flow Traffic flowing direction.
* @return Average packet loss, or -1 if network info is not available.
* @error Invalid client index, client not in game, or fake client.
* @error Invalid client index, client not connected, or fake client.
*/
native Float:GetClientAvgChoke(client, NetFlow:flow);
@@ -658,7 +688,7 @@ native Float:GetClientAvgChoke(client, NetFlow:flow);
* @param client Player's index.
* @param flow Traffic flowing direction.
* @return Data flow.
* @error Invalid client index, client not in game, or fake client.
* @error Invalid client index, client not connected, or fake client.
*/
native Float:GetClientAvgData(client, NetFlow:flow);
@@ -668,7 +698,7 @@ native Float:GetClientAvgData(client, NetFlow:flow);
* @param client Player's index.
* @param flow Traffic flowing direction.
* @return Packet frequency.
* @error Invalid client index, client not in game, or fake client.
* @error Invalid client index, client not connected, or fake client.
*/
native Float:GetClientAvgPackets(client, NetFlow:flow);
@@ -733,6 +763,7 @@ native ChangeClientTeam(client, team);
/**
* Returns the clients unique serial identifier.
*
* @param client Client index.
* @return Serial number.
*/
native GetClientSerial(client);
@@ -740,6 +771,7 @@ native GetClientSerial(client);
/**
* Returns the client index by its serial number.
*
* @param serial Serial number.
* @return Client index, or 0 for invalid serial.
*/
native GetClientFromSerial(serial);