made these names more consistent, except for authorized, since only players get authids
--HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%40498
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@ -398,10 +398,10 @@ REGISTER_NATIVES(playernatives)
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{"GetClientName", sm_GetClientName},
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{"GetClientIP", sm_GetClientIP},
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{"GetClientAuthString", sm_GetClientAuthStr},
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{"IsPlayerConnected", sm_IsPlayerConnected},
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{"IsClientConnected", sm_IsPlayerConnected},
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{"IsPlayerInGame", sm_IsPlayerIngame},
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{"IsPlayerAuthorized", sm_IsPlayerAuthorized},
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{"IsPlayerFakeClient", sm_IsPlayerFakeClient},
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{"IsClientAuthorized", sm_IsPlayerAuthorized},
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{"IsFakeClient", sm_IsPlayerFakeClient},
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{"PrintToServer", sm_PrintToServer},
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{"PrintToConsole", sm_PrintToConsole},
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{"GetClientInfo", sm_GetClientInfo},
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@ -212,7 +212,7 @@ native GetClientUserId(client);
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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:IsPlayerConnected(client);
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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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@ -228,7 +228,7 @@ native bool:IsPlayerInGame(client);
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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:IsPlayerAuthorized(client);
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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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@ -236,7 +236,7 @@ native bool:IsPlayerAuthorized(client);
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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:IsPlayerFakeClient(client);
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native bool:IsFakeClient(client);
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/**
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* Retrieves values from client replicated keys.
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