Added GetMaxHumanPlayers native exposing IServerGameClients func (bug 5551, r=asherkin).
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@ -66,6 +66,22 @@ static cell_t sm_GetMaxClients(IPluginContext *pCtx, const cell_t *params)
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return g_Players.MaxClients();
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}
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static cell_t sm_GetMaxHumanPlayers(IPluginContext *pCtx, const cell_t *params)
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{
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int maxHumans = -1;
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#if SOURCE_ENGINE >= SE_LEFT4DEAD
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maxHumans = serverClients->GetMaxHumanPlayers();
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#endif
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if( maxHumans == -1 )
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{
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return g_Players.MaxClients();
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}
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return maxHumans;
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}
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static cell_t sm_GetClientName(IPluginContext *pCtx, const cell_t *params)
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{
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int index = params[1];
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@ -1634,6 +1650,7 @@ REGISTER_NATIVES(playernatives)
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{"GetClientTeam", GetClientTeam},
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{"GetClientUserId", GetClientUserId},
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{"GetMaxClients", sm_GetMaxClients},
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{"GetMaxHumanPlayers", sm_GetMaxHumanPlayers},
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{"GetUserAdmin", GetUserAdmin},
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{"GetUserFlagBits", GetUserFlagBits},
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{"IsClientAuthorized", sm_IsClientAuthorized},
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@ -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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