Merge pull request #159 from alliedmodders/1.6-getclientauthid
Backport GetClientAuthId native to 1.6-dev (r=asherkin).
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						f57097651b
					
				@ -37,6 +37,15 @@
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#include <inetchannel.h>
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					#include <inetchannel.h>
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#include <iclient.h>
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					#include <iclient.h>
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					#ifndef PRIu64
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					#ifdef _WIN32
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					#define PRIu64 "I64u"
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					#else
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					#define PRIu64 "llu"
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					#endif
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					#endif
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static cell_t sm_GetMaxHumanPlayers(IPluginContext *pCtx, const cell_t *params)
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					static cell_t sm_GetMaxHumanPlayers(IPluginContext *pCtx, const cell_t *params)
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{
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					{
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	int maxHumans = -1;
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						int maxHumans = -1;
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@ -380,6 +389,124 @@ static cell_t RunAdminCacheChecks(IPluginContext *pContext, const cell_t *params
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	return (id != pPlayer->GetAdminId()) ? 1 : 0;
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						return (id != pPlayer->GetAdminId()) ? 1 : 0;
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}
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					}
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					// Must match clients.inc
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					enum AuthIdType
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					{
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						AuthType_Engine = 0,
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						AuthType_Steam2,
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						AuthType_Steam3,
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						AuthType_SteamId64,
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					};
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					static cell_t GetClientAuthId(IPluginContext *pContext, const cell_t *params)
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					{
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						CPlayer *pPlayer = g_Players.GetPlayerByIndex(params[1]);
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						if (!pPlayer)
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						{
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							return pContext->ThrowNativeError("Client index %d is invalid", params[1]);
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						}
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						else if (!pPlayer->IsConnected())
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						{
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							return pContext->ThrowNativeError("Client %d is not connected", params[1]);
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						}
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						bool validate = !!params[5];
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						switch (params[2])
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						{
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						case AuthType_Engine:
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							{
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								const char *authstr;
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								if (validate)
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								{
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									// Keep this as a validation check
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									authstr = pPlayer->GetAuthString(params[5]);
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									if (!authstr || authstr[0] == '\0')
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									{
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										return 0;
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									}
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								}
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					#if SOURCE_ENGINE == SE_DOTA			
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								authstr = engine->GetPlayerNetworkIDString(pPlayer->GetIndex());
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					#else
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								authstr = engine->GetPlayerNetworkIDString(pPlayer->GetEdict());
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					#endif
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								pContext->StringToLocal(params[3], params[4], authstr);
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							}
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							break;
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						case AuthType_Steam2:
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						case AuthType_Steam3:
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							{
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								if (pPlayer->IsFakeClient())
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								{
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									pContext->StringToLocal(params[3], params[4], "BOT");
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									return 1;
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								}
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								static char authstr[64];
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								unsigned int acctId = pPlayer->GetSteamAccountID(validate);
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								if (acctId == 0)
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								{
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									if (g_HL2.IsLANServer())
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									{
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										pContext->StringToLocal(params[3], params[4], "STEAM_ID_LAN");
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										return 1;
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									}
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									else if (!params[5])
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									{
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										pContext->StringToLocal(params[3], params[4], "STEAM_ID_PENDING");
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										return 1;
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									}
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									return 0;
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								}
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								if (params[2] == AuthType_Steam2)
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								{
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					#if SOURCE_ENGINE <= SE_LEFT4DEAD
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									unsigned int universe = 0;
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					#else
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									unsigned int universe = 1;
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					#endif
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									_snprintf(authstr, sizeof(authstr), "STEAM_%u:%u:%u", universe, acctId & 1, acctId >> 1);
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									pContext->StringToLocal(params[3], params[4], authstr);
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									break;
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								}
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								else
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								{
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									_snprintf(authstr, sizeof(authstr), "[U:1:%u]", acctId);
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									pContext->StringToLocal(params[3], params[4], authstr);
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								}
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							}
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							break;
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						case AuthType_SteamId64:
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							{
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								if (pPlayer->IsFakeClient() || g_HL2.IsLANServer())
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								{
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									return 0;
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								}
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								unsigned int acctId = pPlayer->GetSteamAccountID(validate);
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								if (acctId == 0)
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								{
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									return 0;
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								}
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								uint64_t steamId = acctId;
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								steamId |= ((uint64_t)1<<32); // Instance (1/Desktop)
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								steamId |= ((uint64_t)1<<52); // Type (1/Individual)
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								steamId |= ((uint64_t)1<<56); // Universe (1/Public)
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								static char authstr[64];
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								snprintf(authstr, sizeof(authstr), "%" PRIu64, steamId);
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								pContext->StringToLocal(params[3], params[4], authstr);
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							}
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							break;
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						}
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						return 1;
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					}
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REGISTER_NATIVES(playernatives)
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					REGISTER_NATIVES(playernatives)
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{
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					{
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	{"GetMaxHumanPlayers",		sm_GetMaxHumanPlayers},
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						{"GetMaxHumanPlayers",		sm_GetMaxHumanPlayers},
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@ -393,6 +520,7 @@ REGISTER_NATIVES(playernatives)
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	{"GetClientAvgData",		GetAvgData},
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						{"GetClientAvgData",		GetAvgData},
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	{"GetClientAvgPackets",		GetAvgPackets},
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						{"GetClientAvgPackets",		GetAvgPackets},
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	{"RunAdminCacheChecks",		RunAdminCacheChecks},
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						{"RunAdminCacheChecks",		RunAdminCacheChecks},
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						{"GetClientAuthId",			GetClientAuthId},
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	{NULL,						NULL}
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						{NULL,						NULL}
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};
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					};
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@ -45,6 +45,25 @@ enum NetFlow
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	NetFlow_Both,			/**< Both values added together */
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						NetFlow_Both,			/**< Both values added together */
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};
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					};
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					/**
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					 * Auth string types.
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					 *
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					 * Note that for the Steam2 and Steam3 types, the following ids are
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					 * also valid values:
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					 * "STEAM_ID_PENDING" - Authentication is pending.
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					 * "STEAM_ID_LAN" - Authentication is disabled because of being on a LAN server.
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					 * "BOT" - The client is a bot.
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					 */
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					enum AuthIdType
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					{
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						AuthId_Engine = 0, /**< The game-specific auth string as returned from the engine */
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						// The following are only available on games that support Steam authentication.
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						AuthId_Steam2, /**< Steam2 rendered format, ex "STEAM_1:1:4153990" */
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						AuthId_Steam3, /**< Steam3 rendered format, ex "[U:1:8307981]" */
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						AuthId_SteamID64, /**< A SteamID64 (uint64) as a String, ex "76561197968573709" */
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					};
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/**
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					/**
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 * MAXPLAYERS is not the same as MaxClients.
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					 * MAXPLAYERS is not the same as MaxClients.
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 * MAXPLAYERS is a hardcoded value as an upper limit.  MaxClients changes based on the server.
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					 * MAXPLAYERS is a hardcoded value as an upper limit.  MaxClients changes based on the server.
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@ -269,6 +288,21 @@ native bool:GetClientIP(client, String:ip[], maxlen, bool:remport=true);
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 */
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					 */
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native bool:GetClientAuthString(client, String:auth[], maxlen, bool:validate=true);
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					native bool:GetClientAuthString(client, String:auth[], maxlen, bool:validate=true);
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					/**
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					 * Retrieves a client's authentication string (SteamID).
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					 *
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					 * @param client		Player index.
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					 * @param authType		Auth id type and format to use.
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					 * @param auth			Buffer to store the client's auth id.
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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:GetClientAuthId(client, AuthIdType:authType, String:auth[], maxlen, bool:validate=true);
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/**
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					/**
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 * Returns the client's Steam account ID.
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					 * Returns the client's Steam account ID.
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 *
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					 *
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