/** * :TODO: license info */ #if defined _sourcemod_included #endinput #endif #define _sourcemod_included struct Plugin { const String:name[], /* Plugin Name */ const String:description[], /* Plugin Description */ const String:author[], /* Plugin Author */ const String:version[], /* Plugin Version */ const String:url[], /* Plugin URL */ }; /** * Declare this as a struct in your plugin to expose its information. * Example: * * public Plugin:myinfo = * { * name = "My Plugin", * //etc * }; */ public Plugin:myinfo; /** * Called when the plugin is fully initialized and all known external references are resolved. * This is called even if the plugin type is "private." * NOTE: Errors in this function will cause the plugin to stop running. * * @noreturn */ forward OnPluginInit(Handle:myself); /** * Called before OnPluginInit, in case the plugin wants to check for load failure. * This is called even if the plugin type is "private." Any natives from modules are * not available at this point. Thus, this forward should only be used for explicit * pre-emptive things, such as adding dynamic natives, or setting certain types of load filters. * * NOTE: It is not safe to call externally resolved natives until OnPluginInit(). * NOTE: Any sort of RTE in this function will cause the plugin to fail loading. * * @param myself Handle to the plugin. * @param late Whether or not the plugin was loaded "late" (after map load). * @param error Error message buffer in case load failed. * @param err_max Maximum number of characters for error message buffer. * @return True if load success, false otherwise. */ forward bool:AskPluginLoad(Handle:myself, bool:late, String:error[], err_max); /** * Called when the plugin is about to be unloaded. * * @noreturn */ forward OnPluginUnload(); /** * Called when the plugin's pause status is changing. * * @noreturn */ forward OnPluginPauseChange(bool:pause); /** * Called on client connection. * * @param client Player index. * @param rejectmsg Buffer to store the rejection message when the connection is refused. * @param maxlen Maximum number of characters for rejection buffer. * @return True to validate client's connection, false to refuse it. */ forward bool:OnClientConnect(client, String:rejectmsg[], maxlen); /** * Called when a client is entering to the game. * * @param client Player index. * @noreturn */ forward OnClientPutInServer(client); /** * Called when a client is disconnecting from the server. * * @param client Player index. * @noreturn */ forward OnClientDisconnect(client); /** * Called when a client is disconnected from the server. * * @param client Player index. * @noreturn */ forward OnClientDisconnect_Post(client); /** * Called when a client is sending a command. * * @param client Player index. * @noreturn */ forward OnClientCommand(client); /** * Called whenever the client's settings are changed. * * @param client Player index. * @noreturn */ forward OnClientSettingsChanged(client); /** * Returns the maximum number of clients allowed on the server. * * @return Maximum number of clients allowed. */ native GetMaxClients(); /** * Returns the client count put in the server. * * @param inGameOnly If false connecting players are also counted. * @return Client count in the server. */ native GetClientCount(bool:inGameOnly=true); /** * Returns the client's name. * * @param client Player index. * @param name Buffer to store the client's name. * @param maxlen Maximum length of string buffer (includes NULL terminator). * @noreturn */ native GetClientName(client, String:name[], maxlen); /** * Returns the client's Ip address. * * @param client Player index. * @param name Buffer to store the client's ip address. * @param maxlen Maximum length of string buffer (includes NULL terminator). * @noreturn */ native GetClientIp(client, String:ip[], maxlen); /** * Returns the client's authindex. * * @param client Player index. * @param auth Buffer to store the client's auth string. * @param maxlen Maximum length of string buffer (includes NULL terminator). * @return Returns 0 on failure, non-zero otherwise. */ native GetClientAuthString(client, String:auth[], maxlen); /** * Returns if a certain player is connected. * * @param client Player index. * @return True if player is connected to the server, false otherwise. */ native bool:IsPlayerConnected(client); /** * Returns if a certain player has entered the game. * * @param client Player index. * @return True if player has entered the game, false otherwise. */ native bool:IsPlayerInGame(client); /** * Returns if a certain player has been authenticated. * * @param client Player index. * @return True if player has been authenticated, false otherwise. */ native bool:IsPlayerAuthorized(client); /** * Returns if a certain player is a fake client. * * @param client Player index. * @return True if player is a fake client, false otherwise. */ native bool:IsPlayerFakeClient(client);