/** * vim: set ts=4 : * =============================================================== * SourceMod (C)2004-2007 AlliedModders LLC. All rights reserved. * =============================================================== * * This file is part of the SourceMod/SourcePawn SDK. This file may only be used * or modified under the Terms and Conditions of its License Agreement, which is found * in LICENSE.txt. The Terms and Conditions for making SourceMod extensions/plugins * may change at any time. To view the latest information, see: * http://www.sourcemod.net/license.php * * Version: $Id$ */ #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 */ }; #include #include #include #include #include #include #include #include /** * 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 OnPluginStart(Handle:myself); /** * Called before OnPluginStart, 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 OnPluginStart(). * 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 OnPluginEnd(); /** * Called when the plugin's pause status is changing. * * @param pause True if the plugin is being paused, false otherwise. * @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, argCount); /** * Called whenever the client's settings are changed. * * @param client Player index. * @noreturn */ forward OnClientSettingsChanged(client); /** * Called when a client receives a Steam ID. * @note This is called by bots, but the ID will be "BOT" * * @param client Player index. * @param auth Player auth string. */ forward OnClientAuthorized(client, const String:auth[]); /** * 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). * @return True on success, false otherwise. * @error If the client is not connected an error will be thrown. */ 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 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. * @error If the client is not connected or the index is invalid. */ native bool:GetClientIP(client, String:ip[], maxlen, bool:remport=true); /** * Retrieves a client's authentication string (SteamID). * * @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 True on success, false otherwise. * @error If the client is not connected or the index is invalid. */ native bool:GetClientAuthString(client, String:auth[], maxlen); /** * Retrieves a client's user id, which is an index incremented for every client * that joins the server. * * @param client Player index. * @return User id of the client. * @error If the client is not connected or the index is invalid. */ native GetClientUserId(client); /** * Returns if a certain player is connected. * * @param client Player index. * @return True if player is connected to the server, false otherwise. */ native bool:IsClientConnected(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:IsClientAuthorized(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:IsFakeClient(client); /** * Retrieves values from client replicated keys. * * @param client Player's index. * @param key Key string. * @param value Buffer to store value. * @param maxlen Maximum length of valve (UTF-8 safe). * @return True on success, false otherwise. * @error Invalid client index, or client not connected. */ native bool:GetClientInfo(client, const String:key[], String:value[], maxlen); /** * Sets a client's AdminId. * * @param client Player's index. * @param id AdminId to set. INVALID_ADMIN_ID removes admin permissions. * @param temp True if the id should be freed on disconnect. * @noreturn * @error Invalid client index, client not connected, or bogus AdminId. */ native SetUserAdmin(client, AdminId:id, bool:temp=false); /** * Retrieves a client's AdminId. * * @param client Player's index. * @return AdminId of the client, or INVALID_ADMIN_ID if none. * @error Invalid client index, or client not connected. */ native AdminId:GetUserAdmin(client); /** * Sets access flags on a client. If the client is not an admin, * a temporary, anonymous AdminId is given. * * @param client Player's index. * @param ... Flags to set on the client. * @noreturn * @error Invalid client index, or client not connected. */ native AddUserFlags(client, {AdminFlag}:...); /** * Removes flags from a client. If the client is not an admin, * this has no effect. * * @param client Player's index. * @param ... Flags to remove from the client. * @noreturn * @error Invalid client index, or client not connected. */ native RemoveUserFlags(client, {AdminFlag}:...); /** * Sets access flags on a client using bits instead of flags. If the * client is not an admin, and flags not 0, a temporary, anonymous AdminId is given. * * @param client Player's index. * @param flags Bitstring of flags to set on client. * @noreturn */ native SetUserFlagBits(client, flags); /** * Returns client access flags. If the client is not an admin, * the result is always 0. * * @param client Player's index. * @return Flags * @error Invalid client index, or client not connected. */ native GetUserFlagBits(client); /** * Logs a generic message to the HL2 logs. * * @param format String format. * @param ... Format arguments. * @noreturn */ native LogToGame(const String:format[], {Handle,Float,String,_}:...); /** * Logs a plugin message to the SourceMod logs. * * @param format String format. * @param ... Format arguments. * @noreturn */ native LogMessage(const String:format[], {Handle,Float,String,_}:...); /** * Logs a plugin error message to the SourceMod logs. * * @param format String format. * @param ... Format arguments. * @noreturn */ native LogError(const String:format[], {Handle,Float,String,_}:...); /** * Sets the seed value for the global Half-Life 2 Random Stream * * @param seed Seed value. * @noreturn */ native SetRandomSeed(seed); /** * Returns a random floating point number from the Half-Life 2 Random Stream * * @param fMin Minimum random bound. * @param fMax Maximum random bound. * @return A random number between (inclusive) fMin and fMax. */ native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0); /** * Returns a random number from the Half-Life 2 Random Stream * * @param nmin Minimum random bound. * @param nmax Maximum random bound. * @return A random number between (inclusive) nmin and nmax. */ native GetRandomInt(nmin, nmax); #include #include