sourcemod/plugins/include/clients.inc
David Anderson 49c9ab6e25 added a playerinfo function to kick this off
--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%40650
2007-03-17 23:03:44 +00:00

285 lines
8.2 KiB
SourcePawn

/**
* 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 _clients_included
#endinput
#endif
#define _clients_included
/**
* 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.
* @param args Number of arguments.
* @noreturn
*/
forward Action:OnClientCommand(client, args);
/**
* 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);
/**
* Retrieves a client's team index.
*
* @param client Player's index.
* @return Team index the client is on (mod specific).
* @error Invalid client index, client not in game, or no mod support.
*/
native GetClientTeam(client);
/**
* 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);
/**
* Returns whether a user can target another user.
* This is a helper function for CanAdminTarget.
*
* @param client Player's index.
* @param target Target player's index.
* @return True if target is targettable by the player, false otherwise.
* @error Invalid or unconnected player indexers.
*/
native bool:CanUserTarget(client, target);
/**
* Creates a fake client.
*
* @param name Name to use.
* @return Client index on success, 0 otherwise.
*/
native CreateFakeClient(const String:name[]);
/**
* Sets a convar value on a fake client.
*
* @param client Client index.
* @param cvar ConVar name.
* @param value ConVar value.
* @noreturn
* @error Invalid client index, client not connected,
* or client not a fake client.
*/
native SetFakeClientConVar(client, const String:cvar[], const String:value[]);