core/PlayerManager.h
author Ruben Gonzalez <drifter01620@gmail.com>
Thu May 15 21:22:24 2014 -0400 (2014-05-15)
changeset 4362 8a15e967d983
parent 4312 c189d81f7bf4
permissions -rw-r--r--
Update gamedata for CS:S update.
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/**
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 * vim: set ts=4 :
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 * =============================================================================
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 * SourceMod
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 * Copyright (C) 2004-2008 AlliedModders LLC.  All rights reserved.
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 * =============================================================================
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 *
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 * This program is free software; you can redistribute it and/or modify it under
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 * the terms of the GNU General Public License, version 3.0, as published by the
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 * Free Software Foundation.
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 * 
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 * This program is distributed in the hope that it will be useful, but WITHOUT
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 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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 * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
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 * details.
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 *
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 * You should have received a copy of the GNU General Public License along with
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 * this program.  If not, see <http://www.gnu.org/licenses/>.
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 *
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 * As a special exception, AlliedModders LLC gives you permission to link the
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 * code of this program (as well as its derivative works) to "Half-Life 2," the
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 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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 * by the Valve Corporation.  You must obey the GNU General Public License in
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 * all respects for all other code used.  Additionally, AlliedModders LLC grants
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 * this exception to all derivative works.  AlliedModders LLC defines further
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 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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 * or <http://www.sourcemod.net/license.php>.
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 *
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 * Version: $Id$
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 */
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#ifndef _INCLUDE_SOURCEMOD_CPLAYERMANAGER_H_
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#define _INCLUDE_SOURCEMOD_CPLAYERMANAGER_H_
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#include "sm_globals.h"
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#include <eiface.h>
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#include "sourcemm_api.h"
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#include <IForwardSys.h>
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#include <IPlayerHelpers.h>
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#include <IAdminSystem.h>
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#include <sh_string.h>
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#include <sh_list.h>
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#include <sh_vector.h>
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#include "ConVarManager.h"
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using namespace SourceHook;
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#define PLAYER_LIFE_UNKNOWN	0
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#define PLAYER_LIFE_ALIVE	1
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#define PLAYER_LIFE_DEAD	2
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#define MIN_API_FOR_ADMINCALLS		7
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union serial_t
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{
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	uint32_t   value;
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	struct
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	{
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		uint32_t index  :  8;
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		uint32_t serial : 24;
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	} bits;
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};
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class CPlayer : public IGamePlayer
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{
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	friend class PlayerManager;
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public:
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	CPlayer();
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public:
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	const char *GetName();
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	const char *GetIPAddress();
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	const char *GetAuthString(bool validated = true);
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	unsigned int GetSteamAccountID(bool validated = true);
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	edict_t *GetEdict();
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	bool IsInGame();
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	bool WasCountedAsInGame();
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	bool IsConnected();
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	bool IsAuthorized();
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	bool IsFakeClient();
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	bool IsSourceTV() const;
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	bool IsReplay() const;
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	void SetAdminId(AdminId id, bool temporary);
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	AdminId GetAdminId();
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	void Kick(const char *str);
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	bool IsInKickQueue();
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	IPlayerInfo *GetPlayerInfo();
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	unsigned int GetLanguageId();
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	void SetLanguageId(unsigned int id);
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	int GetUserId();
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	bool RunAdminCacheChecks();
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	void NotifyPostAdminChecks();
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	unsigned int GetSerial();
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	int GetIndex() const;
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	void PrintToConsole(const char *pMsg);
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public:
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	void DoBasicAdminChecks();
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	void MarkAsBeingKicked();
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	int GetLifeState();
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private:
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	void Initialize(const char *name, const char *ip, edict_t *pEntity);
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	void Connect();
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	void Disconnect();
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	void SetName(const char *name);
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	void DumpAdmin(bool deleting);
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	void SetAuthString(const char *auth);
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	void Authorize();
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	void Authorize_Post();
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	void DoPostConnectAuthorization();
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	bool IsAuthStringValidated();
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private:
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	bool m_IsConnected;
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	bool m_IsInGame;
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	bool m_IsAuthorized;
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	bool m_bIsInKickQueue;
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	String m_Name;
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	String m_Ip;
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	String m_IpNoPort;
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	String m_AuthID;
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	AdminId m_Admin;
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	bool m_TempAdmin;
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	edict_t *m_pEdict;
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	IPlayerInfo *m_Info;
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	String m_LastPassword;
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	bool m_bAdminCheckSignalled;
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	int m_iIndex;
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	unsigned int m_LangId;
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	int m_UserId;
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	bool m_bFakeClient;
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	bool m_bIsSourceTV;
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	bool m_bIsReplay;
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	serial_t m_Serial;
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	unsigned int m_SteamAccountID;
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};
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class PlayerManager : 
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	public SMGlobalClass,
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	public IPlayerManager
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{
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	friend class CPlayer;
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public:
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	PlayerManager();
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	~PlayerManager();
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public: //SMGlobalClass
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	void OnSourceModAllInitialized();
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	void OnSourceModShutdown();
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	void OnSourceModLevelEnd();
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	ConfigResult OnSourceModConfigChanged(const char *key, const char *value, ConfigSource source, char *error, size_t maxlength);
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	void OnSourceModMaxPlayersChanged(int newvalue);
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public:
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	CPlayer *GetPlayerByIndex(int client) const;
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	void RunAuthChecks();
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	void ClearAdminId(AdminId id);
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	void ClearAllAdmins();
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public:
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#if SOURCE_ENGINE == SE_DOTA
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	bool OnClientConnect(CEntityIndex index, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen);
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	bool OnClientConnect_Post(CEntityIndex index, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen);
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	void OnClientPutInServer(CEntityIndex index, char const *playername);
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	void OnClientDisconnect(CEntityIndex index, int reason);
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	void OnClientDisconnect_Post(CEntityIndex index, int reason);
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	void OnClientCommand(CEntityIndex index, const CCommand &args);
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	void OnClientSettingsChanged(CEntityIndex index);
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	//void OnClientSettingsChanged_Pre(CEntityIndex client);
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#else
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	bool OnClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen);
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	bool OnClientConnect_Post(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen);
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	void OnClientPutInServer(edict_t *pEntity, char const *playername);
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	void OnClientDisconnect(edict_t *pEntity);
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	void OnClientDisconnect_Post(edict_t *pEntity);
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#if SOURCE_ENGINE >= SE_ORANGEBOX
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	void OnClientCommand(edict_t *pEntity, const CCommand &args);
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#else
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	void OnClientCommand(edict_t *pEntity);
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#endif
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	void OnClientSettingsChanged(edict_t *pEntity);
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	//void OnClientSettingsChanged_Pre(edict_t *pEntity);
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#endif
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public: //IPlayerManager
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	void AddClientListener(IClientListener *listener);
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	void RemoveClientListener(IClientListener *listener);
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	IGamePlayer *GetGamePlayer(int client);
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	IGamePlayer *GetGamePlayer(edict_t *pEdict);
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	int GetMaxClients();
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	int GetNumPlayers();
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	int GetClientOfUserId(int userid);
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	bool IsServerActivated();
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	int FilterCommandTarget(IGamePlayer *pAdmin, IGamePlayer *pTarget, int flags);
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	int InternalFilterCommandTarget(CPlayer *pAdmin, CPlayer *pTarget, int flags);
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	void RegisterCommandTargetProcessor(ICommandTargetProcessor *pHandler);
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	void UnregisterCommandTargetProcessor(ICommandTargetProcessor *pHandler);
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	void ProcessCommandTarget(cmd_target_info_t *info);
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	int GetClientFromSerial(unsigned int serial);
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public:
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	inline int MaxClients()
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	{
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		return m_maxClients;
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	}
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	inline int NumPlayers()
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	{
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		return m_PlayerCount;
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	}
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	inline int ListenClient()
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	{
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		return m_ListenClient;
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	}
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	bool CheckSetAdmin(int index, CPlayer *pPlayer, AdminId id);
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	bool CheckSetAdminName(int index, CPlayer *pPlayer, AdminId id);
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	const char *GetPassInfoVar();
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	void RecheckAnyAdmins();
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	unsigned int GetReplyTo();
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	unsigned int SetReplyTo(unsigned int reply);
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	void MaxPlayersChanged(int newvalue = -1);
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private:
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#if SOURCE_ENGINE == SE_DOTA
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	void OnServerActivate();
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#else
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	void OnServerActivate(edict_t *pEdictList, int edictCount, int clientMax);
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#endif
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	void InvalidatePlayer(CPlayer *pPlayer);
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private:
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	List<IClientListener *> m_hooks;
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	IForward *m_clconnect;
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	IForward *m_clconnect_post;
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	IForward *m_cldisconnect;
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	IForward *m_cldisconnect_post;
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	IForward *m_clputinserver;
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	IForward *m_clcommand;
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	IForward *m_clinfochanged;
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	IForward *m_clauth;
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	IForward *m_onActivate;
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	IForward *m_onActivate2;
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	CPlayer *m_Players;
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	int *m_UserIdLookUp;
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	int m_maxClients;
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	int m_PlayerCount;
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	int m_PlayersSinceActive;
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	bool m_FirstPass;
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	unsigned int *m_AuthQueue;
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	String m_PassInfoVar;
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	bool m_QueryLang;
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	bool m_bAuthstringValidation; // are we validating admins with steam before authorizing?
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	bool m_bIsListenServer;
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	int m_ListenClient;
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	bool m_bIsSourceTVActive;
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	bool m_bIsReplayActive;
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	int m_SourceTVUserId;
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	int m_ReplayUserId;
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};
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#if SOURCE_ENGINE == SE_DOTA
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void CmdMaxplayersCallback(const CCommandContext &context, const CCommand &command);
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#elif SOURCE_ENGINE >= SE_ORANGEBOX
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void CmdMaxplayersCallback(const CCommand &command);
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#else
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void CmdMaxplayersCallback();
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#endif
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extern void ClientConsolePrint(edict_t *e, const char *fmt, ...);
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extern PlayerManager g_Players;
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extern bool g_OnMapStarted;
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extern const unsigned int *g_NumPlayersToAuth;
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#endif //_INCLUDE_SOURCEMOD_CPLAYERMANAGER_H_