plugins/include/clients.inc
author Scott Ehlert <ds@alliedmods.net>
Thu Jun 07 02:39:37 2007 +0000 (2007-06-07)
changeset 901 db978c2819e6
parent 899 af4da125603b
child 992 77133031b0d2
permissions -rw-r--r--
Moved MAXPLAYERS define from sourcemod.inc to clients.inc
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/**
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 * vim: set ts=4 :
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 * ===============================================================
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 * SourceMod (C)2004-2007 AlliedModders LLC.  All rights reserved.
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 * ===============================================================
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 *
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 *  This file is part of the SourceMod/SourcePawn SDK.  This file may only be used 
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 * or modified under the Terms and Conditions of its License Agreement, which is found 
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 * in LICENSE.txt.  The Terms and Conditions for making SourceMod extensions/plugins 
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 * may change at any time.  To view the latest information, see:
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 *   http://www.sourcemod.net/license.php
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 *
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 * Version: $Id$
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 */
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#if defined _clients_included
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 #endinput
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#endif
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#define _clients_included
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enum NetFlow
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{
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	NetFlow_Outgoing = 0,	/**< Outgoing traffic */
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	NetFlow_Incoming,		/**< Incoming traffic */
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	NetFlow_Both			/**< Incoming and outgoing traffic */
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};
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#define MAXPLAYERS		64	/**< Maximum number of players that can be in server */
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/**
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 * Called on client connection.
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 *
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 * @param client		Player index.
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 * @param rejectmsg		Buffer to store the rejection message when the connection is refused.
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 * @param maxlen		Maximum number of characters for rejection buffer.
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 * @return				True to validate client's connection, false to refuse it.
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 */
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forward bool:OnClientConnect(client, String:rejectmsg[], maxlen);
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/**
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 * Called when a client is entering to the game.
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 *
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 * @param client		Player index.
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 * @noreturn
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 */
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forward OnClientPutInServer(client);
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/**
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 * Called when a client is disconnecting from the server.
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 *
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 * @param client		Player index.
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 * @noreturn
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 */
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forward OnClientDisconnect(client);
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/**
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 * Called when a client is disconnected from the server.
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 *
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 * @param client		Player index.
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 * @noreturn
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 */
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forward OnClientDisconnect_Post(client);
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/**
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 * Called when a client is sending a command.
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 *
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 * @param client		Player index.
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 * @param args			Number of arguments.
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 * @noreturn
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 */
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forward Action:OnClientCommand(client, args);
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/**
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 * Called whenever the client's settings are changed.
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 *
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 * @param client		Player index.
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 * @noreturn
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 */
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forward OnClientSettingsChanged(client);
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/**
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 * Called when a client receives a Steam ID.
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 * @note This is called by bots, but the ID will be "BOT"
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 *
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 * @param client		Player index.
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 * @param auth			Player auth string.
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 */
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forward OnClientAuthorized(client, const String:auth[]);
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/**
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 * Returns the maximum number of clients allowed on the server.
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 *
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 * @return				Maximum number of clients allowed.
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 */
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native GetMaxClients();
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/**
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 * Returns the client count put in the server.
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 *
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 * @param inGameOnly	If false connecting players are also counted.
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 * @return				Client count in the server.
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 */
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native GetClientCount(bool:inGameOnly=true);
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/**
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 * Returns the client's name.
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 *
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 * @param client		Player index.
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 * @param name			Buffer to store the client's name.
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 * @param maxlen		Maximum length of string buffer (includes NULL terminator).
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 * @return				True on success, false otherwise.
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 * @error				If the client is not connected an error will be thrown.
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 */
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native bool:GetClientName(client, String:name[], maxlen);
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/**
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 * Retrieves a client's IP address.
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 *
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 * @param client		Player index.
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 * @param name			Buffer to store the client's ip address.
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 * @param maxlen		Maximum length of string buffer (includes NULL terminator).
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 * @param remport		Remove client's port from the ip string (true by default).
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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:GetClientIP(client, String:ip[], maxlen, bool:remport=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 auth			Buffer to store the client's auth string.
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 * @param maxlen		Maximum length of string buffer (includes NULL terminator).
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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:GetClientAuthString(client, String:auth[], maxlen);
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/**
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 * Retrieves a client's user id, which is an index incremented for every client
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 * that joins the server.
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 *
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 * @param client		Player index.
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 * @return				User id of the client.
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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 GetClientUserId(client);
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/**
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 * Returns if a certain player is connected.
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 *
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 * @param client		Player index.
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 * @return				True if player is connected to the server, false otherwise.
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 */
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native bool:IsClientConnected(client);
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/**
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 * Returns if a certain player has entered the game.
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 *
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 * @param client		Player index.
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 * @return				True if player has entered the game, false otherwise.
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 */
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native bool:IsClientInGame(client);
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/**
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 * Backwards compatibility stock - use IsClientInGame
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 * @deprecated			Renamed to IsClientInGame
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 */
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stock bool:IsPlayerInGame(client)
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{
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	return IsClientInGame(client);
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}
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/**
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 * Returns if a certain player has been authenticated.
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 *
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 * @param client		Player index.
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 * @return				True if player has been authenticated, false otherwise.
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 */
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native bool:IsClientAuthorized(client);
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/**
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 * Returns if a certain player is a fake client.
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 *
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 * @param client		Player index.
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 * @return				True if player is a fake client, false otherwise.
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 */
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native bool:IsFakeClient(client);
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/**
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 * Retrieves values from client replicated keys.
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 *
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 * @param client		Player's index.
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 * @param key			Key string.
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 * @param value			Buffer to store value.
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 * @param maxlen		Maximum length of valve (UTF-8 safe).
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 * @return 				True on success, false otherwise.
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 * @error				Invalid client index, or client not connected.
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 */
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native bool:GetClientInfo(client, const String:key[], String:value[], maxlen);
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/**
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 * Retrieves a client's team index.
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 *
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 * @param client		Player's index.
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 * @return				Team index the client is on (mod specific).
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 * @error				Invalid client index, client not in game, or no mod support.
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 */
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native GetClientTeam(client);
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/**
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 * Sets a client's AdminId.  
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 *
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 * @param client		Player's index.
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 * @param id			AdminId to set.  INVALID_ADMIN_ID removes admin permissions.
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 * @param temp			True if the id should be freed on disconnect.
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 * @noreturn
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 * @error				Invalid client index, client not connected, or bogus AdminId.
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 */
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native SetUserAdmin(client, AdminId:id, bool:temp=false);
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/**
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 * Retrieves a client's AdminId.
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 *
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 * @param client		Player's index.
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 * @return				AdminId of the client, or INVALID_ADMIN_ID if none.
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 * @error				Invalid client index, or client not connected.
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 */
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native AdminId:GetUserAdmin(client);
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/**
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 * Sets access flags on a client.  If the client is not an admin,
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 * a temporary, anonymous AdminId is given.
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 *
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 * @param client		Player's index.
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 * @param ...			Flags to set on the client.
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 * @noreturn
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 * @error				Invalid client index, or client not connected.
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 */
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native AddUserFlags(client, AdminFlag:...);
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/**
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 * Removes flags from a client.  If the client is not an admin,
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 * this has no effect.
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 *
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 * @param client		Player's index.
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 * @param ...			Flags to remove from the client.
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 * @noreturn
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 * @error				Invalid client index, or client not connected.
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 */
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native RemoveUserFlags(client, AdminFlag:...);
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/** 
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 * Sets access flags on a client using bits instead of flags.  If the
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 * client is not an admin, and flags not 0, a temporary, anonymous AdminId is given.
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 *
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 * @param client		Player's index.
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 * @param flags			Bitstring of flags to set on client.
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 * @noreturn
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 */
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native SetUserFlagBits(client, flags);
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/**
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 * Returns client access flags.  If the client is not an admin,
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 * the result is always 0.
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 * 
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 * @param client		Player's index.
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 * @return				Flags
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 * @error				Invalid client index, or client not connected.
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 */
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native GetUserFlagBits(client);
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/**
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 * Returns whether a user can target another user.
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 * This is a helper function for CanAdminTarget.
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 *
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 * @param client		Player's index.
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 * @param target		Target player's index.
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 * @return				True if target is targettable by the player, false otherwise.
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 * @error				Invalid or unconnected player indexers.
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 */
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native bool:CanUserTarget(client, target);
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/** 
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 * Creates a fake client.
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 *
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 * @param name			Name to use.
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 * @return				Client index on success, 0 otherwise.
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 */
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native CreateFakeClient(const String:name[]);
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/**
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 * Sets a convar value on a fake client.
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 *
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 * @param client		Client index.
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 * @param cvar			ConVar name.
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 * @param value			ConVar value.
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 * @noreturn
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 * @error				Invalid client index, client not connected,
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 *						or client not a fake client.
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 */
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native SetFakeClientConVar(client, const String:cvar[], const String:value[]);
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/**
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 * Returns the client's health.
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 *
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 * @param client		Player's index.
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 * @return				Health value.
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 * @error				Invalid client index, client not in game, or no mod support.
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 */
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native GetClientHealth(client);
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/**
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 * Returns the client's model name.
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 *
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 * @param client		Player's index.
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 * @param model			Buffer to store the client's model name.
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 * @param maxlen		Maximum length of string buffer (includes NULL terminator).
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 * @noreturn
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 * @error				Invalid client index, client not in game, or no mod support.
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 */
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native GetClientModel(client, String:model[], maxlen);
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/**
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 * Returns the client's weapon name.
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 *
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 * @param client		Player's index.
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 * @param weapon		Buffer to store the client's weapon name.
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 * @param maxlen		Maximum length of string buffer (includes NULL terminator).
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 * @noreturn
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 * @error				Invalid client index, client not in game, or no mod support.
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 */
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native GetClientWeapon(client, String:weapon[], maxlen);
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/**
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 * Returns the client's max size vector.
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 *
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 * @param client		Player's index.
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 * @param vec			Destination vector to store the client's max size.
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 * @noreturn
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 * @error				Invalid client index, client not in game, or no mod support.
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 */
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native GetClientMaxs(client, Float:vec[3]);
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/**
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 * Returns the client's min size vector.
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 *
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 * @param client		Player's index.
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 * @param vec			Destination vector to store the client's min size.
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 * @noreturn
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 * @error				Invalid client index, client not in game, or no mod support.
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 */
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native GetClientMins(client, Float:vec[3]);
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/**
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 * Returns the client's position angle.
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 *
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 * @param client		Player's index.
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 * @param ang			Destination vector to store the client's position angle.
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 * @noreturn
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 * @error				Invalid client index, client not in game, or no mod support.
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 */
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native GetClientAbsAngles(client, Float:ang[3]);
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/**
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 * Returns the client's origin vector.
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 *
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 * @param client		Player's index.
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 * @param vec			Destination vector to store the client's origin vector.
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 * @noreturn
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 * @error				Invalid client index, client not in game, or no mod support.
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 */
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native GetClientAbsOrigin(client, Float:vec[3]);
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/**
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 * Returns the client's armor.
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 *
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 * @param client		Player's index.
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 * @return				Armor value.
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 * @error				Invalid client index, client not in game, or no mod support.
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 */
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native GetClientArmor(client);
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/**
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 * Returns the client's death count.
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 *
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 * @param client		Player's index.
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 * @return				Death count.
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 * @error				Invalid client index, client not in game, or no mod support.
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 */
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native GetClientDeaths(client);
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/**
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 * Returns the client's frag count.
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 *
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 * @param client		Player's index.
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 * @return				Frag count.
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 * @error				Invalid client index, client not in game, or no mod support.
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 */
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native GetClientFrags(client);
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/**
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 * Returns the client's send data rate in bytes/sec.
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 *
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 * @param client		Player's index.
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 * @return				Data rate.
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 * @error				Invalid client index, client not in game, or fake client.
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 */
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native GetClientDataRate(client);
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/**
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 * Returns if a client is timing out
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 *
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 * @param client		Player's index.
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 * @return				True if client is timing out, false otherwise.
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 * @error				Invalid client index, client not in game, or fake client.
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 */
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native bool:IsClientTimingOut(client);
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/**
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 * Returns the client's connection time in seconds.
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 *
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 * @param client		Player's index.
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 * @return				Connection time.
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 * @error				Invalid client index, client not in game, or fake client.
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 */
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native Float:GetClientTime(client);
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/**
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 * Returns the client's current latency (RTT), more accurate than GetAvgLatency but jittering.
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 *
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 * @param client		Player's index.
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 * @param flow			Traffic flowing direction.
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 * @return				Latency.
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 * @error				Invalid client index, client not in game, or fake client.
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 */
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native Float:GetClientLatency(client, NetFlow:flow);
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/**
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 * Returns the client's average packet latency in seconds.
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 *
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 * @param client		Player's index.
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 * @param flow			Traffic flowing direction.
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 * @return				Average latency.
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 * @error				Invalid client index, client not in game, or fake client.
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 */
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native Float:GetClientAvgLatency(client, NetFlow:flow);
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/**
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 * Returns the client's average packet loss, values go from 0 to 1 (for percentages).
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 *
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 * @param client		Player's index.
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 * @param flow			Traffic flowing direction.
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 * @return				Average packet loss.
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 * @error				Invalid client index, client not in game, or fake client.
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 */
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native Float:GetClientAvgLoss(client, NetFlow:flow);
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/**
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 * Returns the client's average packet choke, values go from 0 to 1 (for percentages).
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 *
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 * @param client		Player's index.
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 * @param flow			Traffic flowing direction.
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 * @return				Average packet choke.
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 * @error				Invalid client index, client not in game, or fake client.
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 */
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native Float:GetClientAvgChoke(client, NetFlow:flow);
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/**
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 * Returns the client's data flow in bytes/sec.
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 *
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 * @param client		Player's index.
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 * @param flow			Traffic flowing direction.
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 * @return				Data flow.
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 * @error				Invalid client index, client not in game, or fake client.
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 */
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native Float:GetClientAvgData(client, NetFlow:flow);
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/**
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 * Returns the client's average packet frequency in packets/sec.
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 *
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 * @param client		Player's index.
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 * @param flow			Traffic flowing direction.
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 * @return				Packet frequency.
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 * @error				Invalid client index, client not in game, or fake client.
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 */
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native Float:GetClientAvgPackets(client, NetFlow:flow);
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/**
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 * Translates an userid index to the real player index.
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 *
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 * @param userid		Userid value.
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 * @return				Client value.
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 * @error				Returns 0 if invalid userid.
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 */
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   496
native GetClientOfUserId(userid);