public/IPlayerHelpers.h
author David Anderson <dvander@alliedmods.net>
Wed Feb 25 20:07:12 2009 -0500 (2009-02-25)
changeset 2607 f3b8bbe17f85
parent 2323 efa6bfdd7571
child 2591 15213de19689
permissions -rw-r--r--
Backed out changeset fa286305bd3f
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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_INTERFACE_IPLAYERHELPERS_H_
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#define _INCLUDE_SOURCEMOD_INTERFACE_IPLAYERHELPERS_H_
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/**
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 * @file IPlayerHelpers.h
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 * @brief Defines basic helper functions for Half-Life 2 clients
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 */
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#include <IShareSys.h>
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#include <IAdminSystem.h>
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#define SMINTERFACE_PLAYERMANAGER_NAME		"IPlayerManager"
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#define SMINTERFACE_PLAYERMANAGER_VERSION	8
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struct edict_t;
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class IPlayerInfo;
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#define SM_REPLY_CONSOLE	0			/**< Reply to console. */
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#define SM_REPLY_CHAT		1			/**< Reply to chat. */
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namespace SourceMod
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{
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	/**
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	 * @brief Abstracts some Half-Life 2 and SourceMod properties about clients.
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	 */
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	class IGamePlayer
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	{
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	public:
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		/**
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		 * @brief Returns the player's name.
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		 *
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		 * @return		String containing the player's name,
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		 *				or NULL if unavailable.
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		 */
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		virtual const char *GetName() =0;
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		/**
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		 * @brief Returns the player's IP address.
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		 *
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		 * @return		String containing the player's IP address,
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		 *				or NULL if unavailable.
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		 */
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		virtual const char *GetIPAddress() =0;
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		/**
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		 * @brief Returns the player's authentication string.
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		 *
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		 * @return		String containing the player's auth string.
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		 *				May be NULL if unavailable.
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		 */
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		virtual const char *GetAuthString() =0;
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		/**
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		 * @brief Returns the player's edict_t structure.
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		 *
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		 * @return		edict_t pointer, or NULL if unavailable.
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		 */
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		virtual edict_t *GetEdict() =0;
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		/**
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		 * @brief Returns whether the player is in game (putinserver).
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		 *
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		 * @return		True if in game, false otherwise.
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		 */
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		virtual bool IsInGame() =0;
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		/**
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		 * @brief Returns whether the player is connected.
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		 *
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		 * Note: If this returns true, all above functions except for
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		 * GetAuthString() should return non-NULL results.
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		 *
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		 * @return		True if connected, false otherwise.
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		 */
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		virtual bool IsConnected() =0;
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		/**
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		 * @brief Returns whether the player is a fake client.
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		 *
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		 * @return		True if a fake client, false otherwise.
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		 */
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		virtual bool IsFakeClient() =0;
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		/**
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		 * @brief Returns the client's AdminId, if any.
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		 *
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		 * @return		AdminId, or INVALID_ADMIN_ID if none.
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		 */
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		virtual AdminId GetAdminId() =0;
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		/**
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		 * @brief Sets the client's AdminId.
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		 *
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		 * @param id	AdminId to set.
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		 * @param temp	If true, the id will be invalidated on disconnect.
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		 */
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		virtual void SetAdminId(AdminId id, bool temp) =0;
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		/**
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		 * @brief Returns the client's userid.
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		 *
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		 * @return		Userid.
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		 */
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		virtual int GetUserId() =0;
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		/**
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		 * @brief Returns the client's language id.
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		 *
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		 * @return		Language id.
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		 */
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		virtual unsigned int GetLanguageId() =0;
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		/**
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		 * @brief Returns a player's IPlayerInfo object, if any.
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		 *
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		 * @return		IPlayerInfo pointer, or NULL if none.
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		 */
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		virtual IPlayerInfo *GetPlayerInfo() =0;
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		/**
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		 * @brief Runs through Core's admin authorization checks.  If the 
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		 * client is already an admin, no checks are performed.  
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		 *
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		 * Note that this function operates solely against the in-memory admin 
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		 * cache.  It will check steamids, IPs, names, and verify a password 
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		 * if one exists.  To implement other authentication schemes, simply 
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		 * don't call this function and use IGamePlayer::SetAdminId() instead.
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		 *
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		 * @return				True if access changed, false otherwise.
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		 */
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		virtual bool RunAdminCacheChecks() =0;
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		/**
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		 * @brief Notifies all listeners that the client has completed 
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		 * all of your post-connection (in-game, auth, admin) checks.  
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		 *
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		 * If you returned "false" from OnClientPreAdminCheck(), you must 
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		 * ALWAYS manually invoke this function, even if RunAdminCacheChecks() 
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		 * failed or you did not assign an AdminId.  Failure to call this 
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		 * function could result in plugins (such as reservedslots) not 
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		 * working properly.
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		 *
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		 * If you are implementing asynchronous fetches, and the client 
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		 * disconnects during your fetching process, you should make sure to 
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		 * recognize that case and not call this function.  That is, do not 
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		 * call this function on mismatched PreCheck calls, or on disconnected 
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		 * clients.  A good way to check this is to pass userids around, which 
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		 * are unique per client connection.
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		 *
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		 * Calling this has no effect if it has already been called on the 
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		 * given client (thus it is safe for multiple asynchronous plugins to 
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		 * call it at various times).
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		 */
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		virtual void NotifyPostAdminChecks() =0;
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	};
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	/**
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	 * @brief Provides callbacks for important client events.
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	 */
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	class IClientListener
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	{
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	public:
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	   /**
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		* @brief Returns the current client listener version.
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		*
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		* @return		Client listener version.
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		*/
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		virtual unsigned int GetClientListenerVersion()
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		{
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			return SMINTERFACE_PLAYERMANAGER_VERSION;
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		}
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	public:
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		/**
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		 * @brief Called when a client requests connection.
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		 *
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		 * @param client		Index of the client.
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		 * @param error			Error buffer for a disconnect reason.
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		 * @param maxlength		Maximum length of error buffer.
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		 * @return				True to allow client, false to reject.
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		 */
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		virtual bool InterceptClientConnect(int client, char *error, size_t maxlength)
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		{
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			return true;
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		}
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		/**
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		 * @brief Called when a client has connected.
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		 *
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		 * @param client		Index of the client.
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		 */
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		virtual void OnClientConnected(int client)
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		{
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		}
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		/**
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		 * @brief Called when a client is put in server.
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		 *
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		 * @param client		Index of the client.
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		 */
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		virtual void OnClientPutInServer(int client)
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		{
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		}
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		/**
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		 * @brief Called when a client is disconnecting (not fully disconnected yet).
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		 *
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		 * @param client		Index of the client.
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		 */
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		virtual void OnClientDisconnecting(int client)
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		{
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		}
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		/**
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		 * @brief Called when a client has fully disconnected.
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		 *
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		 * @param client		Index of the client.
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		 */
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		virtual void OnClientDisconnected(int client)
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		{
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		}
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		/**
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		 * @brief Called when a client has received authorization.
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		 *
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		 * @param client		Index of the client.
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		 * @param authstring	Authorization string.
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		 */
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		virtual void OnClientAuthorized(int client, const char *authstring)
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		{
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		}
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		/**
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		 * @brief Called when the server is activated.
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		 */
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		virtual void OnServerActivated(int max_clients)
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		{
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		}
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		/**
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		 * @brief Called once a client is authorized and fully in-game, but 
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		 * before admin checks are done.  This can be used to override the 
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		 * default admin checks for a client.
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		 *
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		 * By default, this function allows the authentication process to 
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		 * continue as normal.  If you need to delay the cache searching 
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		 * process in order to get asynchronous data, then return false here. 
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		 *
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		 * If you return false, you must call IPlayerManager::NotifyPostAdminCheck 
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		 * for the same client, or else the OnClientPostAdminCheck callback will 
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		 * never be called.
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		 *
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		 * @param client		Client index.
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		 * @return				True to continue normally, false to override 
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		 *						the authentication process.
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		 */
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		virtual bool OnClientPreAdminCheck(int client)
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		{
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			return true;
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		}
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		/**
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		 * @brief Called once a client is authorized and fully in-game, and 
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		 * after all post-connection authorizations have been passed.  If the 
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		 * client does not have an AdminId by this stage, it means that no 
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		 * admin entry was in the cache that matched, and the user could not 
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		 * be authenticated as an admin.
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		 *
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		 * @param client		Client index.
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		 */
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		virtual void OnClientPostAdminCheck(int client)
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		{
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		}
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		/**
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		* @brief Notifies the extension that the maxplayers value has changed
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		*
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		* @param newvalue			New maxplayers value.
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		*/
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		virtual void OnMaxPlayersChanged(int newvalue)
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		{
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		}
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	};
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	#define COMMAND_FILTER_ALIVE		(1<<0)		/**< Only allow alive players */
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	#define COMMAND_FILTER_DEAD			(1<<1)		/**< Only filter dead players */
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	#define COMMAND_FILTER_CONNECTED	(1<<2)		/**< Allow players not fully in-game */
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	#define COMMAND_FILTER_NO_IMMUNITY	(1<<3)		/**< Ignore immunity rules */
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	#define COMMAND_FILTER_NO_MULTI		(1<<4)		/**< Do not allow multiple target patterns */
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	#define COMMAND_FILTER_NO_BOTS		(1<<5)		/**< Do not allow bots to be targetted */
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	#define COMMAND_TARGET_VALID		1			/**< Client passed the filter */
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	#define COMMAND_TARGET_NONE			0			/**< No target was found */
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	#define COMMAND_TARGET_NOT_ALIVE	-1			/**< Single client is not alive */
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	#define COMMAND_TARGET_NOT_DEAD		-2			/**< Single client is not dead */
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	#define COMMAND_TARGET_NOT_IN_GAME	-3			/**< Single client is not in game */
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	#define COMMAND_TARGET_IMMUNE		-4			/**< Single client is immune */
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	#define COMMAND_TARGET_EMPTY_FILTER	-5			/**< A multi-filter (such as @all) had no targets */
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	#define COMMAND_TARGET_NOT_HUMAN	-6			/**< Target was not human */
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	#define COMMAND_TARGET_AMBIGUOUS	-7			/**< Partial name had too many targets */
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	#define COMMAND_TARGETNAME_RAW		0			/**< Target name is a raw string */
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	#define COMMAND_TARGETNAME_ML		1			/**< Target name is a multi-lingual phrase */
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	/**
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	 * @brief Holds the many command target info parameters.
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	 */
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	struct cmd_target_info_t
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	{
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		const char *pattern;			/**< IN: Target pattern string. */
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		int admin;						/**< IN: Client admin index, or 0 if server .*/
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		cell_t *targets;				/**< IN: Array to store targets. */
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		cell_t max_targets;				/**< IN: Max targets (always >= 1) */
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		int flags;						/**< IN: COMMAND_FILTER flags. */
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		char *target_name;				/**< OUT: Buffer to store target name. */
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		size_t target_name_maxlength;	/**< IN: Maximum length of the target name buffer. */
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		int target_name_style;			/**< OUT: Target name style (COMMAND_TARGETNAME) */
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		int reason;						/**< OUT: COMMAND_TARGET reason. */
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		unsigned int num_targets;		/**< OUT: Number of targets. */
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	};
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	/**
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	 * @brief Intercepts a command target operation.
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	 */
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	class ICommandTargetProcessor
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	{
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	public:
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		/**
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		 * @brief Must process the command target and return a COMMAND_TARGET value.
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		 *
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		 * @param info			Struct containing command target information.
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		 *						Any members labelled OUT must be filled if processing 
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		 *						is to be completed (i.e. true returned).
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		 * @return				True to end processing, false to let Core continue.
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		 */
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		virtual bool ProcessCommandTarget(cmd_target_info_t *info) =0;
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	};
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	class IPlayerManager : public SMInterface
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	{
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	public:
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		const char *GetInterfaceName()
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		{
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			return SMINTERFACE_PLAYERMANAGER_NAME;
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		}
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		unsigned int GetInterfaceVersion()
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		{
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			return SMINTERFACE_PLAYERMANAGER_VERSION;
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		}
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	public:
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		/**
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		 * @brief Adds a client listener.
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		 *
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		 * @param listener		Pointer to an IClientListener.
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		 */
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		virtual void AddClientListener(IClientListener *listener) =0;
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		/**
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		 * @brief Removes a client listener.
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		 *
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		 * @param listener		Pointer to an IClientListener.
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		 */
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		virtual void RemoveClientListener(IClientListener *listener) =0;
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		/**
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		 * @brief Retrieves an IGamePlayer object by its client index.
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		 *
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		 * Note: This will return a valid object for any player, connected or not.
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		 * Note: Client indexes start at 1, not 0.
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		 *
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		 * @param client		Index of the client.
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		 * @return				An IGamePlayer pointer, or NULL if out of range.
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		 */
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		virtual IGamePlayer *GetGamePlayer(int client) =0;
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		/**
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		 * @brief Retrieves an IGamePlayer object by its edict_t pointer.
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		 *
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		 * @param pEdict		Index of the client
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		 * @return				An IGamePlayer pointer, or NULL if out of range.
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		 */
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		virtual IGamePlayer *GetGamePlayer(edict_t *pEdict) =0;
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		/**
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		 * @brief Returns the maximum number of clients.
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		 *
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		 * Note: this will not work until the server is activated.
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		 *
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		 * @return				Maximum number of clients.
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		 */
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		virtual int GetMaxClients() =0;
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		/**
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		 * @brief Returns the number of players currently connected.
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		 *
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		 * @return				Current number of connected clients.
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		 */
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		virtual int GetNumPlayers() =0;
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		/**
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		 * @brief Returns the client index by its userid.
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		 *
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		 * @param userid		Userid of the client.
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		 * @return				Client index, or 0 if invalid userid passed.
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		 */
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		virtual int GetClientOfUserId(int userid) =0;
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		/**
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		 * @brief Returns whether or not the server is activated.
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		 *
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		 * @return				True if ServerActivate() has been called
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		 *						at least once, false otherwise.
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		 */
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		virtual bool IsServerActivated() =0;
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		/**
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		 * @brief Gets SourceMod's reply source.
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		 *
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		 * @return				ReplyTo source.
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		 */
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		virtual unsigned int GetReplyTo() =0;
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		/**
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		 * @brief Sets SourceMod's reply source.
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		 *
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		 * @param reply			Reply source.
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		 * @return				Old reply source.
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		 */
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		virtual unsigned int SetReplyTo(unsigned int reply) =0;
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		/**
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		 * @brief Tests if a player meets command filtering rules.
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		 *
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		 * @param pAdmin		IGamePlayer of the admin, or NULL if the server. 
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		 * @param pTarget		IGamePlayer of the player being targeted.
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		 * @param flags			COMMAND_FILTER flags.
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		 * @return				COMMAND_TARGET value.
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		 */
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		virtual int FilterCommandTarget(IGamePlayer *pAdmin, IGamePlayer *pTarget, int flags) =0;
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		/**
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		 * @brief Registers a command target processor.
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		 *
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		 * @param pHandler		Pointer to an ICommandTargetProcessor instance.
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		 */
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		virtual void RegisterCommandTargetProcessor(ICommandTargetProcessor *pHandler) =0;
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		/**
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		 * @brief Removes a command target processor.
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		 *
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		 * @param pHandler		Pointer to an ICommandTargetProcessor instance.
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		 */
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		virtual void UnregisterCommandTargetProcessor(ICommandTargetProcessor *pHandler) =0;
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	};
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}
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#endif //_INCLUDE_SOURCEMOD_INTERFACE_IPLAYERHELPERS_H_