diff options
| author | navewindre <nw@moneybot.cc> | 2023-11-13 14:28:08 +0100 |
|---|---|---|
| committer | navewindre <nw@moneybot.cc> | 2023-11-13 14:28:08 +0100 |
| commit | da518fdc0f32839730ccdee8098b59c6f842d93f (patch) | |
| tree | d6f856a6148c0b4d5819f88f068b7287b8044513 /sourcemod/scripting/include/halflife.inc | |
| parent | bc678b10830cdaef64bcc592ca2524ebe0fcdc45 (diff) | |
ya
Diffstat (limited to 'sourcemod/scripting/include/halflife.inc')
| -rw-r--r-- | sourcemod/scripting/include/halflife.inc | 711 |
1 files changed, 711 insertions, 0 deletions
diff --git a/sourcemod/scripting/include/halflife.inc b/sourcemod/scripting/include/halflife.inc new file mode 100644 index 0000000..49f55e7 --- /dev/null +++ b/sourcemod/scripting/include/halflife.inc @@ -0,0 +1,711 @@ +/** + * vim: set ts=4 : + * ============================================================================= + * SourceMod (C)2004-2016 AlliedModders LLC. All rights reserved. + * ============================================================================= + * + * This file is part of the SourceMod/SourcePawn SDK. + * + * This program is free software; you can redistribute it and/or modify it under + * the terms of the GNU General Public License, version 3.0, as published by the + * Free Software Foundation. + * + * This program is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS + * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more + * details. + * + * You should have received a copy of the GNU General Public License along with + * this program. If not, see <http://www.gnu.org/licenses/>. + * + * As a special exception, AlliedModders LLC gives you permission to link the + * code of this program (as well as its derivative works) to "Half-Life 2," the + * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software + * by the Valve Corporation. You must obey the GNU General Public License in + * all respects for all other code used. Additionally, AlliedModders LLC grants + * this exception to all derivative works. AlliedModders LLC defines further + * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), + * or <http://www.sourcemod.net/license.php>. + * + * Version: $Id$ + */ + +#if defined _halflife_included + #endinput +#endif +#define _halflife_included + +#define SOURCE_SDK_UNKNOWN 0 /**< Could not determine the engine version */ +#define SOURCE_SDK_ORIGINAL 10 /**< Original Source engine (still used by "The Ship") */ +#define SOURCE_SDK_DARKMESSIAH 15 /**< Modified version of original engine used by Dark Messiah (no SDK) */ +#define SOURCE_SDK_EPISODE1 20 /**< SDK+Engine released after Episode 1 */ +#define SOURCE_SDK_EPISODE2 30 /**< SDK+Engine released after Episode 2/Orange Box */ +#define SOURCE_SDK_BLOODYGOODTIME 32 /**< Modified version of ep2 engine used by Bloody Good Time (no SDK) */ +#define SOURCE_SDK_EYE 33 /**< Modified version of ep2 engine used by E.Y.E Divine Cybermancy (no SDK) */ +#define SOURCE_SDK_CSS 34 /**< Sometime-older version of Source 2009 SDK+Engine, used for Counter-Strike: Source */ +#define SOURCE_SDK_EPISODE2VALVE 35 /**< SDK+Engine released after Episode 2/Orange Box, "Source 2009" or "Source MP" */ +#define SOURCE_SDK_LEFT4DEAD 40 /**< Engine released after Left 4 Dead (no SDK yet) */ +#define SOURCE_SDK_LEFT4DEAD2 50 /**< Engine released after Left 4 Dead 2 (no SDK yet) */ +#define SOURCE_SDK_ALIENSWARM 60 /**< SDK+Engine released after Alien Swarm */ +#define SOURCE_SDK_CSGO 80 /**< Engine released after CS:GO (no SDK yet) */ +#define SOURCE_SDK_DOTA 90 /**< Engine released after Dota 2 (no SDK) */ + +#define MOTDPANEL_TYPE_TEXT 0 /**< Treat msg as plain text */ +#define MOTDPANEL_TYPE_INDEX 1 /**< Msg is auto determined by the engine */ +#define MOTDPANEL_TYPE_URL 2 /**< Treat msg as an URL link */ +#define MOTDPANEL_TYPE_FILE 3 /**< Treat msg as a filename to be opened */ + +enum DialogType +{ + DialogType_Msg = 0, /**< just an on screen message */ + DialogType_Menu, /**< an options menu */ + DialogType_Text, /**< a richtext dialog */ + DialogType_Entry, /**< an entry box */ + DialogType_AskConnect /**< ask the client to connect to a specified IP */ +}; + +enum EngineVersion +{ + Engine_Unknown, /**< Could not determine the engine version */ + Engine_Original, /**< Original Source Engine (used by The Ship) */ + Engine_SourceSDK2006, /**< Episode 1 Source Engine (second major SDK) */ + Engine_SourceSDK2007, /**< Orange Box Source Engine (third major SDK) */ + Engine_Left4Dead, /**< Left 4 Dead */ + Engine_DarkMessiah, /**< Dark Messiah Multiplayer (based on original engine) */ + Engine_Left4Dead2 = 7, /**< Left 4 Dead 2 */ + Engine_AlienSwarm, /**< Alien Swarm (and Alien Swarm SDK) */ + Engine_BloodyGoodTime, /**< Bloody Good Time */ + Engine_EYE, /**< E.Y.E Divine Cybermancy */ + Engine_Portal2, /**< Portal 2 */ + Engine_CSGO, /**< Counter-Strike: Global Offensive */ + Engine_CSS, /**< Counter-Strike: Source */ + Engine_DOTA, /**< Dota 2 */ + Engine_HL2DM, /**< Half-Life 2 Deathmatch */ + Engine_DODS, /**< Day of Defeat: Source */ + Engine_TF2, /**< Team Fortress 2 */ + Engine_NuclearDawn, /**< Nuclear Dawn */ + Engine_SDK2013, /**< Source SDK 2013 */ + Engine_Blade, /**< Blade Symphony */ + Engine_Insurgency, /**< Insurgency (2013 Retail version)*/ + Engine_Contagion, /**< Contagion */ + Engine_BlackMesa, /**< Black Mesa Multiplayer */ + Engine_DOI /**< Day of Infamy */ +}; + +enum FindMapResult +{ + // A direct match for this name was found + FindMap_Found, + // No match for this map name could be found. + FindMap_NotFound, + // A fuzzy match for this map name was found. + // Ex: cp_dust -> cp_dustbowl, c1m1 -> c1m1_hotel + // Only supported for maps that the engine knows about. (This excludes workshop maps on Orangebox). + FindMap_FuzzyMatch, + // A non-canonical match for this map name was found. + // Ex: workshop/1234 -> workshop/cp_qualified_name.ugc1234 + // Only supported on "Orangebox" games with workshop support. + FindMap_NonCanonical, + // No currently available match for this map name could be found, but it may be possible to load + // Only supported on "Orangebox" games with workshop support. + FindMap_PossiblyAvailable +}; + +#define INVALID_ENT_REFERENCE 0xFFFFFFFF + +/** + * Logs a generic message to the HL2 logs. + * + * @param format String format. + * @param ... Format arguments. + */ +native void LogToGame(const char[] format, any ...); + +/** + * Sets the seed value for the global Half-Life 2 Random Stream. + * + * @param seed Seed value. + */ +native void SetRandomSeed(int seed); + +/** + * Returns a random floating point number from the Half-Life 2 Random Stream. + * + * @param fMin Minimum random bound. + * @param fMax Maximum random bound. + * @return A random number between (inclusive) fMin and fMax. + */ +native float GetRandomFloat(float fMin=0.0, float fMax=1.0); + +/** + * Returns a random number from the Half-Life 2 Random Stream. + * + * @param nmin Minimum random bound. + * @param nmax Maximum random bound. + * @return A random number between (inclusive) nmin and nmax. + */ +native int GetRandomInt(int nmin, int nmax); + +/** + * Returns whether a map is valid or not. + * + * @param map Map name, excluding .bsp extension. + * @return True if valid, false otherwise. + */ +native bool IsMapValid(const char[] map); + +/** + * Returns whether a full or partial map name is found or can be resolved + * + * @param map Map name (usually same as map path relative to maps/ dir, + * excluding .bsp extension). + * @param foundmap Resolved map name. If the return is FindMap_FuzzyMatch + * or FindMap_NonCanonical the buffer will be the full path. + * @param maxlen Maximum length to write to map var. + * @return Result of the find operation. Not all result types are supported on all games. + */ +native FindMapResult FindMap(const char[] map, char[] foundmap, int maxlen); + +/** + * Get the display name of a workshop map. + * + * Note: You do not need to call FindMap first. This native will call FindMap internally. + * + * @param map Map name (usually same as map path relative to maps/ dir, + * excluding .bsp extension). + * @param displayName Map's display name, i.e. cp_mymapname or de_mymapname. + * If FindMap returns FindMap_PossiblyAvailable or FindMap_NotFound, + * the map cannot be resolved and this native will return false, + * but displayName will be a copy of map. + * @param maxlen Maximum length to write to displayName var. + * @return true if FindMap returns FindMap_Found, FindMap_FuzzyMatch, or + * FindMap_NonCanonical. + * false if FindMap returns FindMap_PossiblyAvailable or FindMap_NotFound. + */ +native bool GetMapDisplayName(const char[] map, char[] displayName, int maxlen); + +/** + * Returns whether the server is dedicated. + * + * @return True if dedicated, false otherwise. + */ +native bool IsDedicatedServer(); + +/** + * Returns a high-precision time value for profiling the engine. + * + * @return A floating point time value. + */ +native float GetEngineTime(); + +/** + * Returns the game time based on the game tick. + * + * @return Game tick time. + */ +native float GetGameTime(); + +/** + * Returns the game's internal tick count. + * + * @return Game tick count. + */ +native int GetGameTickCount(); + +/** + * Returns the time the Game took processing the last frame. + * + * @return Game frame time. + */ +native float GetGameFrameTime(); + +/** + * Returns the game description from the mod. + * + * @param buffer Buffer to store the description. + * @param maxlength Maximum size of the buffer. + * @param original If true, retrieves the original game description, + * ignoring any potential hooks from plugins. + * @return Number of bytes written to the buffer (UTF-8 safe). + */ +native int GetGameDescription(char[] buffer, int maxlength, bool original=false); + +/** + * Returns the name of the game's directory. + * + * @param buffer Buffer to store the directory name. + * @param maxlength Maximum size of the buffer. + * @return Number of bytes written to the buffer (UTF-8 safe). + */ +native int GetGameFolderName(char[] buffer, int maxlength); + +/** + * Returns the current map name. + * + * @param buffer Buffer to store map name. + * @param maxlength Maximum length of buffer. + * @return Number of bytes written (UTF-8 safe). + */ +native int GetCurrentMap(char[] buffer, int maxlength); + +/** + * Precaches a given model. + * + * @param model Name of the model to precache. + * @param preload If preload is true the file will be precached before level startup. + * @return Returns the model index, 0 for error. + */ +native int PrecacheModel(const char[] model, bool preload=false); + +/** + * Precaches a given sentence file. + * + * @param file Name of the sentence file to precache. + * @param preload If preload is true the file will be precached before level startup. + * @return Returns a sentence file index. + */ +native int PrecacheSentenceFile(const char[] file, bool preload=false); + +/** + * Precaches a given decal. + * + * @param decal Name of the decal to precache. + * @param preload If preload is true the file will be precached before level startup. + * @return Returns a decal index. + */ +native int PrecacheDecal(const char[] decal, bool preload=false); + +/** + * Precaches a given generic file. + * + * @param generic Name of the generic file to precache. + * @param preload If preload is true the file will be precached before level startup. + * @return Returns a generic file index. + */ +native int PrecacheGeneric(const char[] generic, bool preload=false); + +/** + * Returns if a given model is precached. + * + * @param model Name of the model to check. + * @return True if precached, false otherwise. + */ +native bool IsModelPrecached(const char[] model); + +/** + * Returns if a given decal is precached. + * + * @param decal Name of the decal to check. + * @return True if precached, false otherwise. + */ +native bool IsDecalPrecached(const char[] decal); + +/** + * Returns if a given generic file is precached. + * + * @param generic Name of the generic file to check. + * @return True if precached, false otherwise. + */ +native bool IsGenericPrecached(const char[] generic); + +/** + * Precaches a given sound. + * + * @param sound Name of the sound to precache. + * @param preload If preload is true the file will be precached before level startup. + * @return True if successfully precached, false otherwise. + */ +native bool PrecacheSound(const char[] sound, bool preload=false); + +/** + * Returns if a given sound is precached. + * + * @param sound Name of the sound to check. + * @return True if precached, false otherwise. + * @deprecated Doesn't work correctly, always returns true. + */ +#pragma deprecated Doesn't work correctly, always returns true. +native bool IsSoundPrecached(const char[] sound); + +/** + * Creates different types of ingame messages. + * + * @param client Index of the client. + * @param kv KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information). + * @param type Message type to display ingame. + * @error Invalid client index, or client not in game. + */ +native void CreateDialog(int client, Handle kv, DialogType type); + +/** + * Guesses the SDK version a mod was compiled against. If nothing + * specific is known about the game, the engine version is used instead. + * + * The return values are guaranteed to increase chronologically (that is, + * a later release will have a higher value). + * + * @return SOURCE_SDK version code. + * @deprecated See GetEngineVersion() + */ +#pragma deprecated See GetEngineVersion() +native int GuessSDKVersion(); + +/** + * Gets the engine version that the currently-loaded SM core was compiled against. + * + * The engine version values are not guaranteed to be in any particular order, + * and should only be compared by (in)equality. + * + * @return An EngineVersion value. + */ +native EngineVersion GetEngineVersion(); + +/** + * Prints a message to a specific client in the chat area. + * + * @param client Client index. + * @param format Formatting rules. + * @param ... Variable number of format parameters. + * @error Invalid client index, or client not in game. + */ +native void PrintToChat(int client, const char[] format, any ...); + +/** + * Prints a message to all clients in the chat area. + * + * @param format Formatting rules. + * @param ... Variable number of format parameters. + */ +stock void PrintToChatAll(const char[] format, any ...) +{ + char buffer[254]; + + for (int i = 1; i <= MaxClients; i++) + { + if (IsClientInGame(i)) + { + SetGlobalTransTarget(i); + VFormat(buffer, sizeof(buffer), format, 2); + PrintToChat(i, "%s", buffer); + } + } +} + +/** + * Prints a message to a specific client in the center of the screen. + * + * @param client Client index. + * @param format Formatting rules. + * @param ... Variable number of format parameters. + * @error Invalid client index, or client not in game. + */ +native void PrintCenterText(int client, const char[] format, any ...); + +/** + * Prints a message to all clients in the center of the screen. + * + * @param format Formatting rules. + * @param ... Variable number of format parameters. + */ +stock void PrintCenterTextAll(const char[] format, any ...) +{ + char buffer[254]; + + for (int i = 1; i <= MaxClients; i++) + { + if (IsClientInGame(i)) + { + SetGlobalTransTarget(i); + VFormat(buffer, sizeof(buffer), format, 2); + PrintCenterText(i, "%s", buffer); + } + } +} + +/** + * Prints a message to a specific client with a hint box. + * + * @param client Client index. + * @param format Formatting rules. + * @param ... Variable number of format parameters. + * @error Invalid client index, or client not in game. + */ +native void PrintHintText(int client, const char[] format, any ...); + +/** + * Prints a message to all clients with a hint box. + * + * @param format Formatting rules. + * @param ... Variable number of format parameters. + */ +stock void PrintHintTextToAll(const char[] format, any ...) +{ + char buffer[254]; + + for (int i = 1; i <= MaxClients; i++) + { + if (IsClientInGame(i)) + { + SetGlobalTransTarget(i); + VFormat(buffer, sizeof(buffer), format, 2); + PrintHintText(i, "%s", buffer); + } + } +} + +/** + * Shows a VGUI panel to a specific client. + * + * @param client Client index. + * @param name Panel type name (Check viewport_panel_names.h to see a list of + * some panel names). + * @param Kv KeyValues handle with all the data for the panel setup (Depends + * on the panel type and may be unused). + * @param show True to show the panel, or false to remove it from the client screen. + * @error Invalid client index, or client not in game. + */ +native void ShowVGUIPanel(int client, const char[] name, Handle Kv=INVALID_HANDLE, bool show=true); + +/** + * Creates a HUD synchronization object. This object is used to automatically assign and + * re-use channels for a set of messages. + * + * The HUD has a hardcoded number of channels (usually 6) for displaying + * text. You can use any channel for any area of the screen. Text on + * different channels can overlap, but text on the same channel will + * erase the old text first. This overlapping and overwriting gets problematic. + * + * A HUD synchronization object automatically selects channels for you based on + * the following heuristics: + * - If channel X was last used by the object, and hasn't been modified again, + * channel X gets re-used. + * - Otherwise, a new channel is chosen based on the least-recently-used channel. + * + * This ensures that if you display text on a sync object, that the previous text + * displayed on it will always be cleared first. This is because your new text + * will either overwrite the old text on the same channel, or because another + * channel has already erased your text. + * + * Note that messages can still overlap if they are on different synchronization + * objects, or they are displayed to manual channels. + * + * These are particularly useful for displaying repeating or refreshing HUD text, in + * addition to displaying multiple message sets in one area of the screen (for example, + * center-say messages that may pop up randomly that you don't want to overlap each + * other). + * + * @return New HUD synchronization object. + * The Handle can be closed with CloseHandle(). + * If HUD text is not supported on this mod, then + * INVALID_HANDLE is returned. + */ +native Handle CreateHudSynchronizer(); + +/** + * Sets the HUD parameters for drawing text. These parameters are stored + * globally, although nothing other than this function and SetHudTextParamsEx + * modify them. + * + * You must call this function before drawing text. If you are drawing + * text to multiple clients, you can set the parameters once, since + * they won't be modified. However, as soon as you pass control back + * to other plugins, you must reset the parameters next time you draw. + * + * @param x x coordinate, from 0 to 1. -1.0 is the center. + * @param y y coordinate, from 0 to 1. -1.0 is the center. + * @param holdTime Number of seconds to hold the text. + * @param r Red color value. + * @param g Green color value. + * @param b Blue color value. + * @param a Alpha transparency value. + * @param effect 0/1 causes the text to fade in and fade out. + * 2 causes the text to flash[?]. + * @param fxTime Duration of chosen effect (may not apply to all effects). + * @param fadeIn Number of seconds to spend fading in. + * @param fadeOut Number of seconds to spend fading out. + */ +native void SetHudTextParams(float x, float y, float holdTime, int r, int g, int b, int a, int effect = 0, + float fxTime=6.0, float fadeIn=0.1, float fadeOut=0.2); + +/** + * Sets the HUD parameters for drawing text. These parameters are stored + * globally, although nothing other than this function and SetHudTextParams + * modify them. + * + * This is the same as SetHudTextParams(), except it lets you set the alternate + * color for when effects require it. + * + * @param x x coordinate, from 0 to 1. -1.0 is the center. + * @param y y coordinate, from 0 to 1. -1.0 is the center. + * @param holdTime Number of seconds to hold the text. + * @param color1 First color set, array values being [red, green, blue, alpha] + * @param color2 Second color set, array values being [red, green, blue, alpha] + * @param effect 0/1 causes the text to fade in and fade out. + * 2 causes the text to flash[?]. + * @param fxTime Duration of chosen effect (may not apply to all effects). + * @param fadeIn Number of seconds to spend fading in. + * @param fadeOut Number of seconds to spend fading out. + */ +native void SetHudTextParamsEx(float x, float y, float holdTime, int color1[4], + int color2[4]={255,255,255,0}, int effect = 0, float fxTime=6.0, + float fadeIn=0.1, float fadeOut=0.2); + +/** + * Shows a synchronized HUD message to a client. + * + * As of this writing, only TF, HL2MP, and SourceForts support HUD Text. + * + * @param client Client index to send the message to. + * @param sync Synchronization object. + * @param message Message text or formatting rules. + * @param ... Message formatting parameters. + * @return -1 on failure, anything else on success. + * This function fails if the mod does not support it. + * @error Invalid client index, client not in game, or sync object not valid. + */ +native int ShowSyncHudText(int client, Handle sync, const char[] message, any ...); + +/** + * Clears the text on a synchronized HUD channel. + * + * This is not the same as sending "" because it guarantees that it won't + * overwrite text on another channel. For example, consider the scenario: + * + * 1. Your synchronized message goes to channel 3. + * 2. Someone else's non-synchronized message goes to channel 3. + * + * If you were to simply send "" on your synchronized message, + * then someone else's text could be overwritten. + * + * @param client Client index to send the message to. + * @param sync Synchronization object. + * @error Invalid client index, client not in game, or sync object not valid. + */ +native void ClearSyncHud(int client, Handle sync); + +/** + * Shows a HUD message to a client on the given channel. + * + * As of this writing, only TF, HL2MP, and SourceForts support HUD Text. + * + * @param client Client index to send the message to. + * @param channel A channel number. + * If -1, then a channel will automatically be selected + * based on the least-recently-used channel. If the + * channel is any other number, it will be modulo'd with + * the channel count to get a final channel number. + * @param message Message text or formatting rules. + * @param ... Message formatting parameters. + * @return -1 on failure (lack of mod support). + * Any other return value is the channel number that was + * used to render the text. + * @error Invalid client index, or client not in game. + */ +native int ShowHudText(int client, int channel, const char[] message, any ...); + +/** + * Shows a MOTD panel to a specific client. + * + * @param client Client index. + * @param title Title of the panel (printed on the top border of the window). + * @param msg Contents of the panel, it can be treated as an url, filename or plain text + * depending on the type parameter (WARNING: msg has to be 192 bytes maximum!) + * @param type Determines the way to treat the message body of the panel. + * @error Invalid client index, or client not in game. + */ +stock void ShowMOTDPanel(int client, const char[] title, const char[] msg, int type=MOTDPANEL_TYPE_INDEX) +{ + char num[3]; + IntToString(type, num, sizeof(num)); + + KeyValues kv = new KeyValues("data"); + kv.SetString("title", title); + kv.SetString("type", num); + kv.SetString("msg", msg); + ShowVGUIPanel(client, "info", kv); + delete kv; +} + +/** + * Displays a panel asking the client to connect to a specified IP. + * + * @param client Client index. + * @param time Duration to hold the panel on the client's screen. + * @param ip Destination IP. + * @param password Password to connect to the destination IP. The client will be able to see this. + * @error Invalid client index, or client not in game. + */ +stock void DisplayAskConnectBox(int client, float time, const char[] ip, const char[] password = "") +{ + char destination[288]; + FormatEx(destination, sizeof(destination), "%s/%s", ip, password); + + KeyValues kv = new KeyValues("data"); + kv.SetFloat("time", time); + kv.SetString("title", destination); + CreateDialog(client, kv, DialogType_AskConnect); + delete kv; +} + +/** + * Converts an entity index into a serial encoded entity reference. + * + * @param entity Entity index. + * @return Entity reference or -1 on invalid entity. + * @error Entity index >= GetMaxEntities() or < 0 + */ +native int EntIndexToEntRef(int entity); + +/** + * Retrieves the entity index from a reference. + * + * @param ref Entity reference. + * @return Entity index or -1 on invalid reference. + */ +native int EntRefToEntIndex(int ref); + +/** + * Converts a reference into a backwards compatible version. + * + * @param ref Entity reference. + * @return Bcompat reference. + */ +native int MakeCompatEntRef(int ref); + +enum ClientRangeType +{ + RangeType_Visibility = 0, + RangeType_Audibility +} + +/** + * Find clients that are potentially in range of a position. + * + * @param origin Coordinates from which to test range. + * @param rangeType Range type to use for filtering clients. + * @param clients Array to which found client indexes will be written. + * @param size Maximum size of clients array. + * @return Number of client indexes written to clients array. + */ +native int GetClientsInRange(const float origin[3], ClientRangeType rangeType, int[] clients, int size); + +/** + * Retrieves the server's authentication string (SteamID). + * + * Note: If called before server is connected to Steam, auth id + * will be invalid ([I:0:1], 1, etc.) + * + * @param authType Auth id type and format to use. + * (Only AuthId_Steam3 and AuthId_SteamID64 are supported) + * @param auth Buffer to store the server's auth id. + * @param maxlen Maximum length of string buffer (includes NULL terminator). + * @error Invalid AuthIdType given. + */ +native void GetServerAuthId(AuthIdType authType, char[] auth, int maxlen); + +/** + * Returns the server's Steam account ID. + * + * @return Steam account ID or 0 if not available. + */ +native int GetServerSteamAccountId(); |
