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+/**
+ * vim: set ts=4 :
+ * =============================================================================
+ * SourceMod (C)2004-2008 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 _clients_included
+ #endinput
+#endif
+#define _clients_included
+
+/**
+ * Network flow directions.
+ */
+enum NetFlow
+{
+ NetFlow_Outgoing = 0, /**< Outgoing traffic */
+ NetFlow_Incoming, /**< Incoming traffic */
+ NetFlow_Both, /**< Both values added together */
+};
+
+/**
+ * MAXPLAYERS is not the same as MaxClients.
+ * MAXPLAYERS is a hardcoded value as an upper limit. MaxClients changes based on the server.
+ *
+ * Both GetMaxClients() and MaxClients are only available once the map is loaded, and should
+ * not be used in OnPluginStart().
+ */
+
+#define MAXPLAYERS 65 /**< Maximum number of players SourceMod supports */
+#define MAX_NAME_LENGTH 32 /**< Maximum buffer required to store a client name */
+
+public const MaxClients; /**< Maximum number of players the server supports (dynamic) */
+
+/**
+ * Called on client connection. If you return true, the client will be allowed in the server.
+ * If you return false (or return nothing), the client will be rejected. If the client is
+ * rejected by this forward or any other, OnClientDisconnect will not be called.
+ *
+ * Note: Do not write to rejectmsg if you plan on returning true. If multiple plugins write
+ * to the string buffer, it is not defined which plugin's string will be shown to the client,
+ * but it is guaranteed one of them will.
+ *
+ * @param client Client index.
+ * @param rejectmsg Buffer to store the rejection message when the connection is refused.
+ * @param maxlen Maximum number of characters for rejection buffer.
+ * @return True to validate client's connection, false to refuse it.
+ */
+forward bool:OnClientConnect(client, String:rejectmsg[], maxlen);
+
+/**
+ * Called once a client successfully connects. This callback is paired with OnClientDisconnect.
+ *
+ * @param client Client index.
+ * @noreturn
+ */
+forward OnClientConnected(client);
+
+/**
+ * Called when a client is entering the game.
+ *
+ * Whether a client has a steamid is undefined until OnClientAuthorized
+ * is called, which may occur either before or after OnClientPutInServer.
+ * Similarly, use OnClientPostAdminCheck() if you need to verify whether
+ * connecting players are admins.
+ *
+ * GetClientCount() will include clients as they are passed through this
+ * function, as clients are already in game at this point.
+ *
+ * @param client Client index.
+ * @noreturn
+ */
+forward OnClientPutInServer(client);
+
+/**
+ * Called when a client is disconnecting from the server.
+ *
+ * @param client Client index.
+ * @noreturn
+ */
+forward OnClientDisconnect(client);
+
+/**
+ * Called when a client is disconnected from the server.
+ *
+ * @param client Client index.
+ * @noreturn
+ */
+forward OnClientDisconnect_Post(client);
+
+/**
+ * Called when a client is sending a command.
+ *
+ * As of SourceMod 1.3, the client is guaranteed to be in-game.
+ * Use command listeners (console.inc) for more advanced hooks.
+ *
+ * @param client Client index.
+ * @param args Number of arguments.
+ * @noreturn
+ */
+forward Action:OnClientCommand(client, args);
+
+/**
+ * Called whenever the client's settings are changed.
+ *
+ * @param client Client index.
+ * @noreturn
+ */
+forward OnClientSettingsChanged(client);
+
+/**
+ * Called when a client receives a Steam ID. The state of a client's
+ * authorization as an admin is not guaranteed here. Use
+ * OnClientPostAdminCheck() if you need a client's admin status.
+ *
+ * This is called by bots, but the ID will be "BOT".
+ *
+ * @param client Client index.
+ * @param auth Client auth string.
+ * @noreturn
+ */
+forward OnClientAuthorized(client, const String:auth[]);
+
+/**
+ * Called once a client is authorized and fully in-game, but
+ * before admin checks are done. This can be used to override
+ * the default admin checks for a client. You should only use
+ * this for overriding; use OnClientPostAdminCheck() instead
+ * if you want notification.
+ *
+ * Note: If handled/blocked, PostAdminCheck must be signalled
+ * manually via NotifyPostAdminCheck().
+ *
+ * This callback is gauranteed to occur on all clients, and always
+ * after each OnClientPutInServer() call.
+ *
+ * @param client Client index.
+ * @return Plugin_Handled to block admin checks.
+ */
+forward Action:OnClientPreAdminCheck(client);
+
+/**
+ * Called directly before OnClientPostAdminCheck() as a method to
+ * alter administrative permissions before plugins perform final
+ * post-connect operations.
+ *
+ * In general, do not use this function unless you are specifically
+ * attempting to change access permissions. Use OnClientPostAdminCheck()
+ * instead if you simply want to perform post-connect authorization
+ * routines.
+ *
+ * See OnClientPostAdminCheck() for more information.
+ *
+ * @param client Client index.
+ * @noreturn
+ */
+forward OnClientPostAdminFilter(client);
+
+/**
+ * Called once a client is authorized and fully in-game, and
+ * after all post-connection authorizations have been performed.
+ *
+ * This callback is gauranteed to occur on all clients, and always
+ * after each OnClientPutInServer() call.
+ *
+ * @param client Client index.
+ * @noreturn
+ */
+forward OnClientPostAdminCheck(client);
+
+/**
+ * This function will be deprecated in a future release. Use the MaxClients variable instead.
+ *
+ * Returns the maximum number of clients allowed on the server. This may
+ * return 0 if called before OnMapStart(), and thus should not be called
+ * in OnPluginStart().
+ *
+ * You should not globally cache the value to GetMaxClients() because it can change from
+ * SourceTV or TF2's arena mode. Use the "MaxClients" dynamic variable documented at the
+ * top of this file.
+ *
+ * @return Maximum number of clients allowed.
+ */
+native GetMaxClients();
+
+/**
+ * Returns the maximum number of human players allowed on the server. This is
+ * a game-specific function used on newer games to limit the number of humans
+ * that can join a game and can be lower than MaxClients. It is the number often
+ * reflected in the server browser or when viewing the output of the status command.
+ * On unsupported games or modes without overrides, it will return the same value
+ * as MaxClients.
+ *
+ * You should not globally cache the value to GetMaxHumanPlayers() because it can change across
+ * game modes. You may still cache it locally.
+ *
+ * @return Maximum number of humans allowed.
+ */
+native GetMaxHumanPlayers();
+
+/**
+ * Returns the client count put in the server.
+ *
+ * @param inGameOnly If false connecting players are also counted.
+ * @return Client count in the server.
+ */
+native GetClientCount(bool:inGameOnly=true);
+
+/**
+ * Returns the client's name.
+ *
+ * @param client Player index.
+ * @param name Buffer to store the client's name.
+ * @param maxlen Maximum length of string buffer (includes NULL terminator).
+ * @return True on success, false otherwise.
+ * @error If the client is not connected an error will be thrown.
+ */
+native bool:GetClientName(client, String:name[], maxlen);
+
+/**
+ * Retrieves a client's IP address.
+ *
+ * @param client Player index.
+ * @param ip Buffer to store the client's ip address.
+ * @param maxlen Maximum length of string buffer (includes NULL terminator).
+ * @param remport Remove client's port from the ip string (true by default).
+ * @return True on success, false otherwise.
+ * @error If the client is not connected or the index is invalid.
+ */
+native bool:GetClientIP(client, String:ip[], maxlen, bool:remport=true);
+
+/**
+ * Retrieves a client's authentication string (SteamID).
+ *
+ * @param client Player index.
+ * @param auth Buffer to store the client's auth string.
+ * @param maxlen Maximum length of string buffer (includes NULL terminator).
+ * @param validate Check backend validation status.
+ * DO NOT PASS FALSE UNLESS YOU UNDERSTAND THE CONSEQUENCES,
+ * You WILL KNOW if you need to use this, MOST WILL NOT.
+ * @return True on success, false otherwise.
+ * @error If the client is not connected or the index is invalid.
+ */
+native bool:GetClientAuthString(client, String:auth[], maxlen, bool:validate=true);
+
+/**
+ * Returns the client's Steam account ID.
+ *
+ * @param client Client Index.
+ * @param validate Check backend validation status.
+ * DO NOT PASS FALSE UNLESS YOU UNDERSTAND THE CONSEQUENCES,
+ * You WILL KNOW if you need to use this, MOST WILL NOT.
+ * @return Steam account ID or 0 if not available.
+ * @error If the client is not connected or the index is invalid.
+ */
+native GetSteamAccountID(client, bool:validate=true);
+
+/**
+ * Retrieves a client's user id, which is an index incremented for every client
+ * that joins the server.
+ *
+ * @param client Player index.
+ * @return User id of the client.
+ * @error If the client is not connected or the index is invalid.
+ */
+native GetClientUserId(client);
+
+/**
+ * Returns if a certain player is connected.
+ *
+ * @param client Player index.
+ * @return True if player is connected to the server, false otherwise.
+ */
+native bool:IsClientConnected(client);
+
+/**
+ * Returns if a certain player has entered the game.
+ *
+ * @param client Player index (index does not have to be connected).
+ * @return True if player has entered the game, false otherwise.
+ * @error Invalid client index.
+ */
+native bool:IsClientInGame(client);
+
+/**
+ * Returns if a client is in the "kick queue" (i.e. the client will be kicked
+ * shortly and thus they should not appear as valid).
+ *
+ * @param client Player index (must be connected).
+ * @return True if in the kick queue, false otherwise.
+ * @error Invalid client index.
+ */
+native bool:IsClientInKickQueue(client);
+
+/**
+ * Backwards compatibility stock - use IsClientInGame
+ * @deprecated Renamed to IsClientInGame
+ */
+#pragma deprecated Use IsClientInGame() instead
+stock bool:IsPlayerInGame(client)
+{
+ return IsClientInGame(client);
+}
+
+/**
+ * Returns if a certain player has been authenticated.
+ *
+ * @param client Player index.
+ * @return True if player has been authenticated, false otherwise.
+ */
+native bool:IsClientAuthorized(client);
+
+/**
+ * Returns if a certain player is a fake client.
+ *
+ * @param client Player index.
+ * @return True if player is a fake client, false otherwise.
+ */
+native bool:IsFakeClient(client);
+
+/**
+ * Returns if a certain player is the SourceTV bot.
+ *
+ * @param client Player index.
+ * @return True if player is the SourceTV bot, false otherwise.
+ */
+native bool:IsClientSourceTV(client);
+
+/**
+ * Returns if a certain player is the Replay bot.
+ *
+ * @param client Player index.
+ * @return True if player is the Replay bot, false otherwise.
+ */
+native bool:IsClientReplay(client);
+
+/**
+ * Returns if a certain player is an observer/spectator.
+ *
+ * @param client Player index.
+ * @return True if player is an obverser, false otherwise.
+ */
+native bool:IsClientObserver(client);
+
+/**
+ * Returns if the client is alive or dead.
+ *
+ * Note: This function was originally in SDKTools and was moved to core.
+ *
+ * @param client Player's index.
+ * @return True if the client is alive, false otherwise.
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native bool:IsPlayerAlive(client);
+
+/**
+ * Retrieves values from client replicated keys.
+ *
+ * @param client Player's index.
+ * @param key Key string.
+ * @param value Buffer to store value.
+ * @param maxlen Maximum length of valve (UTF-8 safe).
+ * @return True on success, false otherwise.
+ * @error Invalid client index, or client not connected.
+ */
+native bool:GetClientInfo(client, const String:key[], String:value[], maxlen);
+
+/**
+ * Retrieves a client's team index.
+ *
+ * @param client Player's index.
+ * @return Team index the client is on (mod specific).
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native GetClientTeam(client);
+
+/**
+ * Sets a client's AdminId.
+ *
+ * @param client Player's index.
+ * @param id AdminId to set. INVALID_ADMIN_ID removes admin permissions.
+ * @param temp True if the id should be freed on disconnect.
+ * @noreturn
+ * @error Invalid client index, client not connected, or bogus AdminId.
+ */
+native SetUserAdmin(client, AdminId:id, bool:temp=false);
+
+/**
+ * Retrieves a client's AdminId.
+ *
+ * @param client Player's index.
+ * @return AdminId of the client, or INVALID_ADMIN_ID if none.
+ * @error Invalid client index, or client not connected.
+ */
+native AdminId:GetUserAdmin(client);
+
+/**
+ * Sets access flags on a client. If the client is not an admin,
+ * a temporary, anonymous AdminId is given.
+ *
+ * @param client Player's index.
+ * @param ... Flags to set on the client.
+ * @noreturn
+ * @error Invalid client index, or client not connected.
+ */
+native AddUserFlags(client, AdminFlag:...);
+
+/**
+ * Removes flags from a client. If the client is not an admin,
+ * this has no effect.
+ *
+ * @param client Player's index.
+ * @param ... Flags to remove from the client.
+ * @noreturn
+ * @error Invalid client index, or client not connected.
+ */
+native RemoveUserFlags(client, AdminFlag:...);
+
+/**
+ * Sets access flags on a client using bits instead of flags. If the
+ * client is not an admin, and flags not 0, a temporary, anonymous AdminId is given.
+ *
+ * @param client Player's index.
+ * @param flags Bitstring of flags to set on client.
+ * @noreturn
+ */
+native SetUserFlagBits(client, flags);
+
+/**
+ * Returns client access flags. If the client is not an admin,
+ * the result is always 0.
+ *
+ * @param client Player's index.
+ * @return Flags
+ * @error Invalid client index, or client not connected.
+ */
+native GetUserFlagBits(client);
+
+/**
+ * Returns whether a user can target another user.
+ * This is a helper function for CanAdminTarget.
+ *
+ * @param client Player's index.
+ * @param target Target player's index.
+ * @return True if target is targettable by the player, false otherwise.
+ * @error Invalid or unconnected player indexers.
+ */
+native bool:CanUserTarget(client, target);
+
+/**
+ * Runs through the Core-defined admin authorization checks on a player.
+ * Has no effect if the player is already an admin.
+ *
+ * Note: This function is based on the internal cache only.
+ *
+ * @param client Client index.
+ * @return True if access was changed, false if it did not.
+ * @error Invalid client index or client not in-game AND authorized.
+ */
+native bool:RunAdminCacheChecks(client);
+
+/**
+ * Signals that a player has completed post-connection admin checks.
+ * Has no effect if the player has already had this event signalled.
+ *
+ * Note: This must be sent even if no admin id was assigned.
+ *
+ * @param client Client index.
+ * @noreturn
+ * @error Invalid client index or client not in-game AND authorized.
+ */
+native NotifyPostAdminCheck(client);
+
+/**
+ * Creates a fake client.
+ *
+ * @param name Name to use.
+ * @return Client index on success, 0 otherwise.
+ */
+native CreateFakeClient(const String:name[]);
+
+/**
+ * Sets a convar value on a fake client.
+ *
+ * @param client Client index.
+ * @param cvar ConVar name.
+ * @param value ConVar value.
+ * @noreturn
+ * @error Invalid client index, client not connected,
+ * or client not a fake client.
+ */
+native SetFakeClientConVar(client, const String:cvar[], const String:value[]);
+
+/**
+ * Returns the client's health.
+ *
+ * @param client Player's index.
+ * @return Health value.
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native GetClientHealth(client);
+
+/**
+ * Returns the client's model name.
+ *
+ * @param client Player's index.
+ * @param model Buffer to store the client's model name.
+ * @param maxlen Maximum length of string buffer (includes NULL terminator).
+ * @noreturn
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native GetClientModel(client, String:model[], maxlen);
+
+/**
+ * Returns the client's weapon name.
+ *
+ * @param client Player's index.
+ * @param weapon Buffer to store the client's weapon name.
+ * @param maxlen Maximum length of string buffer (includes NULL terminator).
+ * @noreturn
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native GetClientWeapon(client, String:weapon[], maxlen);
+
+/**
+ * Returns the client's max size vector.
+ *
+ * @param client Player's index.
+ * @param vec Destination vector to store the client's max size.
+ * @noreturn
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native GetClientMaxs(client, Float:vec[3]);
+
+/**
+ * Returns the client's min size vector.
+ *
+ * @param client Player's index.
+ * @param vec Destination vector to store the client's min size.
+ * @noreturn
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native GetClientMins(client, Float:vec[3]);
+
+/**
+ * Returns the client's position angle.
+ *
+ * @param client Player's index.
+ * @param ang Destination vector to store the client's position angle.
+ * @noreturn
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native GetClientAbsAngles(client, Float:ang[3]);
+
+/**
+ * Returns the client's origin vector.
+ *
+ * @param client Player's index.
+ * @param vec Destination vector to store the client's origin vector.
+ * @noreturn
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native GetClientAbsOrigin(client, Float:vec[3]);
+
+/**
+ * Returns the client's armor.
+ *
+ * @param client Player's index.
+ * @return Armor value.
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native GetClientArmor(client);
+
+/**
+ * Returns the client's death count.
+ *
+ * @param client Player's index.
+ * @return Death count.
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native GetClientDeaths(client);
+
+/**
+ * Returns the client's frag count.
+ *
+ * @param client Player's index.
+ * @return Frag count.
+ * @error Invalid client index, client not in game, or no mod support.
+ */
+native GetClientFrags(client);
+
+/**
+ * Returns the client's send data rate in bytes/sec.
+ *
+ * @param client Player's index.
+ * @return Data rate.
+ * @error Invalid client index, client not connected, or fake client.
+ */
+native GetClientDataRate(client);
+
+/**
+ * Returns if a client is timing out
+ *
+ * @param client Player's index.
+ * @return True if client is timing out, false otherwise.
+ * @error Invalid client index, client not connected, or fake client.
+ */
+native bool:IsClientTimingOut(client);
+
+/**
+ * Returns the client's connection time in seconds.
+ *
+ * @param client Player's index.
+ * @return Connection time.
+ * @error Invalid client index, client not connected, or fake client.
+ */
+native Float:GetClientTime(client);
+
+/**
+ * Returns the client's current latency (RTT), more accurate than GetAvgLatency but jittering.
+ *
+ * @param client Player's index.
+ * @param flow Traffic flowing direction.
+ * @return Latency, or -1 if network info is not available.
+ * @error Invalid client index, client not connected, or fake client.
+ */
+native Float:GetClientLatency(client, NetFlow:flow);
+
+/**
+ * Returns the client's average packet latency in seconds.
+ *
+ * @param client Player's index.
+ * @param flow Traffic flowing direction.
+ * @return Latency, or -1 if network info is not available.
+ * @error Invalid client index, client not connected, or fake client.
+ */
+native Float:GetClientAvgLatency(client, NetFlow:flow);
+
+/**
+ * Returns the client's average packet loss, values go from 0 to 1 (for percentages).
+ *
+ * @param client Player's index.
+ * @param flow Traffic flowing direction.
+ * @return Average packet loss, or -1 if network info is not available.
+ * @error Invalid client index, client not connected, or fake client.
+ */
+native Float:GetClientAvgLoss(client, NetFlow:flow);
+
+/**
+ * Returns the client's average packet choke, values go from 0 to 1 (for percentages).
+ *
+ * @param client Player's index.
+ * @param flow Traffic flowing direction.
+ * @return Average packet loss, or -1 if network info is not available.
+ * @error Invalid client index, client not connected, or fake client.
+ */
+native Float:GetClientAvgChoke(client, NetFlow:flow);
+
+/**
+ * Returns the client's data flow in bytes/sec.
+ *
+ * @param client Player's index.
+ * @param flow Traffic flowing direction.
+ * @return Data flow.
+ * @error Invalid client index, client not connected, or fake client.
+ */
+native Float:GetClientAvgData(client, NetFlow:flow);
+
+/**
+ * Returns the client's average packet frequency in packets/sec.
+ *
+ * @param client Player's index.
+ * @param flow Traffic flowing direction.
+ * @return Packet frequency.
+ * @error Invalid client index, client not connected, or fake client.
+ */
+native Float:GetClientAvgPackets(client, NetFlow:flow);
+
+/**
+ * Translates an userid index to the real player index.
+ *
+ * @param userid Userid value.
+ * @return Client value.
+ * @error Returns 0 if invalid userid.
+ */
+native GetClientOfUserId(userid);
+
+/**
+ * Disconnects a client from the server as soon as the next frame starts.
+ *
+ * Note: Originally, KickClient() was immediate. The delay was introduced
+ * because despite warnings, plugins were using it in ways that would crash.
+ * The new safe version can break cases that rely on immediate disconnects,
+ * but ensures that plugins do not accidentally cause crashes.
+ *
+ * If you need immediate disconnects, use KickClientEx().
+ *
+ * Note: IsClientInKickQueue() will return true before the kick occurs.
+ *
+ * @param client Client index.
+ * @param format Optional formatting rules for disconnect reason.
+ * Note that a period is automatically appended to the string by the engine.
+ * @param ... Variable number of format parameters.
+ * @noreturn
+ * @error Invalid client index, or client not connected.
+ */
+native KickClient(client, const String:format[]="", any:...);
+
+/**
+ * Immediately disconnects a client from the server.
+ *
+ * Kicking clients from certain events or callbacks may cause crashes. If in
+ * doubt, create a short (0.1 second) timer to kick the client in the next
+ * available frame.
+ *
+ * @param client Client index.
+ * @param format Optional formatting rules for disconnect reason.
+ * Note that a period is automatically appended to the string by the engine.
+ * @param ... Variable number of format parameters.
+ * @noreturn
+ * @error Invalid client index, or client not connected.
+ */
+native KickClientEx(client, const String:format[]="", any:...);
+
+/**
+ * Changes a client's team through the mod's generic team changing function.
+ * On CS:S, this will kill the player.
+ *
+ * @param client Client index.
+ * @param team Mod-specific team index.
+ * @noreturn
+ * @error Invalid client index, client not connected, or lack of
+ * mod support.
+ */
+native ChangeClientTeam(client, team);
+
+/**
+ * Returns the clients unique serial identifier.
+ *
+ * @param client Client index.
+ * @return Serial number.
+ */
+native GetClientSerial(client);
+
+/**
+ * Returns the client index by its serial number.
+ *
+ * @param serial Serial number.
+ * @return Client index, or 0 for invalid serial.
+ */
+native GetClientFromSerial(serial);
+