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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 */
-};
-
-/**
- * Auth string types.
- *
- * Note that for the Steam2 and Steam3 types, the following ids are
- * also valid values:
- * "STEAM_ID_PENDING" - Authentication is pending.
- * "STEAM_ID_LAN" - Authentication is disabled because of being on a LAN server.
- * "BOT" - The client is a bot.
- */
-enum AuthIdType
-{
- AuthId_Engine = 0, /**< The game-specific auth string as returned from the engine */
-
- // The following are only available on games that support Steam authentication.
- AuthId_Steam2, /**< Steam2 rendered format, ex "STEAM_1:1:4153990" */
- AuthId_Steam3, /**< Steam3 rendered format, ex "[U:1:8307981]" */
- AuthId_SteamID64 /**< A SteamID64 (uint64) as a String, ex "76561197968573709" */
-};
-
-/**
- * MAXPLAYERS is not the same as MaxClients.
- * MAXPLAYERS is a hardcoded value as an upper limit. MaxClients changes based on the server.
- */
-
-#define MAXPLAYERS 65 /**< Maximum number of players SourceMod supports */
-#define MAX_NAME_LENGTH 128 /**< Maximum buffer required to store a client name */
-#define MAX_AUTHID_LENGTH 64 /**< Maximum buffer required to store any AuthID type */
-
-public const int 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(int client, char[] rejectmsg, int maxlen);
-
-/**
- * Called once a client successfully connects. This callback is paired with OnClientDisconnect.
- *
- * @param client Client index.
- */
-forward void OnClientConnected(int 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.
- */
-forward void OnClientPutInServer(int client);
-
-/**
- * Called when a client is disconnecting from the server.
- *
- * @param client Client index.
- */
-forward void OnClientDisconnect(int client);
-
-/**
- * Called when a client is disconnected from the server.
- *
- * @param client Client index.
- */
-forward void OnClientDisconnect_Post(int 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.
- * @return Plugin_Handled blocks the command from being sent,
- * and Plugin_Continue resumes normal functionality.
- */
-forward Action OnClientCommand(int client, int args);
-
-/**
- * Called when a client is sending a KeyValues command.
- *
- * @param client Client index.
- * @param kv Editable KeyValues data to be sent as the command.
- * (This handle should not be stored and will be closed
- * after this forward completes.)
- * @return Plugin_Handled blocks the command from being sent,
- * and Plugin_Continue resumes normal functionality.
- */
-forward Action OnClientCommandKeyValues(int client, KeyValues kv);
-
-/**
- * Called after a client has sent a KeyValues command.
- *
- * @param client Client index.
- * @param kv KeyValues data sent as the command.
- * (This handle should not be stored and will be closed
- * after this forward completes.)
- */
-forward void OnClientCommandKeyValues_Post(int client, KeyValues kv);
-
-/**
- * Called whenever the client's settings are changed.
- *
- * @param client Client index.
- */
-forward void OnClientSettingsChanged(int client);
-
-/**
- * Called when a client receives an auth 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 Steam2 id, if available, else engine auth id.
- */
-forward void OnClientAuthorized(int client, const char[] 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 guaranteed 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(int 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.
- */
-forward void OnClientPostAdminFilter(int client);
-
-/**
- * Called once a client is authorized and fully in-game, and
- * after all post-connection authorizations have been performed.
- *
- * This callback is guaranteed to occur on all clients, and always
- * after each OnClientPutInServer() call.
- *
- * @param client Client index.
- */
-forward void OnClientPostAdminCheck(int client);
-
-/**
- * Called when the language was received from the player.
- *
- * @param client Client index.
- * @param language Language number.
- */
-forward void OnClientLanguageChanged(int client, int language);
-
-/**
- * This function is deprecated. 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.
- * @deprecated Use MaxClients variable instead.
- */
-#pragma deprecated Use MaxClients variable instead.
-native int 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 int 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 int 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(int client, char[] name, int 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(int client, char[] ip, int 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.
- * @deprecated Use GetClientAuthId
- */
-#pragma deprecated Use GetClientAuthId
-native bool GetClientAuthString(int client, char[] auth, int maxlen, bool validate=true);
-
-/**
- * Retrieves a client's authentication string (SteamID).
- *
- * @param client Player index.
- * @param authType Auth id type and format to use.
- * @param auth Buffer to store the client's auth id.
- * @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 GetClientAuthId(int client, AuthIdType authType, char[] auth, int maxlen, bool validate=true);
-
-/**
- * Returns the client's Steam account ID, a number uniquely identifying a given Steam account.
- * This number is the basis for the various display SteamID forms, see the AuthIdType enum for examples.
- *
- * @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 int GetSteamAccountID(int 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 int GetClientUserId(int client);
-
-/**
- * Returns if a certain player is connected.
- *
- * @param client Player index.
- * @return True if player is connected to the server, false otherwise.
- * @error Invalid client index.
- */
-native bool IsClientConnected(int 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(int 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(int client);
-
-/**
- * Backwards compatibility stock - use IsClientInGame
- * @deprecated Renamed to IsClientInGame
- */
-#pragma deprecated Use IsClientInGame() instead
-stock bool IsPlayerInGame(int 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.
- * @error Invalid client index.
- */
-native bool IsClientAuthorized(int client);
-
-/**
- * Returns if a certain player is a fake client.
- *
- * @param client Player index.
- * @return True if player is a fake client, false otherwise.
- * @error Invalid client index, or client not connected.
- */
-native bool IsFakeClient(int client);
-
-/**
- * Returns if a certain player is the SourceTV bot.
- *
- * @param client Player index.
- * @return True if player is the SourceTV bot, false otherwise.
- * @error Invalid client index, or client not connected.
- */
-native bool IsClientSourceTV(int client);
-
-/**
- * Returns if a certain player is the Replay bot.
- *
- * @param client Player index.
- * @return True if player is the Replay bot, false otherwise.
- * @error Invalid client index, or client not connected.
- */
-native bool IsClientReplay(int client);
-
-/**
- * Returns if a certain player is an observer/spectator.
- *
- * @param client Player index.
- * @return True if player is an observer, false otherwise.
- * @error Invalid client index, client not in game, or no mod support.
- */
-native bool IsClientObserver(int 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(int 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(int client, const char[] key, char[] value, int 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 int GetClientTeam(int 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.
- * @error Invalid client index, client not connected, or bogus AdminId.
- */
-native void SetUserAdmin(int 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(int 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.
- * @error Invalid client index, or client not connected.
- */
-native void AddUserFlags(int 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.
- * @error Invalid client index, or client not connected.
- */
-native void RemoveUserFlags(int 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.
- * @error Invalid client index, or client not connected.
- */
-native void SetUserFlagBits(int client, int 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 int GetUserFlagBits(int 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(int client, int 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(int 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.
- * @error Invalid client index or client not in-game AND authorized.
- */
-native void NotifyPostAdminCheck(int client);
-
-/**
- * Creates a fake client.
- *
- * @param name Name to use.
- * @return Client index on success, 0 otherwise.
- * @error No map is active.
- */
-native int CreateFakeClient(const char[] name);
-
-/**
- * Sets a convar value on a fake client.
- *
- * @param client Client index.
- * @param cvar ConVar name.
- * @param value ConVar value.
- * @error Invalid client index, client not connected,
- * or client not a fake client.
- */
-native void SetFakeClientConVar(int client, const char[] cvar, const char[] 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 int GetClientHealth(int 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).
- * @error Invalid client index, client not in game, or no mod support.
- */
-native void GetClientModel(int client, char[] model, int 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).
- * @error Invalid client index, client not in game, or no mod support.
- */
-native void GetClientWeapon(int client, char[] weapon, int maxlen);
-
-/**
- * Returns the client's max size vector.
- *
- * @param client Player's index.
- * @param vec Destination vector to store the client's max size.
- * @error Invalid client index, client not in game, or no mod support.
- */
-native void GetClientMaxs(int 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.
- * @error Invalid client index, client not in game, or no mod support.
- */
-native void GetClientMins(int 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.
- * @error Invalid client index, client not in game, or no mod support.
- */
-native void GetClientAbsAngles(int 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.
- * @error Invalid client index, client not in game, or no mod support.
- */
-native void GetClientAbsOrigin(int 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 int GetClientArmor(int 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 int GetClientDeaths(int 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 int GetClientFrags(int 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 int GetClientDataRate(int 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(int 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(int 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(int 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(int 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(int 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(int 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(int 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(int 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 int GetClientOfUserId(int 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.
- * @error Invalid client index, or client not connected.
- */
-native void KickClient(int client, const char[] 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.
- * @error Invalid client index, or client not connected.
- */
-native void KickClientEx(int client, const char[] 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.
- * @error Invalid client index, client not in game, or lack of
- * mod support.
- */
-native void ChangeClientTeam(int client, int team);
-
-/**
- * Returns the clients unique serial identifier.
- *
- * @param client Client index.
- * @return Serial number.
- * @error Invalid client index, or client not connected.
- */
-native int GetClientSerial(int client);
-
-/**
- * Returns the client index by its serial number.
- *
- * @param serial Serial number.
- * @return Client index, or 0 for invalid serial.
- */
-native int GetClientFromSerial(int serial);