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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);