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.
Called when a client is sending a command.
Called when a client is sending a KeyValues command.
Called after a client has sent a KeyValues command.
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.
Called once a client successfully connects. This callback is paired with OnClientDisconnect.
Called when a client is disconnecting from the server.
Called when a client is disconnected from the server.
Called once a client is authorized and fully in-game, and after all post-connection authorizations have been performed.
Called directly before OnClientPostAdminCheck() as a method to alter administrative permissions before plugins perform final post-connect operations.
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.
Called when a client is entering the game.
Called whenever the client's settings are changed.
Sets access flags on a client. If the client is not an admin, a temporary, anonymous AdminId is given.
Returns whether a user can target another user. This is a helper function for CanAdminTarget.
Changes a client's team through the mod's generic team changing function. On CS:S, this will kill the player.
Creates a fake client.
Returns the client's position angle.
Returns the client's origin vector.
Returns the client's armor.
Retrieves a client's authentication string (SteamID).
Returns the client's average packet choke, values go from 0 to 1 (for percentages).
Returns the client's data flow in bytes/sec.
Returns the client's average packet latency in seconds.
Returns the client's average packet loss, values go from 0 to 1 (for percentages).
Returns the client's average packet frequency in packets/sec.
Returns the client count put in the server.
Returns the client's send data rate in bytes/sec.
Returns the client's death count.
Returns the client's frag count.
Returns the client index by its serial number.
Returns the client's health.
Retrieves values from client replicated keys.
Retrieves a client's IP address.
Returns the client's current latency (RTT), more accurate than GetAvgLatency but jittering.
Returns the client's max size vector.
Returns the client's min size vector.
Returns the client's model name.
Returns the client's name.
Translates an userid index to the real player index.
Returns the clients unique serial identifier.
Retrieves a client's team index.
Returns the client's connection time in seconds.
Retrieves a client's user id, which is an index incremented for every client that joins the server.
Returns the client's weapon name.
This function will be deprecated in a future release. Use the MaxClients variable instead.
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.
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.
Retrieves a client's AdminId.
Returns client access flags. If the client is not an admin, the result is always 0.
Returns if a certain player has been authenticated.
Returns if a certain player is connected.
Returns if a certain player has entered the game.
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).
Returns if a certain player is an observer/spectator.
Returns if a certain player is the Replay bot.
Returns if a certain player is the SourceTV bot.
Returns if a client is timing out
Returns if a certain player is a fake client.
Returns if the client is alive or dead.
Disconnects a client from the server as soon as the next frame starts.
Immediately disconnects a client from the server.
Signals that a player has completed post-connection admin checks. Has no effect if the player has already had this event signalled.
Removes flags from a client. If the client is not an admin, this has no effect.
Runs through the Core-defined admin authorization checks on a player. Has no effect if the player is already an admin.
Sets a convar value on a fake client.
Sets a client's AdminId.
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.