Minor tweaks

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Jackz 2022-11-11 11:05:46 -06:00
parent 6c81169afc
commit b9e154e50b
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7 changed files with 894 additions and 2 deletions

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#if defined _netprops_included_
#endinput
#endif
#define _netprops_included_
enum SendPropType {
DPT_Int=0,
DPT_Float,
DPT_Vector,
DPT_VectorXY,
DPT_String,
DPT_Array, // An array of the base types (can't be of datatables).
DPT_DataTable,
DPT_NUMSendPropTypes
};
/**
* Returns a handle to the SendTable for a specific netclass.
*
* @param netclass netclass name.
* @return Handle to a SendTable or INVALID_HANDLE on error.
*/
native Handle:GetSendTableByNetclass(const String:netclass[]);
/**
* Returns the amount of netprops a SendTable holds.
* This does not count recursively!
*
* @param hSendTable Handle to a SendTable object.
* @return Returns the number of netprops in the table.
*/
native GetNumProps(Handle:hSendTable);
/**
* Returns a handle to a NetProp object at the given index of a SendTable.
*
* @param hSendTable Handle to a SendTable object.
* @param iIndex Position of the Netprop in the table.
* @return Handle to a NetProp object or INVALID_HANDLE on error.
*/
native Handle:GetProp(Handle:hSendTable, iIndex);
/**
* Retrieves the table name from a SendTable
*
* @param hSendTable Handle to a SendTable object.
* @param sName Buffer to store the name in.
* @param size Maximum length of the sName buffer.
* @return String length of the returned name.
*/
native GetTableName(Handle:hSendTable, String:sName[], size);
/**
* Retrieves the name of a NetProp Object
*
* @param hProp Handle to a NetProp object.
* @param sName Buffer to store the name in.
* @param size Maximum length of the sName buffer.
* @return String length of the returned name.
*/
native GetPropName(Handle:hProp, String:sName[], size);
/**
* Returns a handle to the SendTable of a NetProp with type DPT_DataTable.
*
* @param hProp Handle to a NetProp object.
* @return Handle to a SendTable or INVALID_HANDLE on error.
*/
native Handle:GetDataTable(Handle:hProp);
/**
* Retrieves the SendPropType of a NetProp object.
*
* @param hProp Handle to a NetProp object.
* @return SendPropType value of the NetProp object.
*/
native SendPropType:GetType(Handle:hProp);
/**
* Retrieves the SendPropType of a NetProp object as a human readable string.
*
* @param hProp Handle to a NetProp object.
* @param sType Buffer to store the type in.
* @param size Maximum length of the sType buffer.
* @return String length of the returned type.
*/
native GetTypeString(Handle:hProp, String:sType[], size);
/**
* Retrieves the number of bits a NetProp object has.
*
* @param hProp Handle to a NetProp object.
* @return The number of bits of the netprops
*/
native GetBits(Handle:hProp);
/**
* Retrieves the actual offset of a NetProp object.
* This function will correctly compute nested offsets.
* There is no need to calculate offsets yourself. It uses the same
* method as FindSendPropInfo().
*
* @param hProp Handle to a NetProp object.
* @return The offset of the netprop
*/
native GetOffset(Handle:hProp);
/**
* Do not edit below this line!
*/
public Extension:__ext_netprops =
{
name = "Netprops",
file = "netprops.ext",
#if defined AUTOLOAD_EXTENSIONS
autoload = 1,
#else
autoload = 0,
#endif
#if defined REQUIRE_EXTENSIONS
required = 1,
#else
required = 0,
#endif
};

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// socket extension include file
#if defined _socket_included
#endinput
#endif
#define _socket_included
#include <core>
enum SocketType {
SOCKET_TCP = 1,
SOCKET_UDP,
SOCKET_RAW
}
enum {
EMPTY_HOST = 1,
NO_HOST,
CONNECT_ERROR,
SEND_ERROR,
BIND_ERROR,
RECV_ERROR,
LISTEN_ERROR
}
/*************************************************************************************************/
/******************************************** options ********************************************/
/*************************************************************************************************/
/**
* Options available for SocketSetOption()
*
* @note modifying these options is not required for normal operation, you can skip the whole
* section in most cases.
*/
enum SocketOption {
/**
* If this option is set the socket extension will try to concatenate SocketReceive callbacks.
*
* This will possibly lower the amount of callbacks passed to SourceMod plugins and improve the
* performance. The socket extension will preserve the packet order.
*
* @note this doesn't prevent multiple callbacks, it only reduces them for high load.
* @note this will not truncate packets below 4096 bytes, setting it lower will be ignored
* @note set this option if you expect lots of data in a short timeframe
* @note don't forget to set your buffer sizes at least to the value passed to this function, but
* always at least to 4096
*
* @param int 0(=default) to disable or max. chunk size including \0 terminator in bytes
* @return bool true on success
*/
ConcatenateCallbacks = 1,
/**
* If this option is set the socket extension will enforce a mutex lock in the GameFrame() hook.
*
* This will ensure that callbacks will be processed every gameframe as fast as possible with the
* drawback of potentially creating lag. It's not recommended to set this option for most cases.
* If this option is not set the gameframe will be skipped if quietly obtaining a lock fails.
*
* @note combine this with CallbacksPerFrame for best performance
* @note this option will affect all sockets from all plugins, use it with caution!
*
* @param bool whether to force locking or not
* @return bool true on success
*/
ForceFrameLock,
/**
* This will specify the maximum amount of callbacks processed in every gameframe.
*
* The default value for this option is 1, setting it higher will possibly increase networking
* performance but may cause lag if it's set too high.
* The amount of callbacks actually being processed is limited by not being able to quietly obtain
* a lock (see ForceFrameLock) and the amount of callbacks in the queue.
*
* @note this option will affect all sockets from all plugins, use it with caution!
*
* @param int maximum amount of callbacks per gameframe
* @return bool true on success
*/
CallbacksPerFrame,
/**
* If this option is set the socket will be allowed to send broadcast messages in case the protocol
* supports it. This is a wrapper for setting SO_BROADCAST.
*
* @param bool whether to allow broadcasting or not
* @return bool true on success
*/
SocketBroadcast,
/**
* If this option is set SocketBind() will allow reusing local adresses in case the protocol
* supports it. This is a wrapper for setting SO_REUSEADDR.
*
* @param bool whether to allow broadcasting or not
* @return bool true on success
*/
SocketReuseAddr,
/**
* If this option is set the socket will try to keep the connection alive by periodically sending
* messages if the protocol supports it. This is a wrapper for setting SO_KEEPALIVE.
*
* @param bool whether to allow broadcasting or not
* @return bool true on success
*/
SocketKeepAlive,
/**
* This option specifies how long a socket will wait if it's being closed and its send buffer is
* still filled. This is a wrapper for setting SO_LINGER.
*
* @param int 0 (=default) to disable or time in s
* @return bool true on success
*/
SocketLinger,
/**
* If this option is set out-of-band data will be inlined into the normal receive stream. This is a
* wrapper for setting SO_OOBINLINE.
*
* @param bool whether to inline out-of-band data or not
* @return bool true on success
*/
SocketOOBInline,
/**
* This option specifies how large the send buffer will be. This is a wrapper for setting
* SO_SNDBUF.
*
* @param int size in bytes
* @return bool true on success
*/
SocketSendBuffer,
/**
* This option specifies how large the receive buffer will be. This is a wrapper for setting
* SO_RCVBUF.
*
* @param int size in bytes
* @return bool true on success
*/
SocketReceiveBuffer,
/**
* If this option is set outgoing messages will ignore the default routing facilities if the
* protocol implementation supports it. The remote site should be directly connected to the sender.
* This is a wrapper for setting SO_DONTROUTE.
*
* @param bool whether to skip default routing or not
* @return bool true on success
*/
SocketDontRoute,
/**
* This option specifies the minimum amount of data to receive before processing it. This is a
* wrapper for setting SO_RCVLOWAT.
*
* @note this can probably block the extension, use it with caution!
*
* @param int size in bytes
* @return bool true on success
*/
SocketReceiveLowWatermark,
/**
* This option specifies how long a socket will try to receive data before it times out and
* processes the data. This is a wrapper for setting SO_RCVTIMEO.
*
* @param int 0 (=default) to disable or time in ms
* @return bool true on success
*/
SocketReceiveTimeout,
/**
* This option specifies the minimum amount of data required in the send buffer before starting to
* send it. This is a wrapper for setting SO_SNDLOWAT.
*
* @note this can probably block the extension, use it with caution!
*
* @param int size in bytes
* @return bool true on success
*/
SocketSendLowWatermark,
/**
* This option specifies how long a socket will try to send data before it times out and
* retries it later. This is a wrapper for setting SO_SNDTIMEO.
*
* @param int 0 (=default) to disable or time in ms
* @return bool true on success
*/
SocketSendTimeout,
/**
* If this option is set the socket extension will display debugging messages in the server console/logs.
*
* @param bool whether to enable debugging or not
* @return bool true on success
*/
DebugMode
}
// Methodmap
methodmap Socket < Handle {
/**
* Creates a new socket.
*
* @note this function may be relatively expensive, reuse sockets if possible
*
* @param SocketType protocol The protocol to use, SOCKET_TCP is default
* @param SocketErrorCB efunc The error callback
* @return Handle The socket handle. Returns INVALID_HANDLE on failure
*/
public native Socket(SocketType protocol=SOCKET_TCP, SocketErrorCB efunc);
/**
* Binds the socket to a local address
*
* @param String hostname The hostname (or IP) to bind the socket to.
* @param int port The port to bind the socket to.
* @return bool true on success
*/
public native bool Bind(const char[] hostname, int port);
/**
* Connects a socket
*
* @note this native is threaded, it may be still running after it executed, use the connect callback
* @note invokes the SocketError callback with errorType = CONNECT_ERROR or EMPTY_HOST if it fails
* @note invokes the SocketConnect callback if it succeeds
*
* @param SocketConnectCB cfunc The connect callback
* @param SocketReceiveCB rfunc The receive callback
* @param SocketDisconnectCB dfunc The disconnect callback
* @param String hostname The hostname (or IP) to connect to.
* @param int port The port to connect to.
*/
public native void Connect(SocketConnectCB cfunc, SocketReceiveCB rfunc, SocketDisconnectCB dfunc, const char[] hostname, int port);
/**
* Disconnects a socket
*
* @note this will not close the handle, the socket will be reset to a state similar to after SocketCreate()
* @note this won't trigger any disconnect/error callbacks
*
* @return bool true on success
*/
public native bool Disconnect();
/**
* Makes a socket listen for incoming connections
*
* @param SocketIncomingCB ifunc The callback for incoming connections
* @return bool true on success
*/
public native bool Listen(SocketIncomingCB ifunc);
/**
* Sends data through the socket.
*
* @note specify size for binary safe operation
* @note if size is not specified the \0 terminator will not be included
* @note This native is threaded, it may be still running after it executed (not atomic).
* @note Use the SendqueueEmpty callback to determine when all data has been successfully sent.
* @note The socket extension will ensure that the data will be send in the correct order and split
* the data if required.
*
* @param String data The data to send.
*/
public native void Send(const char[] data, int size = -1);
/**
* Sends UDP data through the socket to a specific destination.
*
* @note specify size for binary safe operation
* @note if size is not specified the \0 terminator will not be included
* @note This native is threaded, it may be still running after it executed (not atomic).
* @note Use the SendqueueEmpty callback to determine when all data has been successfully sent.
* @note The socket extension will ensure that the data will be send in the correct order and split
* the data if required.
*
* @param String data The data to send.
* @param String hostname The hostname (or IP) to send to.
* @param int port The port to send to.
*/
public native void SendTo(const char[] data, int size = -1, const char[] hostname, int port);
/**
* Set a socket option.
*
* @param SocketOption option The option to modify (see enum SocketOption for details).
* @param int value The value to set the option to.
* @return int 1 on success.
*/
public native int SetOption(SocketOption option, int value);
/**
* Defines the callback function for when the socket receives data
*
* @note this is only useful and required for child-sockets spawned by listen-sockets
* (otherwise you already set it in SocketConnect())
*
* @param SocketReceiveCB rfunc The receive callback
*/
public native void SetReceiveCallback(SocketReceiveCB rfunc);
/**
* Defines the callback function for when the socket sent all items in its send queue
*
* @note this must be called AFTER sending (queueing) the data
* @note if no send-data is queued this will fire the callback itself
* @note the callback is guaranteed to fire
*
* @param SocketDisconnectCB dfunc The disconnect callback
*/
public native void SetSendqueueEmptyCallback(SocketSendqueueEmptyCB sfunc);
/**
* Defines the callback function for when the socket was properly disconnected by the remote side
*
* @note this is only useful and required for child-sockets spawned by listen-sockets
* (otherwise you already set it in SocketConnect())
*
* @param SocketDisconnectCB dfunc The disconnect callback
*/
public native void SetDisconnectCallback(SocketDisconnectCB dfunc);
/**
* Defines the callback function for when the socket triggered an error
*
* @note this is only useful and required for child-sockets spawned by listen-sockets
* (otherwise you already set it in SocketCreate())
*
* @param SocketErrorCB efunc The error callback
*/
public native void SetErrorCallback(SocketErrorCB efunc);
/**
* Sets the argument being passed to callbacks
*
* @param any arg The argument to set
*/
public native void SetArg(any arg);
/**
* Retrieve the local system's hostname as the command "hostname" does.
*
* @param dest Destination string buffer to copy to.
* @param destLen Destination buffer length (includes null terminator).
*
* @return 1 on success
*/
public static native int GetHostName(char[] dest, int destLen);
/**
* Returns whether a socket is connected or not.
*
* @return bool The connection status
*/
property bool Connected {
public native get();
}
}
/*************************************************************************************************/
/******************************************* callbacks *******************************************/
/*************************************************************************************************/
/**
* triggered if a normal sockets finished connecting and is ready to be used
*
* @param socket The socket handle pointing to the calling socket
* @param arg The argument set by SocketSetArg()
* @noreturn
*/
typedef SocketConnectCB = function void (Socket socket, any arg);
/**
* triggered if a listening socket received an incoming connection and is ready to be used
*
* @note The child-socket won't work until receive-, disconnect-, and errorcallback for it are set.
*
* @param Socket socket The socket handle pointing to the calling listen-socket
* @param Socket newSocket The socket handle to the newly spawned child socket
* @param String remoteIP The remote IP
* @param any arg The argument set by SocketSetArg() for the listen-socket
* @noreturn
*/
typedef SocketIncomingCB = function void (Socket socket, Socket newSocket, const char[] remoteIP, int remotePort, any arg);
/**
* triggered if a socket receives data
*
* @note This is binary safe if you always use dataSize for operations on receiveData[]
* @note packets may be split up into multiple chunks -> multiple calls to the receive callback
* @note if not set otherwise by SocketSetOption(..., ConcatenateCallbacks, ...) receiveData will
* never be longer than 4096 characters including \0 terminator
*
* @param Socket socket The socket handle pointing to the calling socket
* @param String receiveData The data which arrived, 0-terminated at receiveData[dataSize]
* @param int dataSize The length of the arrived data excluding the 0-termination
* @param any arg The argument set by SocketSetArg() for the socket
* @noreturn
*/
typedef SocketReceiveCB = function void (Socket socket, const char[] receiveData, const int dataSize, any arg);
/**
* called after a socket sent all items in its send queue successfully
*
* @param Socket socket The socket handle pointing to the calling socket
* @param any arg The argument set by SocketSetArg() for the socket
* @noreturn
*/
typedef SocketSendqueueEmptyCB = function void (Socket socket, any arg);
/**
* called if a socket has been properly disconnected by the remote side
*
* @note You should call CloseHandle(socket) or reuse the socket before this function ends
*
* @param Socket socket The socket handle pointing to the calling socket
* @param any arg The argument set by SocketSetArg() for the socket
* @noreturn
*/
typedef SocketDisconnectCB = function void (Socket socket, any arg);
/**
* called if an unrecoverable error occured, close the socket without an additional call to a disconnect callback
*
* @note You should call CloseHandle(socket) or reuse the socket before this function ends
*
* @param Socket socket The socket handle pointing to the calling socket
* @param int errorType The error type, see defines above
* @param int errorNum The errno, see errno.h for details
* @param any arg The argument set by SocketSetArg() for the socket
* @noreturn
*/
typedef SocketErrorCB = function void (Socket socket, const int errorType, const int errorNum, any arg);
/*************************************************************************************************/
/******************************************** natives ********************************************/
/*************************************************************************************************/
/**
* Returns whether a socket is connected or not.
*
* @param socket Socket handle to check
* @return bool The connection status
*/
native bool SocketIsConnected(Handle socket);
/**
* Creates a new socket.
*
* @note this function may be relatively expensive, reuse sockets if possible
*
* @param SocketType protocol The protocol to use, SOCKET_TCP is default
* @param SocketErrorCB efunc The error callback
* @return Socket The socket handle. Returns INVALID_HANDLE on failure
*/
native Socket SocketCreate(SocketType protocol=SOCKET_TCP, SocketErrorCB efunc);
/**
* Binds the socket to a local address
*
* @param Handle socket The handle of the socket to be used.
* @param String hostname The hostname (or IP) to bind the socket to.
* @param int port The port to bind the socket to.
* @return bool true on success
*/
native bool SocketBind(Handle socket, const char[] hostname, int port);
/**
* Connects a socket
*
* @note this native is threaded, it may be still running after it executed, use the connect callback
* @note invokes the SocketError callback with errorType = CONNECT_ERROR or EMPTY_HOST if it fails
* @note invokes the SocketConnect callback if it succeeds
*
* @param Handle socket The handle of the socket to be used.
* @param SocketConnectCB cfunc The connect callback
* @param SocketReceiveCB rfunc The receive callback
* @param SocketDisconnectCB dfunc The disconnect callback
* @param String hostname The hostname (or IP) to connect to.
* @param int port The port to connect to.
* @noreturn
*/
native void SocketConnect(Handle socket, SocketConnectCB cfunc, SocketReceiveCB rfunc, SocketDisconnectCB dfunc, const char[] hostname, int port);
/**
* Disconnects a socket
*
* @note this will not close the handle, the socket will be reset to a state similar to after SocketCreate()
* @note this won't trigger any disconnect/error callbacks
*
* @noreturn
*/
native bool SocketDisconnect(Handle socket);
/**
* Makes a socket listen for incoming connections
*
* @param Handle socket The handle of the socket to be used.
* @param SocketIncomingCB ifunc The callback for incoming connections
* @return bool true on success
*/
native bool SocketListen(Handle socket, SocketIncomingCB ifunc);
/**
* Sends data through the socket.
*
* @note specify size for binary safe operation
* @note if size is not specified the \0 terminator will not be included
* @note This native is threaded, it may be still running after it executed (not atomic).
* @note Use the SendqueueEmpty callback to determine when all data has been successfully sent.
* @note The socket extension will ensure that the data will be send in the correct order and split
* the data if required.
*
* @param Handle socket The handle of the socket to be used.
* @param String data The data to send.
* @noreturn
*/
native void SocketSend(Handle socket, const char[] data, int size=-1);
/**
* Sends UDP data through the socket to a specific destination.
*
* @note specify size for binary safe operation
* @note if size is not specified the \0 terminator will not be included
* @note This native is threaded, it may be still running after it executed (not atomic).
* @note Use the SendqueueEmpty callback to determine when all data has been successfully sent.
* @note The socket extension will ensure that the data will be send in the correct order and split
* the data if required.
*
* @param Handle socket The handle of the socket to be used.
* @param String data The data to send.
* @param String hostname The hostname (or IP) to send to.
* @param int port The port to send to.
* @noreturn
*/
native void SocketSendTo(Handle socket, const char[] data, int size=-1, const char[] hostname, int port);
/**
* Set a socket option.
*
* @param Handle socket The handle of the socket to be used. May be INVALID_HANDLE if not essential.
* @param SocketOption option The option to modify (see enum SocketOption for details).
* @param cellt_ value The value to set the option to.
* @return int 1 on success.
*/
native int SocketSetOption(Handle socket, SocketOption option, int value);
/**
* Defines the callback function for when the socket receives data
*
* @note this is only useful and required for child-sockets spawned by listen-sockets
* (otherwise you already set it in SocketConnect())
*
* @param Handle socket The handle of the socket to be used.
* @param SocketReceiveCB rfunc The receive callback
* @noreturn
*/
native void SocketSetReceiveCallback(Handle socket, SocketReceiveCB rfunc);
/**
* Defines the callback function for when the socket sent all items in its send queue
*
* @note this must be called AFTER sending (queueing) the data
* @note if no send-data is queued this will fire the callback itself
* @note the callback is guaranteed to fire
*
* @param Handle socket The handle of the socket to be used.
* @param SocketDisconnectCB dfunc The disconnect callback
* @noreturn
*/
native void SocketSetSendqueueEmptyCallback(Handle socket, SocketSendqueueEmptyCB sfunc);
/**
* Defines the callback function for when the socket was properly disconnected by the remote side
*
* @note this is only useful and required for child-sockets spawned by listen-sockets
* (otherwise you already set it in SocketConnect())
*
* @param Handle socket The handle of the socket to be used.
* @param SocketDisconnectCB dfunc The disconnect callback
* @noreturn
*/
native void SocketSetDisconnectCallback(Handle socket, SocketDisconnectCB dfunc);
/**
* Defines the callback function for when the socket triggered an error
*
* @note this is only useful and required for child-sockets spawned by listen-sockets
* (otherwise you already set it in SocketCreate())
*
* @param Handle socket The handle of the socket to be used.
* @param SocketErrorCB efunc The error callback
* @noreturn
*/
native void SocketSetErrorCallback(Handle socket, SocketErrorCB efunc);
/**
* Sets the argument being passed to callbacks
*
* @param Handle socket The handle of the socket to be used.
* @param any arg The argument to set
* @noreturn
*/
native void SocketSetArg(Handle socket, any arg);
/**
* Retrieve the local system's hostname as the command "hostname" does.
*
* @param dest Destination string buffer to copy to.
* @param destLen Destination buffer length (includes null terminator).
*
* @return 1 on success
*/
native int SocketGetHostName(char[] dest, int destLen);
/**
* _________________Do not edit below this line!_______________________
*/
public Extension __ext_socket =
{
name = "Socket",
file = "socket.ext",
#if defined AUTOLOAD_EXTENSIONS
autoload = 1,
#else
autoload = 0,
#endif
#if defined REQUIRE_EXTENSIONS
required = 1,
#else
required = 0,
#endif
};
#if !defined REQUIRE_EXTENSIONS
public void __ext_socket_SetNTVOptional()
{
MarkNativeAsOptional("Socket.Socket");
MarkNativeAsOptional("Socket.Bind");
MarkNativeAsOptional("Socket.Connect");
MarkNativeAsOptional("Socket.Disconnect");
MarkNativeAsOptional("Socket.Listen");
MarkNativeAsOptional("Socket.Send");
MarkNativeAsOptional("Socket.SendTo");
MarkNativeAsOptional("Socket.SetOption");
MarkNativeAsOptional("Socket.SetReceiveCallback");
MarkNativeAsOptional("Socket.SetSendqueueEmptyCallback");
MarkNativeAsOptional("Socket.SetDisconnectCallback");
MarkNativeAsOptional("Socket.SetErrorCallback");
MarkNativeAsOptional("Socket.SetArg");
MarkNativeAsOptional("Socket.GetHostName");
MarkNativeAsOptional("Socket.Connected.get");
MarkNativeAsOptional("SocketIsConnected");
MarkNativeAsOptional("SocketCreate");
MarkNativeAsOptional("SocketBind");
MarkNativeAsOptional("SocketConnect");
MarkNativeAsOptional("SocketDisconnect");
MarkNativeAsOptional("SocketListen");
MarkNativeAsOptional("SocketSend");
MarkNativeAsOptional("SocketSendTo");
MarkNativeAsOptional("SocketSetOption");
MarkNativeAsOptional("SocketSetReceiveCallback");
MarkNativeAsOptional("SocketSetSendqueueEmptyCallback");
MarkNativeAsOptional("SocketSetDisconnectCallback");
MarkNativeAsOptional("SocketSetErrorCallback");
MarkNativeAsOptional("SocketSetArg");
MarkNativeAsOptional("SocketGetHostName");
}
#endif

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#if defined _ted_included_
#endinput
#endif
#define _ted_included_
#define VERSION "0.1.1"
/**
* Sets the value of a netprop.
*
* @param client Client with a selected entity.
* @param sNetprop Netprop name.
* @param sValue Value to set the netprop to.
* @return True on success.
*/
native TED_SetNetprop(client, const String:sNetprop[], const String:sValue[]);
/**
* Sets the selected entity for a client.
*
* @param client Client to select the entity
* @param sNetprop Entity index
* @return True on success.
*/
native TED_SelectEntity(client, entity);
/**
* Adds a netprop to the ignore list of a specific client.
* The client is being notified through TED_OnNetpropHint().
*
* @param client This clients ignore list will be changed.
* @param sNetprop Name of the netprop to be ignored, e.g. m_iHealth
* @return True on success.
*/
native TED_IgnoreNetprop(client, const String:sNetprop[]);
/**
* Removes a netprop from the ignore list of a specific client
* The client is being notified through TED_OnNetpropHint().
*
* @param client This clients ignore list will be changed.
* @param sNetprop Name of the netprop to be removed from the list
* @return True on success.
*/
native TED_UnignoreNetprop(client, const String:sNetprop[]);
/**
* Shows all netprops and their values for the selected entity
* This will feed all information through TED_OnShow().
*
* @param client The client issuing the action. He will see the output.
* @return True on success.
*/
native TED_ShowNetprops(client);
/**
* Repeatedly shows all changed netprops for the selected entity
* This will feed all information through TED_OnCompare().
*
* @param client The client issuing the action. He will see the output.
* @return True on success.
*/
native TED_WatchNetprops(client);
/**
* Stops watching a entity
*
* @param client The client issuing the action. He will see the output.
* @return True on success.
*/
native TED_StopWatchNetprops(client);
/**
* Saves the current state of netprops for later manual comparison.
*
* @param client The client issuing the action.
* @return True on success.
*/
native TED_SaveNetprops(client);
/**
* Compares the current state of netprops with the saved state and outputs any differences.
* This will feed all information through TED_OnCompare().
*
* @param client The client issuing the action. He will see the output.
* @return True on success.
*/
native TED_CompareNetprops(client);
forward TED_OnCompare(client, const String:sNetprop[], const String:sOld[], const String:sNow[], iOffset);
forward TED_OnNetpropHint(client, const String:sText[], const String:sNetprop[]);
forward TED_OnShow(client, const String:sNetprop[], const String:sValue[], iOffset);
forward TED_OnInfo(client, const String:sText[]);

View file

@ -30,6 +30,8 @@ public Plugin myinfo =
url = "https://github.com/Jackzmc/sourcemod-plugins"
};
// Socket infoSocket;
//TODO: Transition state
public OnPluginStart()

View file

@ -119,7 +119,7 @@ public void OnPluginStart() {
}
public void OnClientPutInServer(int client) {
CreateTimer(20.0, Timer_ClearDoubleKitDetection, _, GetClientUserId(client));
CreateTimer(20.0, Timer_ClearDoubleKitDetection, GetClientUserId(client));
}
// Called on map changes too, we want this:
@ -193,7 +193,7 @@ public void Event_HealSuccess(Event event, const char[] name, bool dontBroadcast
int target = GetClientOfUserId(event.GetInt("subject"));
int amount = event.GetInt("health_restored");
int orgHealth = GetClientHealth(target) - amount;
PrintToConsoleAll("[Debug] %N healed %N (+%d health, was %d)", client, target, amount, orgHealth);
PrintToConsoleAll("[Debug] %N healed %N (+%d health, was perm. %d)", client, target, amount, orgHealth);
}
}