@@ -67,51 +67,44 @@ class CServerSideClientBase : public CUtlSlot, public INetworkChannelNotify, pub
6767 virtual ~CServerSideClientBase () = 0 ;
6868
6969public:
70- CPlayerSlot GetPlayerSlot () const { return m_nClientSlot; }
71- CPlayerUserId GetUserID () const { return m_UserID; }
72- CEntityIndex GetEntityIndex () const { return m_nEntityIndex; }
73- CSteamID GetClientSteamID () const { return m_SteamID; }
74- const char * GetClientName () const { return m_Name; }
75- INetChannel* GetNetChannel () const { return m_NetChannel; }
76- const netadr_t * GetRemoteAddress () const { return &m_nAddr.GetAddress (); }
77- CNetworkGameServerBase* GetServer () const { return m_Server; }
78-
79- virtual void Connect (int socket, const char * pszName, int nUserID, INetChannel* pNetChannel, bool bFakePlayer, bool bSplitClient, int iClientPlatform) = 0;
80- virtual void Inactivate () = 0;
81- virtual void Reactivate (CPlayerSlot nSlot) = 0;
82- virtual void SetServer (CNetworkGameServer* pNetServer) = 0;
83- virtual void Reconnect () = 0;
84- virtual void Disconnect (ENetworkDisconnectionReason reason) = 0;
85- virtual bool CheckConnect () = 0;
86-
87- private:
88- virtual void unk_10 () = 0;
89-
90- public:
91- virtual void SetRate (int nRate) = 0;
92- virtual void SetUpdateRate (float fUpdateRate ) = 0;
93- virtual int GetRate () = 0;
94-
95- virtual void Clear () = 0;
96-
97- virtual bool ExecuteStringCommand (const CNetMessagePB<CNETMsg_StringCmd>& msg) = 0;
98- virtual void SendNetMessage (const CNetMessage* pData, NetChannelBufType_t bufType) = 0;
99-
100- #ifdef LINUX
101- private:
102- virtual void unk_17 () = 0;
103- #endif
104-
105- public:
106- virtual void ClientPrintf (PRINTF_FORMAT_STRING const char *, ...) = 0;
107-
108- bool IsConnected () const { return m_nSignonState >= SIGNONSTATE_CONNECTED; }
109- bool IsInGame () const { return m_nSignonState == SIGNONSTATE_FULL; }
110- bool IsSpawned () const { return m_nSignonState >= SIGNONSTATE_NEW; }
111- bool IsActive () const { return m_nSignonState == SIGNONSTATE_FULL; }
112- int GetSignonState () const { return m_nSignonState; }
113- virtual bool IsFakeClient () const { return m_bFakePlayer; }
114- virtual bool IsHLTV () = 0;
70+ virtual void Connect ( int socket, const char * pszName, int nUserID, INetChannel* pNetChannel, uint8 nConnectionTypeFlags, uint32 uChallengeNumber ) = 0;
71+ virtual void Inactivate ( const char *pszAddons ) = 0;
72+ virtual void Reactivate ( CPlayerSlot nSlot ) = 0;
73+ virtual void SetServer ( CNetworkGameServer *pNetServer ) = 0;
74+ virtual void Reconnect () = 0;
75+ virtual void Disconnect ( ENetworkDisconnectionReason reason, const char *pszInternalReason ) = 0;
76+ virtual bool CheckConnect () = 0;
77+ virtual void Create ( CPlayerSlot &nSlot, CSteamID nSteamID, const char *pszName ) = 0;
78+ virtual void SetRate ( int nRate ) = 0;
79+ virtual void SetUpdateRate ( float fUpdateRate ) = 0;
80+ virtual int GetRate () = 0;
81+
82+ virtual void Clear () = 0;
83+
84+ virtual bool ExecuteStringCommand ( const void * msg ) = 0; // "false" trigger an anti spam counter to kick a client.
85+ virtual bool SendNetMessage ( const CNetMessage *pData, NetChannelBufType_t bufType = BUF_DEFAULT ) = 0;
86+ virtual bool FilterMessage ( const CNetMessage *pData, INetChannel *pChannel ) = 0; // "Client %d(%s) tried to send a RebroadcastSourceId msg.\n"
87+
88+ virtual void ClientPrintf (PRINTF_FORMAT_STRING const char *, ...) = 0;
89+
90+ virtual bool IsFakeClient () = 0;
91+ virtual bool IsHumanPlayer () = 0;
92+
93+ CPlayerSlot GetPlayerSlot () const { return m_nClientSlot; }
94+ CPlayerUserId GetUserID () const { return m_UserID; }
95+ CEntityIndex GetEntityIndex () const { return m_nEntityIndex; }
96+ CSteamID GetClientSteamID () const { return m_SteamID; }
97+ const char *GetClientName () const { return m_Name; }
98+ INetChannel *GetNetChannel () const { return m_NetChannel; }
99+ const netadr_t *GetRemoteAddress () const { return &m_nAddr.GetAddress (); }
100+ CNetworkGameServerBase *GetServer () const { return m_Server; }
101+
102+ bool IsConnected () const { return m_nSignonState >= SIGNONSTATE_CONNECTED; }
103+ bool IsInGame () const { return m_nSignonState == SIGNONSTATE_FULL; }
104+ bool IsSpawned () const { return m_nSignonState >= SIGNONSTATE_NEW; }
105+ bool IsActive () const { return m_nSignonState == SIGNONSTATE_FULL; }
106+ int GetSignonState () const { return m_nSignonState; }
107+ bool IsHLTV () const { return m_bIsHLTV; }
115108
116109public:
117110 CUtlString m_UserIDString;
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