IServerSideClientBase
Interface IServerSideClientBase
Namespace: SwiftlyS2.Shared.Engine
Assembly: SwiftlyS2.CS2.dll
public interface IServerSideClientBaseProperties
Address
The raw address of the ServerSideClientBase instance in memory.
nint Address { get; }AsyncDisconnectFlags
Gets the asynchronous disconnect flags for the client.
byte AsyncDisconnectFlags { get; }AuthTicketSteamID
Gets the authentication ticket Steam ID of the client.
ref CSteamID AuthTicketSteamID { get; }AuthenticatedTime
Gets the authenticated time for the client.
float AuthenticatedTime { get; }BaselineUsed
Gets the baseline used for the client.
int BaselineUsed { get; }BaselinesSent
Gets the bit vector of baselines sent to the client.
ref CBitVec16384 BaselinesSent { get; }ChallengeID
Gets the challenge ID for the client.
uint ChallengeID { get; }ClientSlot
Gets the client slot index.
int ClientSlot { get; }ConnectionTypeFlags
Gets the connection type flags for the client.
byte ConnectionTypeFlags { get; }Convars
Gets the console variables associated with the client.
KeyValues* Convars { get; }ConvarsChanged
Gets a value indicating whether the client's console variables have changed.
bool ConvarsChanged { get; }DeltaTick
Gets the delta tick for the client.
int DeltaTick { get; set; }DisconnectedSteamID
Gets the Steam ID of the client when they are disconnected.
ref CSteamID DisconnectedSteamID { get; }EntityIndex
Gets the entity index associated with the client.
uint EntityIndex { get; }FakePlayer
Gets a value indicating whether the client is a fake player (bot).
bool FakePlayer { get; }ForceWaitForTick
Gets the force wait for tick value for the client.
int ForceWaitForTick { get; }FriendsID
Gets the friends Steam ID of the client.
ref CSteamID FriendsID { get; }FullyAuthenticated
Gets a value indicating whether the client is fully authenticated.
bool FullyAuthenticated { get; }IPAddress
Gets the IP address of the client.
ref NSAddress IPAddress { get; }IsActive
bool IsActive { get; }IsConnected
bool IsConnected { get; }IsHLTV
Gets a value indicating whether the client is connected through HLTV.
bool IsHLTV { get; }IsInGame
bool IsInGame { get; }IsSpawned
bool IsSpawned { get; }LastExecutedCommand
Gets the time at which the last command was executed for the client.
double LastExecutedCommand { get; }LoadedSpawnGroups
Gets the list of loaded spawn groups for the client.
ref CUtlVector<nint> LoadedSpawnGroups { get; }LoadingProgress
Gets the loading progress for the client.
int LoadingProgress { get; }LowViolence
Gets a value indicating whether the client is in low violence mode.
bool LowViolence { get; }MarkedToKick
Gets or sets a value indicating whether the client is marked to be kicked.
bool MarkedToKick { get; set; }Name
Gets the name of the client.
string Name { get; set; }NetChannel
Gets the network channel associated with the client.
INetChannel NetChannel { get; }NetworkStatTrace
Gets the network stat trace for the client.
ref CNetworkStatTrace NetworkStatTrace { get; }NextMessageTime
Gets the next message time for the client.
float NextMessageTime { get; }ReceivedPacket
Gets a value indicating whether the client has received a packet from the server.
bool ReceivedPacket { get; }SendingSnapshots
Gets a value indicating whether the client is currently sending snapshots.
bool SendingSnapshots { get; }SendtableCRC
Gets the sendtable CRC value for the client.
uint SendtableCRC { get; }ShouldSendMessages
Gets a value indicating whether the client should send messages to the server.
bool ShouldSendMessages { get; }SignonState
Gets the signon state of the client.
SignonState_t SignonState { get; }SignonTick
Gets the sign-on tick for the client.
int SignonTick { get; }SnapshotInterval
Gets the snapshot interval for the client.
float SnapshotInterval { get; }SpamCommandsCount
Gets the count of spam commands for the client.
int SpamCommandsCount { get; }SteamID
Gets the Steam ID of the client.
ref CSteamID SteamID { get; }StringTableAckTick
Gets the string table acknowledgment tick for the client.
int StringTableAckTick { get; }UserID
Gets the user ID of the client.
int UserID { get; }UserIDString
Gets the user ID string of the client.
string UserIDString { get; }Methods
ForceFullUpdate()
Forces a full update for the client.
void ForceFullUpdate()FreeBaselines()
Frees the baselines for the client.
void FreeBaselines()GetRate()
Gets the current rate for the client.
int GetRate()MarkToKick()
Marks the client to be kicked from the server.
void MarkToKick()Reconnect()
Reconnects the client to the server.
void Reconnect()ResetUserSettings()
Resets the user settings for the client.
void ResetUserSettings()SetRate(int)
Sets the rate for the client.
void SetRate(int rate)- rate int
SetUpdateRate(float)
Sets the update rate for the client.
void SetUpdateRate(float updateRate)- updateRate float
UnmarkToKick()
Unmarks the client to be kicked from the server.
void UnmarkToKick()UpdateSendState()
Updates the send state for the client.
void UpdateSendState()UpdateUserSettings()
Updates the user settings for the client.
void UpdateUserSettings()