SwiftlyS2

IServerSideClientBase

Interface IServerSideClientBase

Namespace: SwiftlyS2.Shared.Engine

Assembly: SwiftlyS2.CS2.dll

public interface IServerSideClientBase

Properties

Address

The raw address of the ServerSideClientBase instance in memory.

nint Address { get; }
Property Value

AsyncDisconnectFlags

Gets the asynchronous disconnect flags for the client.

byte AsyncDisconnectFlags { get; }
Property Value

AuthTicketSteamID

Gets the authentication ticket Steam ID of the client.

ref CSteamID AuthTicketSteamID { get; }
Property Value

AuthenticatedTime

Gets the authenticated time for the client.

float AuthenticatedTime { get; }
Property Value

BaselineUsed

Gets the baseline used for the client.

int BaselineUsed { get; }
Property Value

BaselinesSent

Gets the bit vector of baselines sent to the client.

ref CBitVec16384 BaselinesSent { get; }
Property Value

ChallengeID

Gets the challenge ID for the client.

uint ChallengeID { get; }
Property Value

ClientSlot

Gets the client slot index.

int ClientSlot { get; }
Property Value

ConnectionTypeFlags

Gets the connection type flags for the client.

byte ConnectionTypeFlags { get; }
Property Value

Convars

Gets the console variables associated with the client.

KeyValues* Convars { get; }
Property Value

ConvarsChanged

Gets a value indicating whether the client's console variables have changed.

bool ConvarsChanged { get; }
Property Value

DeltaTick

Gets the delta tick for the client.

int DeltaTick { get; set; }
Property Value

DisconnectedSteamID

Gets the Steam ID of the client when they are disconnected.

ref CSteamID DisconnectedSteamID { get; }
Property Value

EntityIndex

Gets the entity index associated with the client.

uint EntityIndex { get; }
Property Value

FakePlayer

Gets a value indicating whether the client is a fake player (bot).

bool FakePlayer { get; }
Property Value

ForceWaitForTick

Gets the force wait for tick value for the client.

int ForceWaitForTick { get; }
Property Value

FriendsID

Gets the friends Steam ID of the client.

ref CSteamID FriendsID { get; }
Property Value

FullyAuthenticated

Gets a value indicating whether the client is fully authenticated.

bool FullyAuthenticated { get; }
Property Value

IPAddress

Gets the IP address of the client.

ref NSAddress IPAddress { get; }
Property Value

IsActive

bool IsActive { get; }
Property Value

IsConnected

bool IsConnected { get; }
Property Value

IsHLTV

Gets a value indicating whether the client is connected through HLTV.

bool IsHLTV { get; }
Property Value

IsInGame

bool IsInGame { get; }
Property Value

IsSpawned

bool IsSpawned { get; }
Property Value

LastExecutedCommand

Gets the time at which the last command was executed for the client.

double LastExecutedCommand { get; }
Property Value

LoadedSpawnGroups

Gets the list of loaded spawn groups for the client.

ref CUtlVector<nint> LoadedSpawnGroups { get; }
Property Value

LoadingProgress

Gets the loading progress for the client.

int LoadingProgress { get; }
Property Value

LowViolence

Gets a value indicating whether the client is in low violence mode.

bool LowViolence { get; }
Property Value

MarkedToKick

Gets or sets a value indicating whether the client is marked to be kicked.

bool MarkedToKick { get; set; }
Property Value

Name

Gets the name of the client.

string Name { get; set; }
Property Value

NetChannel

Gets the network channel associated with the client.

INetChannel NetChannel { get; }
Property Value

NetworkStatTrace

Gets the network stat trace for the client.

ref CNetworkStatTrace NetworkStatTrace { get; }
Property Value

NextMessageTime

Gets the next message time for the client.

float NextMessageTime { get; }
Property Value

ReceivedPacket

Gets a value indicating whether the client has received a packet from the server.

bool ReceivedPacket { get; }
Property Value

SendingSnapshots

Gets a value indicating whether the client is currently sending snapshots.

bool SendingSnapshots { get; }
Property Value

SendtableCRC

Gets the sendtable CRC value for the client.

uint SendtableCRC { get; }
Property Value

ShouldSendMessages

Gets a value indicating whether the client should send messages to the server.

bool ShouldSendMessages { get; }
Property Value

SignonState

Gets the signon state of the client.

SignonState_t SignonState { get; }
Property Value

SignonTick

Gets the sign-on tick for the client.

int SignonTick { get; }
Property Value

SnapshotInterval

Gets the snapshot interval for the client.

float SnapshotInterval { get; }
Property Value

SpamCommandsCount

Gets the count of spam commands for the client.

int SpamCommandsCount { get; }
Property Value

SteamID

Gets the Steam ID of the client.

ref CSteamID SteamID { get; }
Property Value

StringTableAckTick

Gets the string table acknowledgment tick for the client.

int StringTableAckTick { get; }
Property Value

UserID

Gets the user ID of the client.

int UserID { get; }
Property Value

UserIDString

Gets the user ID string of the client.

string UserIDString { get; }
Property Value

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()
Returns

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)
Parameters

SetUpdateRate(float)

Sets the update rate for the client.

void SetUpdateRate(float updateRate)
Parameters

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()

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