SourceMod 1.4.0 API Changes
This page is a work-in-progress as SourceMod 1.4.0 is not yet released.
Contents
Sourcepawn API Changes
Additions
BaseComm
The BaseComm base plugin now has a brand new API to fully interact with it, without conflict.
/** * Returns whether or not a client is gagged * * @param client Client index. * @return True if client is gagged, false otherwise. */ native bool:BaseComm_IsClientGagged(client); /** * Returns whether or not a client is muted * * @param client Client index. * @return True if client is muted, false otherwise. */ native bool:BaseComm_IsClientMuted(client);
/** * Sets a client's gag state * * @param client Client index. * @param gagState True to gag client, false to ungag. * @return True if this caused a change in gag state, false otherwise. */ native bool:BaseComm_SetClientGag(client, bool:gagState); /** * Sets a client's mute state * * @param client Client index. * @param muteState True to mute client, false to unmute. * @return True if this caused a change in mute state, false otherwise. */ native bool:BaseComm_SetClientMute(client, bool:muteState);
ClientPrefs
ClientPrefs now allows altering cookie values for clients that are not presently in-game.
/** * Sets the value of a Client preference cookie based on an authID string. * * @param authID String Auth/STEAM ID of player to set. * @param cookie Client preference cookie handle. * @param value String value to set. * @noreturn * @error Invalid cookie handle. */ native SetAuthIdCookie(const String:authID[], Handle:cookie, const String:value[]);
Core
Clients
Clients can now be easily identified as being the SourceTV or replay bot, regardless of when they are checked, what they were renamed to, or when they were enabled.
/** * Returns if a certain player is the SourceTV bot. * * @param client Player index. * @return True if player is the SourceTV bot, false otherwise. */ native bool:IsClientSourceTV(client); /** * Returns if a certain player is the Replay bot. * * @param client Player index. * @return True if player is the Replay bot, false otherwise. */ native bool:IsClientReplay(client);
CommandFilters
Command filters are no longer limited to extensions. Multi-target filters can now be dynamically created, evaluated, and removed natively in Sourcepawn.
/** * Adds clients to a multi-target filter. * * @param pattern Pattern name. * @param clients Array to fill with unique, valid client indexes. * @return True if pattern was recognized, false otherwise. */ functag public bool:MultiTargetFilter(const String:pattern[], Handle:clients); /** * Adds a multi-target filter function for ProcessTargetString(). * * @param pattern Pattern to match (case sensitive). * @param filter Filter function. * @param phrase Descriptive phrase to display on successful match. * @param phraseIsML True if phrase is multi-lingual, false otherwise. * @noreturn */ native AddMultiTargetFilter(const String:pattern[], MultiTargetFilter:filter, const String:phrase[], bool:phraseIsML); /** * Removes a multi-target filter function from ProcessTargetString(). * * @param pattern Pattern to match (case sensitive). * @param filter Filter function. * @noreturn */ native RemoveMultiTargetFilter(const String:pattern[], MultiTargetFilter:filter);
See plugins/testsuite/ptstest.sp for example usage.
Console
Server command output is now retrievable with the new ServerCommandEx native..
/** * Executes a server command as if it were on the server console (or RCON) * and stores the printed text into buffer. * * Warning: This calls ServerExecute internally and may have issues if * certain commands are in the buffer, only use when you really need * the response. * Also, on L4D2 this will not print the command output to the server console. * * @param buffer String to store command result into. * @param maxlen Length of buffer. * @param format Formatting rules. * @param ... Variable number of format parameters. * @noreturn */ native ServerCommandEx(String:buffer[], maxlen, const String:format[], any:...);
Command and ability access can now be checked directly with an AdminId, rather than requiring an in-game client. This can be useful in checking permissions while still obeying overrides in custom authentication systems such as might be used in IRC relay plugins or custom "RCon" solutions.
/** * Returns whether an admin has access to a given command string. The string * can be any override string, as overrides can be independent of * commands. This feature essentially allows you to create custom flags * using the override system. * * @param id AdminId of the admin. * @param command Command name. If the command is not found, the default * flags are used. * @param flags Flag string to use as a default, if the command or override * is not found. * @param override_only If true, SourceMod will not attempt to find a matching * command, and it will only use the default flags specified. * Otherwise, SourceMod will ignore the default flags if * there is a matching admin command. * @return True if the admin has access, false otherwise. */ native bool:CheckAccess(AdminId:id, const String:command[], flags, bool:override_only=false);
CStrike
TODO
SDKTools
Clients
GameRules
Changes
Core
DBI
SQL_GetAffectedRows now works properly with threaded query handles.
The handle passed to both SQL_GetInsertId and SQL_GetError can now be a query handle.