CBaseClient
CBaseClient
Metatable function | Description |
---|---|
__index |
Used to find the functions on the metatable and access saved variables |
__newindex |
Used to allow one to save variables on the object |
Methods
CBaseClient:ActivatePlayer()
CBaseClient:Clear()
Clear the client/frees the CBaseClient for the next player to use.
Know what your doing when using it!
Know what your doing when using it!
CBaseClient:ClientPrint( string message )
Prints the given message into the client's console.
It won't add
\n
to the end, you have to add it yourself.
CBaseClient:DemoRestart()
Disconnects the client.
CBaseClient:ExecuteStringCommand( string command )
Executes the given command as if the client himself ran it.
CBaseClient:FireEvent()
Fires/sends the gameevent to this specific client.
CBaseClient:FreeBaselines()
number CBaseClient:GetChokedPackets( )
This function errors if the client doesn't have a valid
CNetChannel
boolean CBaseClient:GetClearedDuringProcessing( )
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetClearTime( )
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetClientChallenge( )
Returns the client challenge number.
number CBaseClient:GetConnectTime( )
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetFriendsID( )
Returns the friend id.
string CBaseClient:GetFriendsName( )
Returns the friend name.
number CBaseClient:GetInReliableState( )
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetInSequenceNr( )
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetLastReceived( )
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetMaxAckTickCount( )
number CBaseClient:GetMaxReliablePayloadSize( )
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetOutReliableState( )
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetOutSequenceNr( )
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetOutSequenceNrAck( )
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetPlayerSlot( )
boolean CBaseClient:GetProcessingMessages( )
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetSignonState( )
string CBaseClient:GetSteamID( )
Returns the steamid of the client.
bf_write CBaseClient:GetStreamReliable( )
Returns the reliable stream used by net messages.
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetStreamSocket( )
This function errors if the client doesn't have a valid
CNetChannel
bf_write CBaseClient:GetStreamUnreliable( )
Returns the unreliable stream used by net messages.
This function errors if the client doesn't have a valid
CNetChannel
bf_write CBaseClient:GetStreamVoice( )
Returns the voice stream used by the voice chat.
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetTimeout( )
This function errors if the client doesn't have a valid
CNetChannel
number CBaseClient:GetUpdateRate( )
number CBaseClient:HasQueuedPackets( )
This function errors if the client doesn't have a valid
CNetChannel
CBaseClient:Inactivate()
Inactivates the client.
Know what your doing when using it!
Know what your doing when using it!
boolean CBaseClient:IsConnected( )
boolean CBaseClient:IsFakeClient( )
Works like voicechat.IsHearingClient but only takes the direct player slot.
Works like voicechat.IsProximityHearingClient but only takes the direct player slot.
CBaseClient:OnRequestFullUpdate()
Forces the client to go through a full update(also fires the gameevent).
boolean CBaseClient:ProcessStream( )
Processes all pending incoming net messages.
Returns
Returns
true
on success.
This function errors if the client doesn't have a valid CNetChannel
CBaseClient:Reconnect()
Reconnects the client.
Unlike the
reconnect
command, the client won't lose/change their slot.
Same as gameserver.BroadcastMessage but it only sends it to the specific player.
CBaseClient:SendServerInfo()
CBaseClient:SendSignonData()
Resizes the specified buffer to the given size in bytes.
This function errors if the client doesn't have a valid
All data inside that stream is discarded, make sure everything was sent out.
CNetChannel
All data inside that stream is discarded, make sure everything was sent out.
CBaseClient:SetMaxRoutablePayloadSize( number playloadSize )
CBaseClient:SetReportThisFakeClient( boolean reportClient = false )
Sets the SignOnState for the given client.
This function does normally not directly set the SignOnState.
Instead it calls the responsible function for the given SignOnState like for
Set the
Instead it calls the responsible function for the given SignOnState like for
SIGNONSTATE_PRESPAWN
it will call SpawnPlayer
on the client.Set the
rawSet
to true
if you want to directly set the SignOnState.
Sets the SteamID of the client.
CBaseClient:SetTimeout( number seconds )
Sets the time in seconds before the client is marked as timing out.
This function errors if the client doesn't have a valid
CNetChannel
CBaseClient:SetUpdateRate( number rate )
boolean CBaseClient:ShouldReportThisFakeClient( )
CBaseClient:SpawnPlayer()
boolean CBaseClient:Transmit( boolean onlyReliable = false, number fragments = -1, boolean freeSubChannels = false )
Transmit any pending data to the client.
Returns
Returns
true
on success.
This function errors if the client doesn't have a valid CNetChannel
Transmitting data to the client causes the client's prediction to reset and cause prediction errors!
CBaseClient:UpdateAcknowledgedFramecount( number frameCount )
CBaseClient:UpdateSendState()
CBaseClient:UpdateUserSettings( bf_write buffer )