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faluco@612
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/** |
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faluco@612
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* vim: set ts=4 : |
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ds@1330
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* ============================================================================= |
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ds@1947
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* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved. |
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* ============================================================================= |
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* |
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* This file is part of the SourceMod/SourcePawn SDK. |
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faluco@612
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* |
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* This program is free software; you can redistribute it and/or modify it under |
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* the terms of the GNU General Public License, version 3.0, as published by the |
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* Free Software Foundation. |
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* |
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* This program is distributed in the hope that it will be useful, but WITHOUT |
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more |
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* details. |
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* |
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* You should have received a copy of the GNU General Public License along with |
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* this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* As a special exception, AlliedModders LLC gives you permission to link the |
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* code of this program (as well as its derivative works) to "Half-Life 2," the |
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software |
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* by the Valve Corporation. You must obey the GNU General Public License in |
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* all respects for all other code used. Additionally, AlliedModders LLC grants |
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* this exception to all derivative works. AlliedModders LLC defines further |
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), |
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* or <http://www.sourcemod.net/license.php>. |
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* |
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* Version: $Id$ |
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*/ |
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#if defined _timers_included |
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#endinput |
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#endif |
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#define _timers_included |
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#include <datapack> |
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dvander@1108
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#define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */ |
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dvander@1108
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#define TIMER_FLAG_NO_MAPCHANGE (1<<1) /**< Timer will not carry over mapchanges */ |
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dvander@1108
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#define TIMER_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its value when finished */ |
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faluco@612
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/** |
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* Any of the following prototypes will work for a timed function. |
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*/ |
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funcenum Timer |
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{ |
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/** |
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* Called when the timer interval has elapsed. |
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* |
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* @param timer Handle to the timer object. |
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* @param hndl Handle passed when the timer was created. |
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* @return Plugin_Stop to stop a repeating timer, any other value for |
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* default behavior. |
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*/ |
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Action:public(Handle:timer, Handle:hndl), |
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/** |
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* Called when the timer interval has elapsed. |
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* |
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* @param timer Handle to the timer object. |
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* @param value Value passed when the timer was created. |
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* @return Plugin_Stop to stop a repeating timer, any other value for |
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* default behavior. |
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*/ |
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dvander@716
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Action:public(Handle:timer, any:value), |
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/** |
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* Called when the timer interval has elapsed. |
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* |
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* @param timer Handle to the timer object. |
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* @return Plugin_Stop to stop a repeating timer, any other value for |
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* default behavior. |
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*/ |
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Action:public(Handle:timer), |
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}; |
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/** |
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* Creates a basic timer. Calling CloseHandle() on a timer will end the timer. |
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* |
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* @param interval Interval from the current game time to execute the given function. |
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* @param func Function to execute once the given interval has elapsed. |
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* @param value Handle or value to give to the timer function. |
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* @param flags Flags to set (such as repeatability or auto-Handle closing). |
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* @return Handle to the timer object. You do not need to call CloseHandle(). |
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dvander@1409
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* If the timer could not be created, INVALID_HANDLE will be returned. |
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*/ |
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dvander@716
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native Handle:CreateTimer(Float:interval, Timer:func, any:value=INVALID_HANDLE, flags=0); |
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/** |
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* Kills a timer. Use this instead of CloseHandle() if you need more options. |
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* |
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* @param autoClose If autoClose is true, the timer's value will be |
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* closed as a handle if TIMER_HNDL_CLOSE was not specified. |
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* @noreturn |
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*/ |
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native KillTimer(Handle:timer, bool:autoClose=false); |
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/** |
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* Manually triggers a timer so its function will be called. |
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* |
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* @param timer Timer Handle to trigger. |
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* @param reset If reset is true, the elapsed time counter is reset |
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* so the full interval must pass again. |
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* @noreturn |
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*/ |
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native TriggerTimer(Handle:timer, bool:reset=false); |
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/** |
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* Returns the simulated game time. |
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dvander@822
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* |
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* This time is internally maintained by SourceMod and is based on the game |
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* tick count and tick rate. Unlike GetGameTime(), it will increment past |
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* map changes and while no players are connected. Unlike GetEngineTime(), |
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* it will not increment based on the system clock (i.e. it is still bound |
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* to the ticking process). |
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* |
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* @return Time based on the game tick count. |
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*/ |
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native Float:GetTickedTime(); |
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/** |
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* Returns an estimate of the time left before the map ends. If the server |
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* has not processed any frames yet (i.e. no players have joined the map yet), |
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* then the time left returned will always be infinite. |
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* |
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* @param timeleft Variable to store the time, in seconds. If the |
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* value is less than 0, the time limit is infinite. |
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* @return True if the operation is supported, false otherwise. |
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*/ |
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native bool:GetMapTimeLeft(&timeleft); |
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/** |
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* Retrieves the current map time limit. If the server has not processed any |
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* frames yet (i.e. no players have joined the map yet), then the time limit |
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* returned will always be 0. |
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* |
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* @param time Set to the number of total seconds in the map time |
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* limit, or 0 if there is no time limit set. |
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* @return True on success, false if operation is not supported. |
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*/ |
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native bool:GetMapTimeLimit(&time); |
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/** |
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* Extends the map time limit in a way that will notify all plugins. |
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* |
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* @param time Number of seconds to extend map time limit by. |
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* The number can be negative to decrease the time limit. |
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* If 0, the map will be set to have no time limit. |
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* @return True on success, false if operation is not supported. |
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*/ |
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native bool:ExtendMapTimeLimit(time); |
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/** |
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dvander@2063
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* Returns the number of seconds in between game server ticks. |
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dvander@2063
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* |
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dvander@2063
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* Note: A tick, in this context, is a frame. |
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* |
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* @return Number of seconds in between ticks. |
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*/ |
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native Float:GetTickInterval(); |
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/** |
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* Notification that the map's time left has changed via a change in the time |
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* limit or a change in the game rules (such as mp_restartgame). This is useful |
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* for plugins trying to create timers based on the time left in the map. |
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* |
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* Calling ExtendMapTimeLimit() from here, without proper precaution, will |
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* cause infinite recursion. |
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* |
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* If the operation is not supported, this will never be called. |
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* If the server has not yet processed any frames (i.e. no players have joined |
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* the map yet), then this will be called once the server begins ticking, even |
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* if there is no time limit set. |
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*/ |
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forward OnMapTimeLeftChanged(); |
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/** |
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dvander@1459
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* Returns whether or not the server is processing frames or not. |
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* |
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* The server does not process frames until at least one client joins the game. |
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* Once the first player has in, even if that player, leaves, the server's |
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* timers and entities will work. |
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* |
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* @return True if the server is ticking, false otherwise. |
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*/ |
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native bool:IsServerProcessing(); |
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/** |
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* Creates a timer associated with a new data pack, and returns the datapack. |
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* @note The datapack is automatically freed when the timer ends. |
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* @note The position of the datapack is not reset or changed for the timer function. |
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* |
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* @param interval Interval from the current game time to execute the given function. |
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* @param func Function to execute once the given interval has elapsed. |
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* @param data The newly created datapack is passed though this by-reference parameter. |
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* @param flags Timer flags. |
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* @return Handle to the timer object. You do not need to call CloseHandle(). |
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*/ |
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dvander@716
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stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:data, flags=0) |
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{ |
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data = CreateDataPack(); |
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flags |= TIMER_HNDL_CLOSE; |
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return CreateTimer(interval, func, data, flags); |
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} |
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