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/** |
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* vim: set ts=4 : |
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* ============================================================================= |
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* SourceMod (C)2004-2009 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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* |
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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 _sdktools_hooks_included |
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#endinput |
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#endif |
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#define _sdktools_hooks_included |
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/** |
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* @brief Called when a clients movement buttons are being processed |
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* |
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* @param client Index of the client. |
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* @param buttons Copyback buffer containing the current commands (as bitflags - see entity_prop_stocks.inc). |
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* @param impulse Copyback buffer containing the current impulse command. |
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* @param vel Players desired velocity. |
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* @param angles Players desired view angles. |
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* @param weapon Entity index of the new weapon if player switches weapon, 0 otherwise. |
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* @return Plugin_Handled to block the commands from being processed, Plugin_Continue otherwise. |
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*/ |
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forward Action:OnPlayerRunCmd(client, &buttons, &impulse, Float:vel[3], Float:angles[3], &weapon); |