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/** |
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* vim: set ts=4 : |
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* ============================================================================= |
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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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* |
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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_tempents_included |
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#endinput |
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#endif |
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#define _sdktools_tempents_included |
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/** |
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* Called when a temp entity is going to be sent. |
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* |
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* @param te_name TE name. |
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* @param Players Array containing target player indexes. |
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* @param numClients Number of players in the array. |
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* @param delay Delay in seconds to send the TE. |
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* @return Plugin_Continue to allow the transmission of the TE, Plugin_Stop to block it. |
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*/ |
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functag TEHook Action:public(const String:te_name[], const Players[], numClients, Float:delay); |
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/** |
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* Hooks a temp entity. |
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* |
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* @param te_name TE name to hook. |
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* @param hook Function to use as a hook. |
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* @noreturn |
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* @error Temp Entity name not available or invalid function hook. |
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*/ |
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native AddTempEntHook(const String:te_name[], TEHook:hook); |
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/** |
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* Removes a temp entity hook. |
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* |
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* @param te_name TE name to unhook. |
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* @param hook Function used for the hook. |
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* @noreturn |
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* @error Temp Entity name not available or invalid function hook. |
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*/ |
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native RemoveTempEntHook(const String:te_name[], TEHook:hook); |
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/** |
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* Starts a temp entity transmission. |
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* |
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* @param te_name TE name. |
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* @noreturn |
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* @error Temp Entity name not available. |
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*/ |
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native TE_Start(const String:te_name[]); |
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/** |
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* Checks if a certain TE property exists. |
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* |
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* @param prop Property to use. |
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* @return True if the property exists, otherwise false. |
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*/ |
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native bool:TE_IsValidProp(const String:prop[]); |
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/** |
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* Sets an integer value in the current temp entity. |
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* |
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* @param prop Property to use. |
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* @param value Integer value to set. |
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* @noreturn |
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* @error Property not found. |
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*/ |
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native TE_WriteNum(const String:prop[], value); |
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/** |
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* Reads an integer value in the current temp entity. |
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* |
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* @param prop Property to use. |
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* @return Property value. |
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* @error Property not found. |
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*/ |
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native TE_ReadNum(const String:prop[]); |
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/** |
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* Sets a floating point number in the current temp entity. |
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* |
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* @param prop Property to use. |
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* @param value Floating point number to set. |
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* @noreturn |
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* @error Property not found. |
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*/ |
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native TE_WriteFloat(const String:prop[], Float:value); |
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/** |
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* Reads a floating point number in the current temp entity. |
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* |
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* @param prop Property to use. |
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* @noreturn Property value. |
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* @error Property not found. |
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*/ |
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native Float:TE_ReadFloat(const String:prop[]); |
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/** |
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* Sets a vector in the current temp entity. |
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* |
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* @param prop Property to use. |
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* @param vector Vector to set. |
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* @noreturn |
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* @error Property not found. |
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*/ |
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native TE_WriteVector(const String:prop[], const Float:vector[3]); |
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/** |
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* Reads a vector in the current temp entity. |
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* |
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* @param prop Property to use. |
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* @param vector Vector to read. |
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* @noreturn |
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* @error Property not found. |
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*/ |
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native TE_ReadVector(const String:prop[], Float:vector[3]); |
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/** |
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* Sets a QAngle in the current temp entity. |
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* |
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* @param prop Property to use. |
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* @param angles Angles to set. |
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* @return True on success, otherwise false. |
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* @error Property not found. |
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*/ |
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native TE_WriteAngles(const String:prop[], const Float:angles[3]); |
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/** |
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* Sets an array of floats in the current temp entity. |
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* |
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* @param prop Property to use. |
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* @param array Array of values to copy. |
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* @param arraySize Number of values to copy. |
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* @return True on success, otherwise false. |
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* @error Property not found. |
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*/ |
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native TE_WriteFloatArray(const String:prop[], const Float:array[], arraySize); |
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/** |
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* Sends the current temp entity to one or more clients. |
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* |
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* @param clients Array containing player indexes to broadcast to. |
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* @param numClients Number of players in the array. |
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* @param delay Delay in seconds to send the TE. |
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* @noreturn |
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* @error Invalid client index or client not in game. |
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*/ |
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native TE_Send(clients[], numClients, Float:delay=0.0); |
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/** |
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* Sets an encoded entity index in the current temp entity. |
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* (This is usually used for m_nStartEntity and m_nEndEntity). |
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* |
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* @param prop Property to use. |
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* @param value Value to set. |
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* @noreturn |
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* @error Property not found. |
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*/ |
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stock TE_WriteEncodedEnt(const String:prop[], value) |
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{ |
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new encvalue = (value & 0x0FFF) | ((1 & 0xF)<<12); |
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return TE_WriteNum(prop, encvalue); |
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} |
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/** |
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* Broadcasts the current temp entity to all clients. |
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* @note See TE_Start(). |
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* |
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* @param delay Delay in seconds to send the TE. |
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* @noreturn |
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*/ |
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stock TE_SendToAll(Float:delay=0.0) |
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{ |
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new maxClients = GetMaxClients(); |
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new total = 0; |
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new clients[maxClients]; |
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for (new i=1; i<=maxClients; i++) |
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{ |
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if (IsClientInGame(i)) |
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{ |
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clients[total++] = i; |
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} |
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} |
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return TE_Send(clients, total, delay); |
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} |
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/** |
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* Sends the current TE to only a client. |
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* @note See TE_Start(). |
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* |
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* @param client Client to send to. |
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* @param delay Delay in seconds to send the TE. |
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* @noreturn |
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* @error Invalid client index or client not in game. |
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*/ |
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stock TE_SendToClient(client, Float:delay=0.0) |
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{ |
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new players[1]; |
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players[0] = client; |
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return TE_Send(players, 1, delay); |
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} |