Updated includes and spcomp to SourceMod 1.9
This commit is contained in:
Vendored
+12
-14
@@ -87,7 +87,7 @@ typeset Timer
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* @return Handle to the timer object. You do not need to call CloseHandle().
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* If the timer could not be created, INVALID_HANDLE will be returned.
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*/
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native Handle:CreateTimer(Float:interval, Timer:func, any:data=INVALID_HANDLE, flags=0);
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native Handle CreateTimer(float interval, Timer func, any data=INVALID_HANDLE, int 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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@@ -95,9 +95,9 @@ native Handle:CreateTimer(Float:interval, Timer:func, any:data=INVALID_HANDLE, f
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* @param timer Timer Handle to kill.
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* @param autoClose If autoClose is true, the data that was passed to CreateTimer() will
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* be closed as a handle if TIMER_DATA_HNDL_CLOSE was not specified.
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* @noreturn
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* @error Invalid handles will cause a run time error.
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*/
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native KillTimer(Handle:timer, bool:autoClose=false);
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native void 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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@@ -105,9 +105,8 @@ native KillTimer(Handle:timer, bool:autoClose=false);
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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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native void TriggerTimer(Handle timer, bool reset=false);
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/**
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* Returns the simulated game time.
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@@ -120,7 +119,7 @@ native TriggerTimer(Handle:timer, bool:reset=false);
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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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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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@@ -131,7 +130,7 @@ native Float:GetTickedTime();
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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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native bool GetMapTimeLeft(int &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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@@ -142,7 +141,7 @@ native bool:GetMapTimeLeft(&timeleft);
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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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native bool GetMapTimeLimit(int &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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@@ -152,7 +151,7 @@ native bool:GetMapTimeLimit(&time);
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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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native bool ExtendMapTimeLimit(int time);
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/**
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* Returns the number of seconds in between game server ticks.
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@@ -161,7 +160,7 @@ native bool:ExtendMapTimeLimit(time);
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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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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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@@ -188,7 +187,7 @@ forward void OnMapTimeLeftChanged();
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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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native bool IsServerProcessing();
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/**
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* Creates a timer associated with a new datapack, and returns the datapack.
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@@ -202,10 +201,9 @@ native bool:IsServerProcessing();
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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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stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:datapack, flags=0)
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stock Handle CreateDataTimer(float interval, Timer func, Handle &datapack, int flags=0)
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{
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datapack = CreateDataPack();
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datapack = new DataPack();
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flags |= TIMER_DATA_HNDL_CLOSE;
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return CreateTimer(interval, func, datapack, flags);
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}
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