Update spcomp and includes to latest 1.10-fork
disable warning 241: Array-based enum structs will be removed in 1.11
This commit is contained in:
Vendored
+56
-56
@@ -9,7 +9,7 @@
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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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*
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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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@@ -38,128 +38,128 @@
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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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* @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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typedef TEHook = function Action (const char[] te_name, const int[] Players, int 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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* @error Temp Entity name not available or invalid function hook.
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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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* @error Temp Entity name not available or invalid function hook.
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*/
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native void AddTempEntHook(const char[] 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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* @error Temp Entity name not available or invalid function hook.
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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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* @error Temp Entity name not available or invalid function hook.
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*/
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native void RemoveTempEntHook(const char[] 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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* @error Temp Entity name not available.
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* @param te_name TE name.
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* @error Temp Entity name not available.
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*/
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native void TE_Start(const char[] 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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* @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 char[] 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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* @error Property not found.
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* @param prop Property to use.
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* @param value Integer value to set.
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* @error Property not found.
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*/
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native void TE_WriteNum(const char[] prop, int 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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* @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 int TE_ReadNum(const char[] 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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* @error Property not found.
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* @param prop Property to use.
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* @param value Floating point number to set.
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* @error Property not found.
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*/
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native void TE_WriteFloat(const char[] 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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* @return Property value.
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* @error Property not found.
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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 float TE_ReadFloat(const char[] 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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* @error Property not found.
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* @param prop Property to use.
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* @param vector Vector to set.
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* @error Property not found.
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*/
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native void TE_WriteVector(const char[] 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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* @error Property not found.
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* @param prop Property to use.
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* @param vector Vector to read.
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* @error Property not found.
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*/
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native void TE_ReadVector(const char[] 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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* @error Property not found.
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* @param prop Property to use.
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* @param angles Angles to set.
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* @error Property not found.
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*/
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native void TE_WriteAngles(const char[] 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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* @error Property not found.
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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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* @error Property not found.
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*/
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native void TE_WriteFloatArray(const char[] prop, const float[] array, int 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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* @error Invalid client index or client not in game.
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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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* @error Invalid client index or client not in game.
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*/
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native void TE_Send(const int[] clients, int numClients, float delay=0.0);
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@@ -167,9 +167,9 @@ native void TE_Send(const int[] clients, int numClients, float delay=0.0);
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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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* @error Property not found.
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* @param prop Property to use.
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* @param value Value to set.
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* @error Property not found.
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*/
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stock void TE_WriteEncodedEnt(const char[] prop, int value)
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{
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@@ -181,7 +181,7 @@ stock void TE_WriteEncodedEnt(const char[] prop, int value)
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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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* @param delay Delay in seconds to send the TE.
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*/
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stock void TE_SendToAll(float delay=0.0)
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{
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@@ -201,9 +201,9 @@ stock void TE_SendToAll(float delay=0.0)
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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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* @error Invalid client index or client not in game.
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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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* @error Invalid client index or client not in game.
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*/
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stock void TE_SendToClient(int client, float delay=0.0)
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{
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@@ -215,14 +215,14 @@ stock void TE_SendToClient(int client, float delay=0.0)
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}
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/**
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* Sends the current TE to all clients that are in
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* Sends the current TE to all clients that are in
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* visible or audible range of the origin.
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* @note See TE_Start().
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* @note See GetClientsInRange()
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*
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* @param origin Coordinates from which to test range.
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* @param rangeType Range type to use for filtering clients.
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* @param delay Delay in seconds to send the TE.
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* @param origin Coordinates from which to test range.
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* @param rangeType Range type to use for filtering clients.
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* @param delay Delay in seconds to send the TE.
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*/
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stock void TE_SendToAllInRange(float origin[3], ClientRangeType rangeType, float delay=0.0)
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{
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