- added timeleft functionality to cstrike extension
- finalized timeleft api once again (i hope) - added weapon slot definitions to cstrike.inc - bumped timer API --HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401465
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@@ -39,8 +39,13 @@
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#define CS_TEAM_NONE 0 /**< No team yet. */
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#define CS_TEAM_SPECTATOR 1 /**< Spectators. */
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#define CS_TEAM_T 2 /**< Terrorists. */
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#define CS_TEAM_CT 3 /**< Counter-Terrorists. */
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#define CS_TEAM_T 2 /**< Terrorists. */
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#define CS_TEAM_CT 3 /**< Counter-Terrorists. */
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#define CS_SLOT_PRIMARY 0 /**< Primary weapon slot. */
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#define CS_SLOT_SECONDARY 1 /**< Secondary weapon slot. */
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#define CS_SLOT_GRENADE 3 /**< Grenade slot (will only return one grenade). */
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#define CS_SLOT_C4 4 /**< C4 slot. */
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/**
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* Respawns a player.
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@@ -67,7 +72,7 @@ native CS_SwitchTeam(client, team);
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public Extension:__ext_cstrike =
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{
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name = "CStrike",
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file = "game.cstrike.ext",
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file = "games/game.cstrike.ext",
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#if defined AUTOLOAD_EXTENSIONS
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autoload = 1,
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#else
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@@ -78,4 +83,4 @@ public Extension:__ext_cstrike =
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#else
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required = 0,
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#endif
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};
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};
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@@ -160,6 +160,17 @@ native bool:ExtendMapTimeLimit(time);
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*/
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forward OnMapTimeLeftChanged();
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/**
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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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