- moved gameframe hook to timersys
- rewrote simulation algorithm - various internal improvements to timer - removed the unused parameter to GetTickedTime() --HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401418
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@@ -108,15 +108,17 @@ native KillTimer(Handle:timer, bool:autoClose=false);
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native TriggerTimer(Handle:timer, bool:reset=false);
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/**
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* Returns the simulated game time.
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* Returns the simulated game time.
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*
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* This time is internally maintained by SourceMod and is based on the game
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* tick count and tick rate. Unlike GetGameTime(), it will increment past
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* map changes and while no players are connected. Unlike GetEngineTime(),
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* it will not increment based on the system clock (i.e. it is still bound
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* to the ticking process).
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*
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* @param simulated Retrieves whether or not the tick count
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* is being manually simulated by SourceMod.
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* This is the case if no players have joined
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* the map yet.
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* @return Time based on the game tick count.
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*/
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native Float:GetTickedTime(&bool:simulated);
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native Float:GetTickedTime();
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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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