function names now follow convention
--HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%40697
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@ -845,15 +845,15 @@ REGISTER_NATIVES(playernatives)
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{"GetClientWeapon", GetWeaponName},
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{"GetClientModel", GetModelName},
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{"GetClientHealth", GetHealth},
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{"GetTimeConnected", GetTimeConnected},
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{"GetDataRate", GetDataRate},
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{"IsTimingOut", IsTimingOut},
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{"GetLatency", GetLatency},
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{"GetAvgLatency", GetAvgLatency},
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{"GetAvgLoss", GetAvgLoss},
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{"GetAvgChoke", GetAvgChoke},
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{"GetAvgData", GetAvgData},
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{"GetAvgPackets", GetAvgPackets},
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{"GetClientTime", GetTimeConnected},
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{"GetClientDataRate", GetDataRate},
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{"IsClentTimingOut", IsTimingOut},
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{"GetClientLatency", GetLatency},
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{"GetClientAvgLatency", GetAvgLatency},
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{"GetClientAvgLoss", GetAvgLoss},
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{"GetClientAvgChoke", GetAvgChoke},
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{"GetClientAvgData", GetAvgData},
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{"GetClientAvgPackets", GetAvgPackets},
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{"GetClientOfUserId", GetClientOfUserId},
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{NULL, NULL}
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};
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@ -395,7 +395,7 @@ native GetClientFrags(client);
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* @return Data rate.
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* @error Invalid client index, client not in game, or fake client.
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*/
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native GetDataRate(client);
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native GetClientDataRate(client);
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/**
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* Returns if a client is timing out
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@ -404,7 +404,7 @@ native GetDataRate(client);
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* @return True if client is timing out, false otherwise.
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* @error Invalid client index, client not in game, or fake client.
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*/
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native bool:IsTimingOut(client);
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native bool:IsClientTimingOut(client);
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/**
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* Returns the client's connection time in seconds.
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@ -413,7 +413,7 @@ native bool:IsTimingOut(client);
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* @return Connection time.
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* @error Invalid client index, client not in game, or fake client.
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*/
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native Float:GetTimeConnected(client);
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native Float:GetClientTime(client);
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/**
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* Returns the client's current latency (RTT), more accurate than GetAvgLatency but jittering.
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@ -423,7 +423,7 @@ native Float:GetTimeConnected(client);
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* @return Latency.
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* @error Invalid client index, client not in game, or fake client.
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*/
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native Float:GetLatency(client, NetFlow:flow);
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native Float:GetClientLatency(client, NetFlow:flow);
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/**
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* Returns the client's average packet latency in seconds.
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@ -433,7 +433,7 @@ native Float:GetLatency(client, NetFlow:flow);
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* @return Average latency.
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* @error Invalid client index, client not in game, or fake client.
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*/
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native Float:GetAvgLatency(client, NetFlow:flow);
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native Float:GetClientAvgLatency(client, NetFlow:flow);
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/**
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* Returns the client's average packet loss, values go from 0 to 1 (for percentages).
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@ -443,7 +443,7 @@ native Float:GetAvgLatency(client, NetFlow:flow);
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* @return Average packet loss.
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* @error Invalid client index, client not in game, or fake client.
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*/
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native Float:GetAvgLoss(client, NetFlow:flow);
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native Float:GetClientAvgLoss(client, NetFlow:flow);
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/**
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* Returns the client's average packet choke, values go from 0 to 1 (for percentages).
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@ -453,7 +453,7 @@ native Float:GetAvgLoss(client, NetFlow:flow);
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* @return Average packet choke.
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* @error Invalid client index, client not in game, or fake client.
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*/
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native Float:GetAvgChoke(client, NetFlow:flow);
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native Float:GetClientAvgChoke(client, NetFlow:flow);
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/**
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* Returns the client's data flow in bytes/sec.
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@ -463,7 +463,7 @@ native Float:GetAvgChoke(client, NetFlow:flow);
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* @return Data flow.
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* @error Invalid client index, client not in game, or fake client.
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*/
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native Float:GetAvgData(client, NetFlow:flow);
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native Float:GetClientAvgData(client, NetFlow:flow);
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/**
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* Returns the client's average packet frequency in packets/sec.
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@ -473,7 +473,7 @@ native Float:GetAvgData(client, NetFlow:flow);
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* @return Packet frequency.
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* @error Invalid client index, client not in game, or fake client.
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*/
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native Float:GetAvgPackets(client, NetFlow:flow);
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native Float:GetClientAvgPackets(client, NetFlow:flow);
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/**
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* Translates an userid index to the real player index.
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