Various minor things done to project files Updated sample extension project file and updated makefile to the new unified version (more changes likely on the way) Updated regex project file and makefile --HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401971
		
			
				
	
	
		
			230 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
			
		
		
	
	
			230 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
/**
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 * vim: set ts=4 :
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 * =============================================================================
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 * SourceMod (C)2004-2008 AlliedModders LLC.  All rights reserved.
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 * =============================================================================
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 *
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 * This file is part of the SourceMod/SourcePawn SDK.
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 *
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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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 * 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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 * details.
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 *
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 * You should have received a copy of the GNU General Public License along with
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 * this program.  If not, see <http://www.gnu.org/licenses/>.
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 *
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 * As a special exception, AlliedModders LLC gives you permission to link the
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 * code of this program (as well as its derivative works) to "Half-Life 2," the
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 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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 * by the Valve Corporation.  You must obey the GNU General Public License in
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 * all respects for all other code used.  Additionally, AlliedModders LLC grants
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 * this exception to all derivative works.  AlliedModders LLC defines further
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 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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 * or <http://www.sourcemod.net/license.php>.
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 *
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 * Version: $Id$
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 */
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#if defined _sdktools_tempents_included
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 #endinput
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#endif
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#define _sdktools_tempents_included
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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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 */
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functag TEHook Action:public(const String:te_name[], const Players[], 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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 * @noreturn
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 * @error		Temp Entity name not available or invalid function hook.
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 */
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native AddTempEntHook(const String: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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 * @noreturn
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 * @error		Temp Entity name not available or invalid function hook.
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 */
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native RemoveTempEntHook(const String: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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 * @noreturn
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 * @error		Temp Entity name not available.
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 */
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native TE_Start(const String: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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 */
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native bool:TE_IsValidProp(const String: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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 * @noreturn
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 * @error		Property not found.
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 */
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native TE_WriteNum(const String:prop[], 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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 */
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native TE_ReadNum(const String: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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 * @noreturn
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 * @error		Property not found.
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 */
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native TE_WriteFloat(const String: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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 * @noreturn		Property value.
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 * @error		Property not found.
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 */
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native Float:TE_ReadFloat(const String: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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 * @noreturn
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 * @error		Property not found.
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 */
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native TE_WriteVector(const String: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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 * @noreturn
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 * @error		Property not found.
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 */
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native TE_ReadVector(const String: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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 * @return		True on success, otherwise false.
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 * @error		Property not found.
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 */
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native TE_WriteAngles(const String: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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 * @return		True on success, otherwise false.
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 * @error		Property not found.
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 */
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native TE_WriteFloatArray(const String:prop[], const Float:array[], 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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 * @noreturn
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 * @error		Invalid client index or client not in game.
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 */
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native TE_Send(clients[], numClients, Float:delay=0.0);
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/**
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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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 * @noreturn
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 * @error		Property not found.
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 */
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stock TE_WriteEncodedEnt(const String:prop[], value)
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{
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	new encvalue = (value & 0x0FFF) | ((1 & 0xF)<<12);
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	return TE_WriteNum(prop, encvalue);
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}
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/**
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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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 * @noreturn
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 */
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stock TE_SendToAll(Float:delay=0.0)
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{
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	new maxClients = GetMaxClients();
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	new total = 0;
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	new clients[maxClients];
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	for (new i=1; i<=maxClients; i++)
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	{
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		if (IsClientInGame(i))
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		{
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			clients[total++] = i;
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		}
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	}
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	return TE_Send(clients, total, delay);
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}
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/**
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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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 * @noreturn
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 * @error		Invalid client index or client not in game.
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 */
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stock TE_SendToClient(client, Float:delay=0.0)
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{
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	new players[1];
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	players[0] = client;
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	return TE_Send(players, 1, delay);
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}
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