548 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			SourcePawn
		
	
	
	
	
	
			
		
		
	
	
			548 lines
		
	
	
		
			14 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 _tf2_stocks_included
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 #endinput
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#endif
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#define _tf2_stocks_included
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#include <tf2>
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#include <sdktools>
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#define TF_CONDFLAG_NONE            0
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#define TF_CONDFLAG_SLOWED          (1 << 0)
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#define TF_CONDFLAG_ZOOMED          (1 << 1)
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#define TF_CONDFLAG_DISGUISING      (1 << 2)
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#define TF_CONDFLAG_DISGUISED       (1 << 3)
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#define TF_CONDFLAG_CLOAKED         (1 << 4)
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#define TF_CONDFLAG_UBERCHARGED     (1 << 5)
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#define TF_CONDFLAG_TELEPORTGLOW    (1 << 6)
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#define TF_CONDFLAG_TAUNTING        (1 << 7)
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#define TF_CONDFLAG_UBERCHARGEFADE  (1 << 8)
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#define TF_CONDFLAG_CLOAKFLICKER    (1 << 9)
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#define TF_CONDFLAG_TELEPORTING     (1 << 10)
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#define TF_CONDFLAG_KRITZKRIEGED    (1 << 11)
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#define TF_CONDFLAG_DEADRINGERED    (1 << 13)
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#define TF_CONDFLAG_BONKED          (1 << 14)
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#define TF_CONDFLAG_DAZED           (1 << 15)
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#define TF_CONDFLAG_BUFFED          (1 << 16)
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#define TF_CONDFLAG_CHARGING        (1 << 17)
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#define TF_CONDFLAG_DEMOBUFF        (1 << 18)
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#define TF_CONDFLAG_CRITCOLA        (1 << 19)
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#define TF_CONDFLAG_INHEALRADIUS    (1 << 20)
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#define TF_CONDFLAG_HEALING         (1 << 21)
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#define TF_CONDFLAG_ONFIRE          (1 << 22)
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#define TF_CONDFLAG_OVERHEALED      (1 << 23)
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#define TF_CONDFLAG_JARATED         (1 << 24)
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#define TF_CONDFLAG_BLEEDING        (1 << 25)
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#define TF_CONDFLAG_DEFENSEBUFFED   (1 << 26)
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#define TF_CONDFLAG_MILKED          (1 << 27)
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#define TF_CONDFLAG_MEGAHEAL        (1 << 28)
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#define TF_CONDFLAG_REGENBUFFED     (1 << 29)
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#define TF_CONDFLAG_MARKEDFORDEATH  (1 << 30)
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#define TF_DEATHFLAG_KILLERDOMINATION   (1 << 0)
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#define TF_DEATHFLAG_ASSISTERDOMINATION (1 << 1)
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#define TF_DEATHFLAG_KILLERREVENGE      (1 << 2)
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#define TF_DEATHFLAG_ASSISTERREVENGE    (1 << 3)
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#define TF_DEATHFLAG_FIRSTBLOOD         (1 << 4)
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#define TF_DEATHFLAG_DEADRINGER         (1 << 5)
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#define TF_DEATHFLAG_INTERRUPTED        (1 << 6)
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#define TF_DEATHFLAG_GIBBED             (1 << 7)
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#define TF_DEATHFLAG_PURGATORY          (1 << 8)
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// Custom kill identifiers for the customkill property on the player_death event
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enum {
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	TF_CUSTOM_HEADSHOT = 1,
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	TF_CUSTOM_BACKSTAB,
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	TF_CUSTOM_BURNING,
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	TF_CUSTOM_WRENCH_FIX,
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	TF_CUSTOM_MINIGUN,
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	TF_CUSTOM_SUICIDE,
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	TF_CUSTOM_TAUNT_HADOUKEN,
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	TF_CUSTOM_BURNING_FLARE,
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	TF_CUSTOM_TAUNT_HIGH_NOON,
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	TF_CUSTOM_TAUNT_GRAND_SLAM,
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	TF_CUSTOM_PENETRATE_MY_TEAM,
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	TF_CUSTOM_PENETRATE_ALL_PLAYERS,
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	TF_CUSTOM_TAUNT_FENCING,
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	TF_CUSTOM_PENETRATE_HEADSHOT,
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	TF_CUSTOM_TAUNT_ARROW_STAB,
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	TF_CUSTOM_TELEFRAG,
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	TF_CUSTOM_BURNING_ARROW,
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	TF_CUSTOM_FLYINGBURN,
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	TF_CUSTOM_PUMPKIN_BOMB,
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	TF_CUSTOM_DECAPITATION,
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	TF_CUSTOM_TAUNT_GRENADE,
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	TF_CUSTOM_BASEBALL,
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	TF_CUSTOM_CHARGE_IMPACT,
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	TF_CUSTOM_TAUNT_BARBARIAN_SWING,
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	TF_CUSTOM_AIR_STICKY_BURST,
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	TF_CUSTOM_DEFENSIVE_STICKY,
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	TF_CUSTOM_PICKAXE,
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	TF_CUSTOM_ROCKET_DIRECTHIT,
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	TF_CUSTOM_TAUNT_UBERSLICE,
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	TF_CUSTOM_PLAYER_SENTRY,
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	TF_CUSTOM_STANDARD_STICKY,
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	TF_CUSTOM_SHOTGUN_REVENGE_CRIT,
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	TF_CUSTOM_TAUNT_ENGINEER_SMASH,
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	TF_CUSTOM_BLEEDING,
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	TF_CUSTOM_GOLD_WRENCH,
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	TF_CUSTOM_CARRIED_BUILDING,
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	TF_CUSTOM_COMBO_PUNCH,
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	TF_CUSTOM_TAUNT_ENGINEER_ARM,
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	TF_CUSTOM_FISH_KILL,
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	TF_CUSTOM_TRIGGER_HURT,
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	TF_CUSTOM_DECAPITATION_BOSS,
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	TF_CUSTOM_STICKBOMB_EXPLOSION,
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	TF_CUSTOM_AEGIS_ROUND,
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	TF_CUSTOM_FLARE_EXPLOSION,
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	TF_CUSTOM_BOOTS_STOMP,
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	TF_CUSTOM_PLASMA,
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	TF_CUSTOM_PLASMA_CHARGED,
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	TF_CUSTOM_PLASMA_GIB,
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	TF_CUSTOM_PRACTICE_STICKY,
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	TF_CUSTOM_EYEBALL_ROCKET,
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	TF_CUSTOM_HEADSHOT_DECAPITATION,
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	TF_CUSTOM_TAUNT_ARMAGEDDON,
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	TF_CUSTOM_FLARE_PELLET,
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	TF_CUSTOM_CLEAVER,
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	TF_CUSTOM_CLEAVER_CRIT,
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	TF_CUSTOM_SAPPER_RECORDER_DEATH,
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	TF_CUSTOM_MERASMUS_PLAYER_BOMB,
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	TF_CUSTOM_MERASMUS_GRENADE,
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	TF_CUSTOM_MERASMUS_ZAP,
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	TF_CUSTOM_MERASMUS_DECAPITATION,
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	TF_CUSTOM_CANNONBALL_PUSH,
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	TF_CUSTOM_TAUNT_ALLCLASS_GUITAR_RIFF,
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};
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// Weapon codes as used in some events, such as player_death
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// (not to be confused with Item Definition Indexes)
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enum {
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	TF_WEAPON_NONE = 0,
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	TF_WEAPON_BAT,
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	TF_WEAPON_BAT_WOOD,
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	TF_WEAPON_BOTTLE,
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	TF_WEAPON_FIREAXE,
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	TF_WEAPON_CLUB,
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	TF_WEAPON_CROWBAR,
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	TF_WEAPON_KNIFE,
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	TF_WEAPON_FISTS,
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	TF_WEAPON_SHOVEL,
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	TF_WEAPON_WRENCH,
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	TF_WEAPON_BONESAW,
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	TF_WEAPON_SHOTGUN_PRIMARY,
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	TF_WEAPON_SHOTGUN_SOLDIER,
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	TF_WEAPON_SHOTGUN_HWG,
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	TF_WEAPON_SHOTGUN_PYRO,
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	TF_WEAPON_SCATTERGUN,
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	TF_WEAPON_SNIPERRIFLE,
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	TF_WEAPON_MINIGUN,
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	TF_WEAPON_SMG,
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	TF_WEAPON_SYRINGEGUN_MEDIC,
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	TF_WEAPON_TRANQ,
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	TF_WEAPON_ROCKETLAUNCHER,
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	TF_WEAPON_GRENADELAUNCHER,
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	TF_WEAPON_PIPEBOMBLAUNCHER,
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	TF_WEAPON_FLAMETHROWER,
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	TF_WEAPON_GRENADE_NORMAL,
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	TF_WEAPON_GRENADE_CONCUSSION,
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	TF_WEAPON_GRENADE_NAIL,
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	TF_WEAPON_GRENADE_MIRV,
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	TF_WEAPON_GRENADE_MIRV_DEMOMAN,
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	TF_WEAPON_GRENADE_NAPALM,
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	TF_WEAPON_GRENADE_GAS,
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	TF_WEAPON_GRENADE_EMP,
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	TF_WEAPON_GRENADE_CALTROP,
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	TF_WEAPON_GRENADE_PIPEBOMB,
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	TF_WEAPON_GRENADE_SMOKE_BOMB,
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	TF_WEAPON_GRENADE_HEAL,
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	TF_WEAPON_GRENADE_STUNBALL,
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	TF_WEAPON_GRENADE_JAR,
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	TF_WEAPON_GRENADE_JAR_MILK,
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	TF_WEAPON_PISTOL,
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	TF_WEAPON_PISTOL_SCOUT,
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	TF_WEAPON_REVOLVER,
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	TF_WEAPON_NAILGUN,
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	TF_WEAPON_PDA,
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	TF_WEAPON_PDA_ENGINEER_BUILD,
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	TF_WEAPON_PDA_ENGINEER_DESTROY,
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	TF_WEAPON_PDA_SPY,
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	TF_WEAPON_BUILDER,
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	TF_WEAPON_MEDIGUN,
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	TF_WEAPON_GRENADE_MIRVBOMB,
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	TF_WEAPON_FLAMETHROWER_ROCKET,
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	TF_WEAPON_GRENADE_DEMOMAN,
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	TF_WEAPON_SENTRY_BULLET,
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	TF_WEAPON_SENTRY_ROCKET,
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	TF_WEAPON_DISPENSER,
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	TF_WEAPON_INVIS,
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	TF_WEAPON_FLAREGUN,
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	TF_WEAPON_LUNCHBOX,
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	TF_WEAPON_JAR,
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	TF_WEAPON_COMPOUND_BOW,
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	TF_WEAPON_BUFF_ITEM,
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	TF_WEAPON_PUMPKIN_BOMB,
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	TF_WEAPON_SWORD,
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	TF_WEAPON_DIRECTHIT,
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	TF_WEAPON_LIFELINE,
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	TF_WEAPON_LASER_POINTER,
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	TF_WEAPON_DISPENSER_GUN,
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	TF_WEAPON_SENTRY_REVENGE,
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	TF_WEAPON_JAR_MILK,
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	TF_WEAPON_HANDGUN_SCOUT_PRIMARY,
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	TF_WEAPON_BAT_FISH,
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	TF_WEAPON_CROSSBOW,
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	TF_WEAPON_STICKBOMB,
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	TF_WEAPON_HANDGUN_SCOUT_SEC,
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	TF_WEAPON_SODA_POPPER,
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	TF_WEAPON_SNIPERRIFLE_DECAP,
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	TF_WEAPON_RAYGUN,
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	TF_WEAPON_PARTICLE_CANNON,
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	TF_WEAPON_MECHANICAL_ARM,
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	TF_WEAPON_DRG_POMSON,
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	TF_WEAPON_BAT_GIFTWRAP,
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	TF_WEAPON_GRENADE_ORNAMENT,
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	TF_WEAPON_RAYGUN_REVENGE,
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	TF_WEAPON_PEP_BRAWLER_BLASTER,
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	TF_WEAPON_CLEAVER,
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	TF_WEAPON_GRENADE_CLEAVER,
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	TF_WEAPON_STICKY_BALL_LAUNCHER,
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	TF_WEAPON_GRENADE_STICKY_BALL,
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	TF_WEAPON_SHOTGUN_BUILDING_RESCUE,
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	TF_WEAPON_CANNON,
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	TF_WEAPON_THROWABLE,
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	TF_WEAPON_GRENADE_THROWABLE,
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	TF_WEAPON_PDA_SPY_BUILD,
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	TF_WEAPON_GRENADE_WATERBALLOON,
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	TF_WEAPON_HARVESTER_SAW,
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	TF_WEAPON_SPELLBOOK,
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	TF_WEAPON_SPELLBOOK_PROJECTILE,
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};
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// TF2 Weapon Loadout Slots
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enum
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{
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	TFWeaponSlot_Primary,
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	TFWeaponSlot_Secondary,
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	TFWeaponSlot_Melee,
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	TFWeaponSlot_Grenade,
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	TFWeaponSlot_Building,
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	TFWeaponSlot_PDA,
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	TFWeaponSlot_Item1,
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	TFWeaponSlot_Item2	
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};
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// Identifiers for the eventtype property on the teamplay_flag_event event
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enum {
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	TF_FLAGEVENT_PICKEDUP = 1,
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	TF_FLAGEVENT_CAPTURED,
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	TF_FLAGEVENT_DEFENDED,
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	TF_FLAGEVENT_DROPPED,
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	TF_FLAGEVENT_RETURNED
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};
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enum TFResourceType
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{
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	TFResource_Ping,
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	TFResource_Score,
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	TFResource_Deaths,
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	TFResource_TotalScore, 
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	TFResource_Captures,
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	TFResource_Defenses,
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	TFResource_Dominations,
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	TFResource_Revenge,
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	TFResource_BuildingsDestroyed, 
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	TFResource_Headshots,
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	TFResource_Backstabs,
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	TFResource_HealPoints,
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	TFResource_Invulns,
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	TFResource_Teleports,
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	TFResource_ResupplyPoints,
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	TFResource_KillAssists,
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	TFResource_MaxHealth,
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	TFResource_PlayerClass
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};
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static const String:TFResourceNames[TFResourceType][] =
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{
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	"m_iPing",
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	"m_iScore",
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	"m_iDeaths",
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	"m_iTotalScore",
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	"m_iCaptures",
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	"m_iDefenses",
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	"m_iDominations",
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	"m_iRevenge",
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	"m_iBuildingsDestroyed",
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	"m_iHeadshots",
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	"m_iBackstabs",
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	"m_iHealPoints",
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	"m_iInvulns",
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	"m_iTeleports",
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	"m_iResupplyPoints",
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	"m_iKillAssists",
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	"m_iMaxHealth",
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	"m_iPlayerClass"
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};
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/**
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 * Get's a Clients current class.
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 *
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 * @param client		Player's index.
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 * @return				Current TFClassType of player.
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 * @error				Invalid client index.
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 */
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stock TFClassType:TF2_GetPlayerClass(client)
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{
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	return TFClassType:GetEntProp(client, Prop_Send, "m_iClass");
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}
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/**
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 * Set's a Clients class.
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 *
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 * Note: If setting player class in a player spawn hook weapons should be set to false.
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 *
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 * @param client		Player's index.
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 * @param class			TFClassType class symbol.
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 * @param weapons		This paramater is ignored.
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 * @param persistent	If true changes the players desired class so the change stays after death.
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 * @noreturn
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 * @error				Invalid client index.
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 */
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stock TF2_SetPlayerClass(client, TFClassType:class, bool:weapons=true, bool:persistent=true)
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{
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	SetEntProp(client, Prop_Send, "m_iClass", _:class);
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	if (persistent)
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	{
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		SetEntProp(client, Prop_Send, "m_iDesiredPlayerClass", _:class);
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	}
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}
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/**
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 * Retrieves client data from the resource entity
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 *
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 * @param client		Player's index.
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 * @param type			ResourceType constant
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 * @return				Value or -1 on failure.
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 * @error				Invalid client index, client not in game or failed to find resource entity.
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 */
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#pragma deprecated Use GetPlayerResourceEntity and GetEntProp instead
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stock TF2_GetPlayerResourceData(client, TFResourceType:type)
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{
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	if (!IsClientConnected(client))
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	{
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		return -1;	
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	}
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	new offset = FindSendPropInfo("CTFPlayerResource", TFResourceNames[type]);
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	if (offset < 1)
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	{
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		return -1;	
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	}
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	new entity = TF2_GetResourceEntity();
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						|
	
 | 
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	if (entity == -1)
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	{
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		return -1;
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	}
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 | 
						|
	return GetEntData(entity, offset + (client*4));
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Sets client data in the resource entity
 | 
						|
 *
 | 
						|
 * Note: The game overwrites these values every frame, so changing them will have very little effect.
 | 
						|
 *
 | 
						|
 * @param client		Player's index.
 | 
						|
 * @param type			ResourceType constant
 | 
						|
 * @param value			Value to set.
 | 
						|
 * @return				Value or -1 on failure.
 | 
						|
 * @error				Invalid client index, client not in game or failed to find resource entity.
 | 
						|
 */
 | 
						|
#pragma deprecated Use GetPlayerResourceEntity and SetEntProp instead
 | 
						|
stock bool:TF2_SetPlayerResourceData(client, TFResourceType:type, any:value)
 | 
						|
{
 | 
						|
	if (!IsClientConnected(client))
 | 
						|
	{
 | 
						|
		return false;	
 | 
						|
	}
 | 
						|
	
 | 
						|
	new offset = FindSendPropInfo("CTFPlayerResource", TFResourceNames[type]);
 | 
						|
						
 | 
						|
	if (offset < 1)
 | 
						|
	{
 | 
						|
		return false;	
 | 
						|
	}
 | 
						|
				
 | 
						|
	new entity = TF2_GetResourceEntity();
 | 
						|
	
 | 
						|
	if (entity == -1)
 | 
						|
	{
 | 
						|
		return false;	
 | 
						|
	}
 | 
						|
	
 | 
						|
	SetEntData(entity, offset + (client*4), value);
 | 
						|
	
 | 
						|
	return true;	
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Removes all weapons from a client's weapon slot
 | 
						|
 *
 | 
						|
 * @param client		Player's index.
 | 
						|
 * @param slot			Slot index (0-5)
 | 
						|
 * @noreturn
 | 
						|
 * @error				Invalid client, invalid slot or lack of mod support
 | 
						|
 */
 | 
						|
stock TF2_RemoveWeaponSlot(client, slot)
 | 
						|
{
 | 
						|
	new weaponIndex;
 | 
						|
	while ((weaponIndex = GetPlayerWeaponSlot(client, slot)) != -1)
 | 
						|
	{
 | 
						|
		RemovePlayerItem(client, weaponIndex);
 | 
						|
		AcceptEntityInput(weaponIndex, "Kill");
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Removes all weapons from a client
 | 
						|
 *
 | 
						|
 * @param client		Player's index.
 | 
						|
 * @noreturn
 | 
						|
 */
 | 
						|
stock TF2_RemoveAllWeapons(client)
 | 
						|
{
 | 
						|
	for (new i = 0; i <= 5; i++)
 | 
						|
	{
 | 
						|
		TF2_RemoveWeaponSlot(client, i);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Gets a player's condition bits
 | 
						|
 *
 | 
						|
 * @param client		Player's index.
 | 
						|
 * @return				Player's condition bits
 | 
						|
 */
 | 
						|
#pragma deprecated Use TF2_IsPlayerInCondition instead.
 | 
						|
stock TF2_GetPlayerConditionFlags(client)
 | 
						|
{
 | 
						|
	return GetEntProp(client, Prop_Send, "m_nPlayerCond")|GetEntProp(client, Prop_Send, "_condition_bits");
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Check whether or not a condition is set on a player
 | 
						|
 *
 | 
						|
 * @param client		Player's index.
 | 
						|
 * @param cond			TFCond constant
 | 
						|
 * @return				True if set, false otherwise
 | 
						|
 */
 | 
						|
stock bool:TF2_IsPlayerInCondition(client, TFCond:cond)
 | 
						|
{
 | 
						|
	// Conditions are stored across two netprops now, one for each 32-bit segment.
 | 
						|
	if (_:cond < 32)
 | 
						|
	{
 | 
						|
		new bit = 1 << _:cond;
 | 
						|
		if ((GetEntProp(client, Prop_Send, "m_nPlayerCond") & bit) == bit)
 | 
						|
		{
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
		
 | 
						|
		if ((GetEntProp(client, Prop_Send, "_condition_bits") & bit) == bit)
 | 
						|
		{
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else if (_:cond < 64)
 | 
						|
	{
 | 
						|
		new bit = (1 << (_:cond - 32));
 | 
						|
		if ((GetEntProp(client, Prop_Send, "m_nPlayerCondEx") & bit) == bit)
 | 
						|
		{
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else
 | 
						|
	{
 | 
						|
		new bit = (1 << (_:cond - 64));
 | 
						|
		if ((GetEntProp(client, Prop_Send, "m_nPlayerCondEx2") & bit) == bit)
 | 
						|
		{
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Gets an entity's object type.
 | 
						|
 *
 | 
						|
 * @param entity		Entity index.
 | 
						|
 * @return				Current TFObjectType of entity.
 | 
						|
 * @error				Invalid entity index.
 | 
						|
 */
 | 
						|
stock TFObjectType:TF2_GetObjectType(entity)
 | 
						|
{
 | 
						|
	new offset = GetEntSendPropOffs(entity, "m_iObjectType");
 | 
						|
	
 | 
						|
	if (offset <= 0)
 | 
						|
	{
 | 
						|
		ThrowError("Entity index %d is not an object", entity);
 | 
						|
	}
 | 
						|
	
 | 
						|
	return TFObjectType:GetEntData(entity, offset);
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Gets an entity's object mode.
 | 
						|
 *
 | 
						|
 * @param entity		Entity index.
 | 
						|
 * @return				Current TFObjectMode of entity.
 | 
						|
 * @error				Invalid entity index.
 | 
						|
 */
 | 
						|
stock TFObjectMode:TF2_GetObjectMode(entity)
 | 
						|
{
 | 
						|
	new offset = GetEntSendPropOffs(entity, "m_iObjectMode");
 | 
						|
	
 | 
						|
	if (offset <= 0)
 | 
						|
	{
 | 
						|
		ThrowError("Entity index %d is not an object", entity);
 | 
						|
	}
 | 
						|
	
 | 
						|
	return TFObjectMode:GetEntData(entity, offset);
 | 
						|
}
 |