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scripting/include/sdktools_tempents.inc
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scripting/include/sdktools_tempents.inc
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/**
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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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typedef TEHook = function Action (const char[] te_name, const int[] Players, int 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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* @error Temp Entity name not available or invalid function hook.
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*/
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native void AddTempEntHook(const char[] 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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* @error Temp Entity name not available or invalid function hook.
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*/
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native void RemoveTempEntHook(const char[] 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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* @error Temp Entity name not available.
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*/
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native void TE_Start(const char[] 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 char[] 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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* @error Property not found.
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*/
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native void TE_WriteNum(const char[] prop, int 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 int TE_ReadNum(const char[] prop);
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/**
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* Sets an entity 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 Entity reference or index value to set.
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* @error Property not found.
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*/
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native void TE_WriteEnt(const char[] prop, int value);
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/**
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* Reads an entity 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 as backwards compatible entity reference.
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* @error Property not found.
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*/
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native int TE_ReadEnt(const char[] 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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* @error Property not found.
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*/
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native void TE_WriteFloat(const char[] 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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* @return Property value.
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* @error Property not found.
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*/
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native float TE_ReadFloat(const char[] 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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* @error Property not found.
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*/
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native void TE_WriteVector(const char[] 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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* @error Property not found.
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*/
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native void TE_ReadVector(const char[] 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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* @error Property not found.
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*/
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native void TE_WriteAngles(const char[] 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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* @error Property not found.
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*/
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native void TE_WriteFloatArray(const char[] prop, const float[] array, int 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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* @error Invalid client index or client not in game.
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*/
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native void TE_Send(const int[] clients, int 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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* @error Property not found.
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*/
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stock void TE_WriteEncodedEnt(const char[] prop, int value)
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{
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int encvalue = (value & 0x0FFF) | ((1 & 0xF)<<12);
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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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*/
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stock void TE_SendToAll(float delay=0.0)
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{
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int total = 0;
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int[] clients = new int[MaxClients];
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for (int 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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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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* @error Invalid client index or client not in game.
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*/
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stock void TE_SendToClient(int client, float delay=0.0)
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{
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int players[1];
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players[0] = client;
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TE_Send(players, 1, delay);
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}
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/**
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* Sends the current TE to all clients that are in
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* visible or audible range of the origin.
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* @note See TE_Start().
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* @note See GetClientsInRange()
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*
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* @param origin Coordinates from which to test range.
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* @param rangeType Range type to use for filtering clients.
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* @param delay Delay in seconds to send the TE.
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*/
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stock void TE_SendToAllInRange(const float origin[3], ClientRangeType rangeType, float delay=0.0)
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{
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int[] clients = new int[MaxClients];
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int total = GetClientsInRange(origin, rangeType, clients, MaxClients);
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TE_Send(clients, total, delay);
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}
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