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https://github.com/alliedmodders/amxmodx.git
synced 2025-01-23 20:28:03 +03:00
More bugs?
1) FM_CreateInstancedBaselines has been renamed to FM_CreateInstBaselines 2) DLLFunc_CreateInstancedBaseline has been renamed to DLLFunc_CreateInstBaselines (I'd be extremely surprised if someone complained about the above 2 changes) 3) New hookable GameDLL func: FM_CreateBaseline 4) New hookable Engine func: FM_CreateInstBaseline 5) New GameDLL func that can be called via dllfunc: CreateBaseline 6) New GameDLL func that can be called via engfunc: CreateInstancedBaseline 7) Added some comments to each member of various enums that correspond to special structs in the engine and/or game dll
This commit is contained in:
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ed19c53552
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@ -93,9 +93,9 @@ enum {
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EngFunc_GetPhysicsInfoString, // const char *) (const edict_t *pClient);
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EngFunc_PrecacheEvent, // unsigned short) (int type, const char*psz);
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EngFunc_PlaybackEvent, // void ) (int flags, const edict_t *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2);
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EngFunc_CheckVisibility, // int ) (const edict_t *entity, unsigned char *pset);
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EngFunc_GetCurrentPlayer, // int ) ( void );
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EngFunc_CanSkipPlayer, // int ) (const edict_t *player);
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EngFunc_CheckVisibility, // int ) (const edict_t *entity, unsigned char *pset);
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EngFunc_GetCurrentPlayer, // int ) ( void );
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EngFunc_CanSkipPlayer, // int ) (const edict_t *player);
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EngFunc_SetGroupMask, // void ) (int mask, int op);
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EngFunc_GetClientListening, // bool ) (int iReceiver, int iSender)
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EngFunc_SetClientListening, // bool ) (int iReceiver, int iSender, bool Listen)
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@ -105,6 +105,7 @@ enum {
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EngFunc_InfoKeyValue, // char*) (char *infobuffer, char *key);
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EngFunc_SetKeyValue, // void ) (char *infobuffer, char *key, char *value);
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EngFunc_SetClientKeyValue, // void ) (int clientIndex, char *infobuffer, char *key, char *value);
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EngFunc_CreateInstBaseline // int ) (int classname, struct entity_state_s *baseline);
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};
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/* Used with dllfunc()
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@ -156,7 +157,7 @@ enum
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DLLFunc_GetHullBounds, // int ) (int hullnumber, float *mins, float *maxs);
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// Create baselines for certain "unplaced" items.
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DLLFunc_CreateInstancedBaseline, // void ) ( void );
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DLLFunc_CreateInstBaselines, // void ) ( void );
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DLLFunc_pfnAllowLagCompensation, // int ) ( void );
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// I know this does not fit with DLLFUNC(), but I don't want another native just for it.
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MetaFunc_CallGameEntity, // bool ) (plid_t plid, const char *entStr,entvars_t *pev);
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@ -167,7 +168,8 @@ enum
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DLLFunc_AddToFullPack, // int ) (struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet);
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// You can pass in 0 for global usercmd handle or another usercmd handle here
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DLLFunc_CmdStart, // void ) (const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed);
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DLLFunc_CmdEnd // void ) (const edict_t *player);
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DLLFunc_CmdEnd, // void ) (const edict_t *player);
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DLLFunc_CreateBaseline // void ) (int player, int eindex, struct entity_state_s *baseline, struct edict_s *entity, int playermodelindex, vec3_t player_mins, vec3_t player_maxs);
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};
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enum {
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@ -500,7 +502,7 @@ enum {
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FM_RegisterEncoders,
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// Create baselines for certain "unplaced" items.
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FM_CreateInstancedBaselines,
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FM_CreateInstBaselines,
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FM_AllowLagCompensation,
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FM_AlertMessage,
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@ -516,186 +518,198 @@ enum {
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FM_UpdateClientData,
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FM_AddToFullPack,
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FM_CmdStart,
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FM_CmdEnd
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FM_CmdEnd,
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FM_CreateInstBaseline,
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FM_CreateBaseline
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};
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enum TraceResult
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{
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TR_AllSolid,
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TR_StartSolid,
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TR_InOpen,
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TR_InWater,
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TR_flFraction,
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TR_vecEndPos,
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TR_flPlaneDist,
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TR_vecPlaneNormal,
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TR_pHit,
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TR_iHitgroup,
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TR_AllSolid, // int
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TR_StartSolid, // int
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TR_InOpen, // int
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TR_InWater, // int
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TR_flFraction, // float
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TR_vecEndPos, // float array[3]
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TR_flPlaneDist, // float
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TR_vecPlaneNormal, // float array[3]
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TR_pHit, // int (edict_t*)
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TR_iHitgroup, // int
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};
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enum KeyValueData
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{
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KV_ClassName,
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KV_KeyName,
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KV_Value,
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KV_fHandled
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KV_ClassName, // string
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KV_KeyName, // string
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KV_Value, // string
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KV_fHandled // int
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};
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enum ClientData
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{
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CD_Origin,
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CD_Velocity,
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CD_ViewModel,
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CD_PunchAngle,
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CD_Flags,
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CD_WaterLevel,
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CD_WaterType,
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CD_ViewOfs,
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CD_Health,
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CD_bInDuck,
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CD_Weapons,
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CD_flTimeStepSound,
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CD_flDuckTime,
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CD_flSwimTime,
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CD_WaterJumpTime,
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CD_MaxSpeed,
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CD_FOV,
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CD_WeaponAnim,
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CD_ID,
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CD_AmmoShells,
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CD_AmmoNails,
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CD_AmmoCells,
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CD_AmmoRockets,
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CD_flNextAttack,
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CD_tfState,
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CD_PushMsec,
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CD_DeadFlag,
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CD_PhysInfo,
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CD_iUser1,
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CD_iUser2,
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CD_iUser3,
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CD_iUser4,
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CD_fUser1,
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CD_fUser2,
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CD_fUser3,
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CD_fUser4,
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CD_vUser1,
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CD_vUser2,
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CD_vUser3,
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CD_vUser4
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CD_Origin, // float array[3]
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CD_Velocity, // float array[3]
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CD_ViewModel, // int
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CD_PunchAngle, // float array[3]
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CD_Flags, // int
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CD_WaterLevel, // int
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CD_WaterType, // int
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CD_ViewOfs, // float array[3]
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CD_Health, // float
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CD_bInDuck, // int
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CD_Weapons, // int
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CD_flTimeStepSound, // int
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CD_flDuckTime, // int
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CD_flSwimTime, // int
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CD_WaterJumpTime, // int
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CD_MaxSpeed, // float
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CD_FOV, // float
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CD_WeaponAnim, // int
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CD_ID, // int
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CD_AmmoShells, // int
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CD_AmmoNails, // int
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CD_AmmoCells, // int
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CD_AmmoRockets, // int
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CD_flNextAttack, // float
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CD_tfState, // int
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CD_PushMsec, // int
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CD_DeadFlag, // int
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CD_PhysInfo, // string[256]
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CD_iUser1, // int
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CD_iUser2, // int
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CD_iUser3, // int
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CD_iUser4, // int
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CD_fUser1, // float
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CD_fUser2, // float
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CD_fUser3, // float
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CD_fUser4, // float
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CD_vUser1, // float array[3]
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CD_vUser2, // float array[3]
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CD_vUser3, // float array[3]
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CD_vUser4 // float array[3]
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};
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enum EntityState
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{
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// Fields which are filled in by routines outside of delta compression
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ES_EntityType,
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ES_EntityType, // int
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// Index into cl_entities array for this entity
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ES_Number,
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ES_MsgTime,
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ES_Number, // int
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ES_MsgTime, // float
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// Message number last time the player/entity state was updated
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ES_MessageNum,
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ES_MessageNum, // int
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// Fields which can be transitted and reconstructed over the network stream
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ES_Origin,
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ES_Angles,
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ES_Origin, // float array[3]
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ES_Angles, // float array[3]
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ES_ModelIndex,
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ES_Sequence,
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ES_Frame,
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ES_ColorMap,
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ES_Skin,
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ES_Solid,
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ES_Effects,
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ES_Scale,
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ES_eFlags,
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ES_ModelIndex, // int
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ES_Sequence, // int
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ES_Frame, // float
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ES_ColorMap, // int
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ES_Skin, // short
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ES_Solid, // short
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ES_Effects, // int
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ES_Scale, // float
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ES_eFlags, // byte
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// Render information
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ES_RenderMode,
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ES_RenderAmt,
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ES_RenderColor,
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ES_RenderFx,
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ES_RenderMode, // int
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ES_RenderAmt, // int
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ES_RenderColor, // byte array[3], RGB value
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ES_RenderFx, // int
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ES_MoveType,
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ES_AnimTime,
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ES_FrameRate,
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ES_Body,
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ES_Controller,
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ES_Blending,
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ES_Velocity,
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ES_MoveType, // int
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ES_AnimTime, // float
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ES_FrameRate, // float
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ES_Body, // int
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ES_Controller, // byte array[4]
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ES_Blending, // byte array[4]
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ES_Velocity, // float array[3]
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// Send bbox down to client for use during prediction
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ES_Mins,
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ES_Maxs,
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ES_Mins, // float array[3]
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ES_Maxs, // float array[3]
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ES_AimEnt,
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ES_AimEnt, // int
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// If owned by a player, the index of that player (for projectiles)
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ES_Owner,
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ES_Owner, // int
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// Friction, for prediction
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ES_Friction,
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ES_Friction, // float
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// Gravity multiplier
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ES_Gravity,
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ES_Gravity, // float
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// PLAYER SPECIFIC
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ES_Team,
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ES_PlayerClass,
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ES_Health,
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ES_Spectator,
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ES_WeaponModel,
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ES_GaitSequence,
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ES_Team, // int
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ES_PlayerClass, // int
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ES_Health, // int
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ES_Spectator, // bool
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ES_WeaponModel, // int
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ES_GaitSequence, // int
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// If standing on conveyor, e.g.
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ES_BaseVelocity,
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ES_BaseVelocity, // float array[3]
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// Use the crouched hull, or the regular player hull
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ES_UseHull,
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ES_UseHull, // int
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// Latched buttons last time state updated
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ES_OldButtons,
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ES_OldButtons, // int
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// -1 = in air, else pmove entity number
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ES_OnGround,
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ES_iStepLeft,
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ES_OnGround, // int
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ES_iStepLeft, // int
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// How fast we are falling
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ES_flFallVelocity,
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ES_flFallVelocity, // float
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ES_FOV,
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ES_WeaponAnim,
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ES_FOV, // float
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ES_WeaponAnim, // int
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// Parametric movement overrides
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ES_StartPos,
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ES_EndPos,
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ES_ImpactTime,
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ES_StartTime,
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ES_StartPos, // float array[3]
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ES_EndPos, // float array[3]
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ES_ImpactTime, // float
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ES_StartTime, // float
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// For mods
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ES_iUser1,
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ES_iUser2,
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ES_iUser3,
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ES_iUser4,
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ES_fUser1,
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ES_fUser2,
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ES_fUser3,
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ES_fUser4,
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ES_vUser1,
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ES_vUser2,
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ES_vUser3,
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ES_vUser4
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ES_iUser1, // int
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ES_iUser2, // int
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ES_iUser3, // int
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ES_iUser4, // int
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ES_fUser1, // float
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ES_fUser2, // float
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ES_fUser3, // float
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ES_fUser4, // float
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ES_vUser1, // float array[3]
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ES_vUser2, // float array[3]
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ES_vUser3, // float array[3]
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ES_vUser4 // float array[3]
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};
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enum UserCmd
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{
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UC_LerpMsec, // Interpolation time on client
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UC_Msec, // Duration in ms of command
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UC_ViewAngles, // Command view angles
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// Interpolation time on client
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UC_LerpMsec, // short
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// Duration in ms of command
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UC_Msec, // byte
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// Command view angles
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UC_ViewAngles, // float array[3]
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// Intended velocities
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UC_ForwardMove, // Forward velocity
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UC_SideMove, // Sideways velocity
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UC_UpMove, // Upward velocity
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UC_LightLevel, // Light level at spot where we are standing
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UC_Buttons, // Attack buttons
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UC_Impulse, // Impulse command issued
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UC_WeaponSelect, // Current weapon id
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// Forward velocity
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UC_ForwardMove, // float
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// Sideways velocity
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UC_SideMove, // float
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// Upward velocity
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UC_UpMove, // float
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// Light level at spot where we are standing
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UC_LightLevel, // byte
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// Attack buttons
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UC_Buttons, // unsigned short
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// Impulse command issued
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UC_Impulse, // byte
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// Current weapon id
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UC_WeaponSelect, // byte
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// Experimental player impact stuff
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UC_ImpactIndex,
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UC_ImpactPosition
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UC_ImpactIndex, // int
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UC_ImpactPosition // float array[3]
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};
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@ -183,6 +183,9 @@ stock EF_SetKeyValue(const BUFFER[], const KEY[], const VALUE[])
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stock EF_SetClientKeyValue(const ID, const KEY[], const VALUE[])
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return engfunc(EngFunc_SetClientKeyValue, ID, KEY, VALUE)
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stock EF_CreateInstBaseline(CLASSNAME, baseline)
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return engfunc(EngFunc_CreateInstBaseline, CLASSNAME, baseline)
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// DLLFuncs
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stock DF_GameInit()
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return dllfunc(DLLFunc_GameInit)
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@ -190,10 +193,10 @@ stock DF_Spawn(const ENTITY)
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return dllfunc(DLLFunc_Spawn, ENTITY)
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stock DF_Think(const ENTITY)
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return dllfunc(DLLFunc_Think, ENTITY)
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stock DF_Use(const ENT_Used, const ENT_Other)
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return dllfunc(DLLFunc_Use, ENT_Used, ENT_Other)
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stock DF_Touch(const ENT_Touched, const ENT_Other)
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return dllfunc(DLLFunc_Touch, ENT_Touched, ENT_Other)
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stock DF_Use(const ENT_Used, const ENT_User)
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return dllfunc(DLLFunc_Use, ENT_Used, ENT_User)
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stock DF_Touch(const ENT_Touched, const ENT_Toucher)
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return dllfunc(DLLFunc_Touch, ENT_Touched, ENT_Toucher)
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stock DF_Blocked(const ENT_Blocked, const ENT_Other)
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return dllfunc(DLLFunc_Blocked, ENT_Blocked, ENT_Other)
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@ -241,8 +244,8 @@ stock DF_RegisterEncoders()
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stock DF_GetHullBounds(hullnumber, Float:mins[3], Float:maxs[3])
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return dllfunc(DLLFunc_GetHullBounds, hullnumber, mins, maxs)
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stock DF_CreateInstancedBaseline()
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return dllfunc(DLLFunc_CreateInstancedBaseline)
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stock DF_CreateInstBaselines()
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return dllfunc(DLLFunc_CreateInstBaselines)
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stock DF_pfnAllowLagCompensation()
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return dllfunc(DLLFunc_pfnAllowLagCompensation)
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stock DF_MetaFunc_CallGameEntity(const STRING[], const ENTITY)
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@ -258,4 +261,5 @@ stock DF_CmdStart(const PLAYER, const CMD = 0, randomSeed)
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return dllfunc(PLAYER, CMD, randomSeed)
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stock DF_CmdEnd(const PLAYER)
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return dllfunc(PLAYER)
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stock DF_CreateBaseline(PLAYER, eIndex, baseline, playerModelIndex, Float:playerMins[3], Float:playerMaxs[3])
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return dllfunc(DLLFunc_CreateBaseline, PLAYER, eIndex, baseline, playerModelIndex, playerMins, playerMaxs)
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