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🔥 Remove backwards compatible RadiusDamage
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@ -97,32 +97,10 @@ static cell AMX_NATIVE_CALL halflife_time(AMX *amx, cell *params)
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return amx_ftoc(fVal);
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}
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//This is not exposed, and is only provided as a compatibility helper.
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static cell AMX_NATIVE_CALL RadiusDamage_AMXMod(AMX *amx, cell *params)
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{
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int ent = params[1];
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CHECK_ENTITY_SIMPLE(ent);
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edict_t* pEntity = INDEXENT(ent);
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float dmg = amx_ctof(params[2]);
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cell *vInput = MF_GetAmxAddr(amx, params[3]);
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float vOrig[3];
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vOrig[0] = amx_ctof(vInput[0]);
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vOrig[1] = amx_ctof(vInput[1]);
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vOrig[2] = amx_ctof(vInput[2]);
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float rad = amx_ctof(params[4]);
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int bit = params[5];
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int iLen;
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char *vxWeapon = MF_GetAmxString(amx, params[6], 0, &iLen);
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int hs = params[7];
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RadiusDamage_AMXMod_Base(pEntity, dmg, vOrig, rad, bit, vxWeapon, hs);
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return 1;
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}
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static cell AMX_NATIVE_CALL RadiusDamage_AMXModX(AMX *amx, cell *params)
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// RadiusDamage. Damages players within a certain radius. ToDo: add the
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// damage messaging so players know where the damage is coming from
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// (the red arrow-like things on the screen).
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static cell AMX_NATIVE_CALL RadiusDamage(AMX *amx, cell *params)
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{
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cell *cAddr = MF_GetAmxAddr(amx,params[1]);
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@ -200,24 +178,6 @@ static cell AMX_NATIVE_CALL RadiusDamage_AMXModX(AMX *amx, cell *params)
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return 1;
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}
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// RadiusDamage. Damages players within a certain radius. ToDo: add the
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// damage messaging so players know where the damage is coming from
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// (the red arrow-like things on the screen).
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//(vexd)
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static cell AMX_NATIVE_CALL RadiusDamage(AMX *amx, cell *params)
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{
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cell numParams = params[0] / sizeof(cell);
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if (numParams == 3)
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{
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return RadiusDamage_AMXModX(amx, params);
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} else if (numParams == 7) {
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return RadiusDamage_AMXMod(amx, params);
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}
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return 0;
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}
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static cell AMX_NATIVE_CALL PointContents(AMX *amx, cell *params)
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{
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cell *cAddr = MF_GetAmxAddr(amx, params[1]);
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