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https://github.com/rehlds/reapi.git
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Refactoring sdk of the party amxx
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parent
62325d11aa
commit
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1026
reapi/extra/amxmodx/scripting/include/cssdk_const.inc
Normal file
1026
reapi/extra/amxmodx/scripting/include/cssdk_const.inc
Normal file
File diff suppressed because it is too large
Load Diff
@ -13,13 +13,12 @@
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#pragma library reapi
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#endif
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#define NULLENT -1
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#include <cssdk_const>
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#include <reapi_engine.inc> // NOTE: only for ReHLDS
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#include <reapi_gamedll.inc> // NOTE: only for gamedll Counter-Strike (ReGameDLL_CS)
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#include <reapi_addons.inc> // NOTE: 3-rd party addons
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#include <reapi_version.inc>
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#include <hlsdk_const.inc>
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#include <reapi_engine> // NOTE: only for ReHLDS
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#include <reapi_gamedll> // NOTE: only for gamedll Counter-Strike (ReGameDLL_CS)
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#include <reapi_addons> // NOTE: 3-rd party addons
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#include <reapi_version>
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// hookchain return type
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enum
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@ -4,7 +4,7 @@
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#define _reapi_engine_included
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#include <reapi_engine_const.inc>
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#include <reapi_engine_const>
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/*
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* Sets entvars data for an entity.
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@ -4,7 +4,7 @@
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#define _reapi_gamedll_included
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#include <reapi_gamedll_const.inc>
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#include <reapi_gamedll_const>
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/*
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* Sets a value to an CSGameRules_Members members
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@ -167,13 +167,13 @@ native rg_multidmg_add(const inflictor, const victim, const Float:flDamage, cons
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* @param vecDirShooting Direction shooting
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* @param vecSpread Spread
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* @param flDistance Max shot distance
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* @param iBulletType Bullet type
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* @param iBulletType Bullet type, look at the enum's with name Bullet cssdk_const.inc
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* @param iTracerFreq Tracer frequancy
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* @param iDamage Damage amount
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*
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* @noreturn
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*/
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native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const iBulletType, const iTracerFreq, const iDamage);
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native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSrc[3], Float:vecDirShooting[3], Float:vecSpread[3], const Float:flDistance, const Bullet:iBulletType, const iTracerFreq, const iDamage);
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/*
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* Fire bullets from player's weapon
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@ -185,7 +185,7 @@ native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSr
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* @param vecSpread Spread
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* @param flDistance Max shot distance
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* @param iPenetration The number of penetration
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* @param iBulletType Bullet type
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* @param iBulletType Bullet type, look at the enum's with name Bullet cssdk_const.inc
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* @param iDamage Damage amount
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* @param flRangeModifier Damage range modifier
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* @param bPistol Pistol shot
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@ -193,7 +193,7 @@ native rg_fire_bullets(const inflictor, const attacker, const shots, Float:vecSr
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*
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* @return Float:[3] The result spread
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*/
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native Float:[3] rg_fire_bullets3(const inflictor, const attacker, Float:vecSrc[3], Float:vecDirShooting[3], const Float:vecSpread, const Float:flDistance, const iPenetration, const iBulletType, const iDamage, const Float:flRangeModifier, const bool:bPistol, const shared_rand);
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native Float:[3] rg_fire_bullets3(const inflictor, const attacker, Float:vecSrc[3], Float:vecDirShooting[3], const Float:vecSpread, const Float:flDistance, const iPenetration, const Bullet:iBulletType, const iDamage, const Float:flRangeModifier, const bool:bPistol, const shared_rand);
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/*
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* Complete the round
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@ -4,20 +4,12 @@
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#define _reapi_gamedll_const_included
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// flags for CUnifiedSignals m_signals
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#define SIGNAL_BUY (1<<0)
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#define SIGNAL_BOMB (1<<1)
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#define SIGNAL_RESCUE (1<<2)
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#define SIGNAL_ESCAPE (1<<3)
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#define SIGNAL_VIPSAFETY (1<<4)
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// Returns 1, if round ended by expired time
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// NOTE: Use this for hookchain RG_RoundEnd with the parameter ScenarioEventEndRound:event
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#define HadRoundExpired(event) (1<<event) & (1<<ROUND_TARGET_SAVED) | (1<<ROUND_HOSTAGE_NOT_RESCUED) | (1<<ROUND_TERRORISTS_NOT_ESCAPED) | (1<<ROUND_VIP_NOT_ESCAPED)
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// bypass warning: 200 on amxmodx 1.8.2
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#if AMXX_VERSION_NUM < 183
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#define ROUND_ESCAPING_TERRORISTS_NEUTRALIZED ROUND_ESCAPING_TERRORISTS_NEUTR
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#define RG_CBaseAnimating_ResetSequenceInfo RG_CBaseAnimating_ResetSequence
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#define RG_CBasePlayer_Observer_IsValidTarget RG_CBasePlayer_Observer_IsValid
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#define RG_CSGameRules_FShouldSwitchWeapon RG_CSGameRules_ShouldSwitchWpn
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@ -33,250 +25,8 @@
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#define RG_CSGameRules_CheckWinConditions RG_CSGameRules_CheckWinCond
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#endif
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// use with rg_give_item
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enum GiveType
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{
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GT_APPEND, // just give item
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GT_REPLACE, // to remove all weapons from the slot
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GT_DROP_AND_REPLACE // drop all weapons on the ground
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};
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enum HitBoxGroup
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{
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HITGROUP_GENERIC = 0,
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HITGROUP_HEAD,
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HITGROUP_CHEST,
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HITGROUP_STOMACH,
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HITGROUP_LEFTARM,
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HITGROUP_RIGHTARM,
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HITGROUP_LEFTLEG,
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HITGROUP_RIGHTLEG,
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HITGROUP_SHIELD
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};
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enum ArmorType
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{
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ARMOR_NONE, // no armor
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ARMOR_KEVLAR, // body vest only
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ARMOR_VESTHELM, // vest and helmet
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};
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enum AccountSet { AS_SET, AS_ADD };
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enum RewardType
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{
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RT_NONE,
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RT_ROUND_BONUS,
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RT_PLAYER_RESET,
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RT_PLAYER_BOUGHT_SOMETHING,
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RT_HOSTAGE_TOOK,
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RT_HOSTAGE_RESCUED,
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RT_HOSTAGE_DAMAGED,
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RT_HOSTAGE_KILLED,
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RT_TEAMMATES_KILLED,
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RT_ENEMY_KILLED,
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RT_INTO_GAME,
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RT_VIP_KILLED,
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RT_VIP_RESCUED_MYSELF
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};
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enum TeamName
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{
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TEAM_UNASSIGNED,
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TEAM_TERRORIST,
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TEAM_CT,
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TEAM_SPECTATOR
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};
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enum ModelName
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{
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MODEL_UNASSIGNED,
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MODEL_CT_URBAN,
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MODEL_T_TERROR,
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MODEL_T_LEET,
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MODEL_T_ARCTIC,
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MODEL_CT_GSG9,
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MODEL_CT_GIGN,
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MODEL_CT_SAS,
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MODEL_T_GUERILLA,
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MODEL_CT_VIP,
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MODEL_T_MILITIA,
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MODEL_CT_SPETSNAZ,
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MODEL_AUTO
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};
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enum
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{
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GR_NONE = 0,
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GR_WEAPON_RESPAWN_YES,
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GR_WEAPON_RESPAWN_NO,
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GR_AMMO_RESPAWN_YES,
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GR_AMMO_RESPAWN_NO,
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GR_ITEM_RESPAWN_YES,
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GR_ITEM_RESPAWN_NO,
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GR_PLR_DROP_GUN_ALL,
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GR_PLR_DROP_GUN_ACTIVE,
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GR_PLR_DROP_GUN_NO,
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GR_PLR_DROP_AMMO_ALL,
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GR_PLR_DROP_AMMO_ACTIVE,
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GR_PLR_DROP_AMMO_NO
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};
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enum WeaponIdType
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{
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WEAPON_NONE,
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WEAPON_P228,
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WEAPON_GLOCK,
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WEAPON_SCOUT,
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WEAPON_HEGRENADE,
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WEAPON_XM1014,
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WEAPON_C4,
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WEAPON_MAC10,
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WEAPON_AUG,
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WEAPON_SMOKEGRENADE,
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WEAPON_ELITE,
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WEAPON_FIVESEVEN,
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WEAPON_UMP45,
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WEAPON_SG550,
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WEAPON_GALIL,
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WEAPON_FAMAS,
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WEAPON_USP,
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WEAPON_GLOCK18,
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WEAPON_AWP,
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WEAPON_MP5N,
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WEAPON_M249,
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WEAPON_M3,
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WEAPON_M4A1,
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WEAPON_TMP,
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WEAPON_G3SG1,
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WEAPON_FLASHBANG,
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WEAPON_DEAGLE,
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WEAPON_SG552,
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WEAPON_AK47,
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WEAPON_KNIFE,
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WEAPON_P90,
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WEAPON_SHIELDGUN = 99
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};
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// for member CBaseMonster::m_rgbTimeBasedDamage
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enum TimeBasedDamage
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{
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ITDB_PRALYZE,
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ITDB_NERVEGAS,
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ITDB_POISON,
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ITDB_RADIATION,
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ITDB_DROWNRECOVER,
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ITDB_ACID,
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ITDB_SLOWBURN,
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ITDB_SLOWFREEZE
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};
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enum Activity
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{
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ACT_INVALID = -1,
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ACT_RESET, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
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ACT_IDLE,
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ACT_GUARD,
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ACT_WALK,
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ACT_RUN,
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ACT_FLY,
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ACT_SWIM,
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ACT_HOP,
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ACT_LEAP,
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ACT_FALL,
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ACT_LAND,
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ACT_STRAFE_LEFT,
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ACT_STRAFE_RIGHT,
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ACT_ROLL_LEFT,
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ACT_ROLL_RIGHT,
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ACT_TURN_LEFT,
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ACT_TURN_RIGHT,
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ACT_CROUCH,
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ACT_CROUCHIDLE,
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ACT_STAND,
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ACT_USE,
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ACT_SIGNAL1,
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ACT_SIGNAL2,
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ACT_SIGNAL3,
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ACT_TWITCH,
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ACT_COWER,
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ACT_SMALL_FLINCH,
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ACT_BIG_FLINCH,
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ACT_RANGE_ATTACK1,
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ACT_RANGE_ATTACK2,
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ACT_MELEE_ATTACK1,
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ACT_MELEE_ATTACK2,
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ACT_RELOAD,
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ACT_ARM,
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ACT_DISARM,
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ACT_EAT,
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ACT_DIESIMPLE,
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ACT_DIEBACKWARD,
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ACT_DIEFORWARD,
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ACT_DIEVIOLENT,
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ACT_BARNACLE_HIT,
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ACT_BARNACLE_PULL,
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ACT_BARNACLE_CHOMP,
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ACT_BARNACLE_CHEW,
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ACT_SLEEP,
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ACT_INSPECT_FLOOR,
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ACT_INSPECT_WALL,
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ACT_IDLE_ANGRY,
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ACT_WALK_HURT,
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ACT_RUN_HURT,
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ACT_HOVER,
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ACT_GLIDE,
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ACT_FLY_LEFT,
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ACT_FLY_RIGHT,
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ACT_DETECT_SCENT,
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ACT_SNIFF,
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ACT_BITE,
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ACT_THREAT_DISPLAY,
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ACT_FEAR_DISPLAY,
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ACT_EXCITED,
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ACT_SPECIAL_ATTACK1,
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ACT_SPECIAL_ATTACK2,
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ACT_COMBAT_IDLE,
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ACT_WALK_SCARED,
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ACT_RUN_SCARED,
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ACT_VICTORY_DANCE,
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ACT_DIE_HEADSHOT,
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ACT_DIE_CHESTSHOT,
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ACT_DIE_GUTSHOT,
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ACT_DIE_BACKSHOT,
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ACT_FLINCH_HEAD,
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ACT_FLINCH_CHEST,
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ACT_FLINCH_STOMACH,
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ACT_FLINCH_LEFTARM,
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ACT_FLINCH_RIGHTARM,
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ACT_FLINCH_LEFTLEG,
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ACT_FLINCH_RIGHTLEG,
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ACT_FLINCH,
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ACT_LARGE_FLINCH,
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ACT_HOLDBOMB,
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ACT_IDLE_FIDGET,
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ACT_IDLE_SCARED,
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ACT_IDLE_SCARED_FIDGET,
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ACT_FOLLOW_IDLE,
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ACT_FOLLOW_IDLE_FIDGET,
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ACT_FOLLOW_IDLE_SCARED,
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ACT_FOLLOW_IDLE_SCARED_FIDGET,
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ACT_CROUCH_IDLE,
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ACT_CROUCH_IDLE_FIDGET,
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ACT_CROUCH_IDLE_SCARED,
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ACT_CROUCH_IDLE_SCARED_FIDGET,
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ACT_CROUCH_WALK,
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ACT_CROUCH_WALK_SCARED,
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ACT_CROUCH_DIE,
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ACT_WALK_BACK,
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ACT_IDLE_SNEAKY,
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ACT_IDLE_SNEAKY_FIDGET,
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ACT_WALK_SNEAKY,
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ACT_WAVE,
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ACT_YES,
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ACT_NO
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};
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// Weapon info types for use with rg_get_weapon_info()
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enum WpnInfo
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{
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@ -290,48 +40,12 @@ enum WpnInfo
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WI_NAME
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};
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enum WinStatus
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// use with rg_give_item
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enum GiveType
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{
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WINSTATUS_CTS = 1,
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WINSTATUS_TERRORISTS,
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WINSTATUS_DRAW,
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};
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// used for EndRoundMessage() logged messages
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enum ScenarioEventEndRound
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{
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ROUND_NONE,
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ROUND_TARGET_BOMB,
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ROUND_VIP_ESCAPED,
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ROUND_VIP_ASSASSINATED,
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ROUND_TERRORISTS_ESCAPED,
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ROUND_CTS_PREVENT_ESCAPE,
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ROUND_ESCAPING_TERRORISTS_NEUTRALIZED,
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ROUND_BOMB_DEFUSED,
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ROUND_CTS_WIN,
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ROUND_TERRORISTS_WIN,
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ROUND_END_DRAW,
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ROUND_ALL_HOSTAGES_RESCUED,
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ROUND_TARGET_SAVED,
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ROUND_HOSTAGE_NOT_RESCUED,
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ROUND_TERRORISTS_NOT_ESCAPED,
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ROUND_VIP_NOT_ESCAPED,
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ROUND_GAME_COMMENCE,
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};
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enum PLAYER_ANIM
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{
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PLAYER_IDLE,
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PLAYER_WALK,
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PLAYER_JUMP,
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PLAYER_SUPERJUMP,
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PLAYER_DIE,
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PLAYER_ATTACK1,
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PLAYER_ATTACK2,
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PLAYER_FLINCH,
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PLAYER_LARGE_FLINCH,
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PLAYER_RELOAD,
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PLAYER_HOLDBOMB
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GT_APPEND, // just give item
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GT_REPLACE, // to remove all weapons from the slot
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GT_DROP_AND_REPLACE // drop all weapons on the ground
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};
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enum GamedllFunc
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