2007-08-02 16:20:32 +00:00
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/* AMX Mod X
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* Natural Selection Module
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*
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* by the AMX Mod X Development Team
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*
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* This file is part of AMX Mod X.
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*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*/
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/* Calls going from the game dll to the engine are handled here */
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#include "sdk/amxxmodule.h"
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#include "ns.h"
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#include "utilfunctions.h"
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#include "CVector.h"
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#include "CString.h"
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#include "GameManager.h"
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#include "ParticleManager.h"
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#include "CPlayer.h"
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// Parse log messages here for any desired information (structure_built, etc.)
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// The following logs are needed:
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// "sawce<1><STEAM_0:1:4560311><alien1team>" triggered "structure_built" (type "defensechamber")`
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2013-02-13 07:14:37 +00:00
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void AlertMessage_Post(ALERT_TYPE atype, const char *szFmt, ...)
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2007-08-02 16:20:32 +00:00
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{
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if (atype != at_logged)
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{
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RETURN_META(MRES_IGNORED);
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}
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char *MessageStart; // original pointer to start of the message
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char *TypePointer; // pointer to the structure type
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char *CIDPointer; // pointer to the name text
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int CID; // connection ID of the player
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va_list LogArgs;
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va_start(LogArgs,szFmt);
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MessageStart=va_arg(LogArgs,char *);
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va_end(LogArgs);
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if (MessageStart==NULL) // Somehow got a null pointer, get out of here now
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{
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RETURN_META(MRES_IGNORED);
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}
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if ((TypePointer=strstr(MessageStart,"\"structure_built\""))==NULL) // was not found
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{
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RETURN_META(MRES_IGNORED);
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}
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if (*(TypePointer - 2) != 'd') // If this is not from a 'triggered "structure_built"', then ignore the message
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{
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RETURN_META(MRES_IGNORED);
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}
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// If we got here, then for all we can tell this message is good
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// Move up a few spaces
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TypePointer+=25; // strlen("\"structure_built\" (type \"")=25
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// Now get the player's CID
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CIDPointer=MessageStart+1; // skip over the very first quotation mark
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while (*CIDPointer++ != '"') /*do nothing*/;
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--CIDPointer;
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// Move back past three <
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while (*CIDPointer-- != '<') /* do nothing*/;
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while (*CIDPointer-- != '<') /* do nothing*/;
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while (*CIDPointer-- != '<') /* do nothing*/;
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++CIDPointer;
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// now skip past the <
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++CIDPointer;
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// We now point to the CID string, atoi will stop at the > so just atoi it for the CID
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CID=atoi(CIDPointer);
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CPlayer *Player;
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if ((Player=UTIL_PlayerByCID(CID))==NULL)
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{
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RETURN_META(MRES_IGNORED);
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}
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// list of what impulses represent what type of structure building
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// use
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// 0 for unknown (shouldn't be used ever)
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// 1 for marine
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// 2 for alien
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// I'm marking the upgrades as marine structures just incase
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// they should never be used though!
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static int StructureTypes[128] =
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{
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0, // 0 = unknown
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0, // 1 = next weapon
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0, // 2 = reload
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0, // 3 = drop weapon
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0, // 4 = unknown
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0, // 5 = unknown
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0, // 6 = unknown
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0, // 7 = radio comm
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0, // 8 = radio comm
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0, // 9 = radio comm
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0, // 10 = radio comm
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0, // 11 = radio comm
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0, // 12 = radio comm
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0, // 13 = radio comm
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0, // 14 = radio comm
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0, // 15 = radio comm
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0, // 16 = unknown
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0, // 17 = unknown
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0, // 18 = unknown
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0, // 19 = unknown
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1, // 20 = armor 1
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1, // 21 = armor 2
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1, // 22 = armor 3
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1, // 23 = weapons 1
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1, // 24 = weapons 2
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1, // 25 = weapons 3
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1, // 26 = siege upgrade
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1, // 27 = drop catalyst
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1, // 28 = research jp
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1, // 29 = research ha
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1, // 30 = distress beacon
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1, // 31 = resupply (combat)
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0, // 32 = unknown
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1, // 33 = motion tracking
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1, // 34 = phase gates upgrade
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0, // 35 = unknown
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1, // 36 = electricity upgrade
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1, // 37 = handgrenades upgrade
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1, // 38 = drop jetpack
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1, // 39 = drop heavy armor
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1, // 40 = infantry portal
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1, // 41 = marine RT
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0, // 42 = unused
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1, // 43 = turret factory
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0, // 44 = unused
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1, // 45 = arms lab
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1, // 46 = proto lab
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1, // 47 = upgrade
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1, // 48 = armory
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1, // 49 = advanced armory
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0, // 50 = unknown
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1, // 51 = observatory
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0, // 52 = unknown
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1, // 53 = scanner sweep
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0, // 54 = unknown
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1, // 55 = build phase gate
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1, // 56 = build turret
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1, // 57 = build siege turret
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1, // 58 = build command chair
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1, // 59 = drop health pack
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1, // 60 = drop ammo pack
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1, // 61 = drop mine pack
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1, // 62 = drop welder
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0, // 63 = unknown
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1, // 64 = drop shotgun
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1, // 65 = drop heavymachinegun
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1, // 66 = drop grenadelauncher
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0, // 67 = unknown
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0, // 68 = unknown
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0, // 69 = unknown
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0, // 70 = unknown
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0, // 71 = unknown
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0, // 72 = unknown
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0, // 73 = unknown
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0, // 74 = unknown
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0, // 75 = unknown
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0, // 76 = unknown
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0, // 77 = unknown
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0, // 78 = unknown
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0, // 79 = unknown
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0, // 80 = radio comm
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0, // 81 = radio comm
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1, // 82 = commander message
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0, // 83 = commander message
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0, // 84 = commander message
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0, // 85 = unknown
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0, // 86 = unknown
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0, // 87 = unknown
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0, // 88 = unknown
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0, // 89 = unknown
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2, // 90 = alienresourcetower
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2, // 91 = offensechamber
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2, // 92 = defensechamber
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2, // 93 = sensorychamber
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2, // 94 = movementchamber
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2, // 95 = team_hive
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0, // 96 = unknown
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0, // 97 = unknown
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0, // 98 = unknown
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0, // 99 = unknown
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0, // 100 = unknown
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2, // 101 = carapace
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2, // 102 = regeneration
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2, // 103 = redemption
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0, // 104 = unknown
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1, // 105 = select all marines
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0, // 106 = unknown
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2, // 107 = celerity
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2, // 108 = adrenaline
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2, // 109 = silence
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2, // 110 = cloaking
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2, // 111 = focus
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2, // 112 = scent of fear
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2, // 113 = skulk
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2, // 114 = gorge
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2, // 115 = lerk
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2, // 116 = fade
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2, // 117 = onos
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2, // 118 = unlock next ability (combat)
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0, // 119 = unknown
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0, // 120 = unknown
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0, // 121 = unknown
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0, // 122 = unknown
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0, // 123 = unknown
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0, // 124 = unknown
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0, // 125 = unknown
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2, // 126 = unlock next ability (combat)
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0 // 127 = unknown
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};
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int impulse=Player->GetPev()->impulse;
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if (impulse < 0 || impulse > 127)
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{
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RETURN_META(MRES_IGNORED);
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}
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if (impulse==95/*hive*/)
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{
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GameMan.ExecuteClientBuilt(Player->index(), UTIL_FindBuildingHive(), StructureTypes[impulse], impulse);
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}
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else
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{
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GameMan.ExecuteClientBuilt(Player->index(), ENTINDEX_NEW(GameMan.GetTemporaryEdict()), StructureTypes[impulse], impulse);
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}
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RETURN_META(MRES_IGNORED);
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}
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// We hook newly created entities here.
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// This is where we check for client_built created entities.
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edict_t* CreateNamedEntity_Post(int className)
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{
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if (GameMan.IsCombat()) // this shouldn't be called during co, just incase
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{
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RETURN_META_VALUE(MRES_IGNORED,0);
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}
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// Incase another plugin supercedes/overrides, use their returned value here.
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// (Untested).
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if (gpMetaGlobals->status >= MRES_OVERRIDE)
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{
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GameMan.SetTemporaryEdict(META_RESULT_OVERRIDE_RET(edict_t *));
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}
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else
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{
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GameMan.SetTemporaryEdict(META_RESULT_ORIG_RET(edict_t *));
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}
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RETURN_META_VALUE(MRES_IGNORED,0);
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}
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unsigned short PrecacheEvent_Post(int type, const char *psz)
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{
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ParticleMan.PrecacheEvent(psz);
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RETURN_META_VALUE(MRES_IGNORED,0);
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}
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