Oh goodness, let the bugs begin...
1) Fixed getting incorrect value of the entity index when using ClientUserInfoChanged via dllfunc 2) New hookable GameDLL funcs: UpdateClientData, AddToFullPack, CmdStart, CmdEnd (at28754) 3) New GameDLL funcs that can be called via dllfunc: UpdateClientData, AddToFullPack, CmdStart, CmdEnd 4) New natives to read/write special data structures associated with the above GameDLL funcs
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@ -50,9 +50,16 @@ enum
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// Create baselines for certain "unplaced" items.
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DLLFunc_CreateInstancedBaselines, // void ) ( void );
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DLLFunc_pfnAllowLagCompensation, // int ) ( void );
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// I know this does not fit with DLLFUNC(), but I dont want another native just for it.
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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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DLLFunc_ClientUserInfoChanged // void ) (idplayer)
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DLLFunc_ClientUserInfoChanged, // void ) (idplayer)
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// You can pass in 0 for global client data handle or another client data handle here
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DLLFunc_UpdateClientData, // void ) (const struct edict_s *ent, int sendweapons, struct clientdata_s *cd);
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// You can pass in 0 for global entity state handle or another entity state handle here
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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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};
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#endif //_INCLUDE_DLLFUNC_H
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