Added module auto load to hamsammich.
Started the stupid comment crap.
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/**
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* Ham Sandwich module include file.
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* (c) 2007, The AMX Mod X Development Team
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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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/**
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* Ham Sandwich is a module that is used to hook virtual functions of entities.
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* Virtual functions are mod-specific functions. This means that in order
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* for this to work on a mod, it needs to be configured with the hamdata.ini
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* file.
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* Be very careful with parameter passing to these functions.
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*/
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#if defined _hamsandwich_included
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#endinput
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#endif
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#define _hamsandwich_included
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#if AMXX_VERSION_NUM >= 175
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#pragma reqlib hamsandwich
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#if !defined AMXMODX_NOAUTOLOAD
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#pragma loadlib hamsandwich
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#endif
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#else
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#pragma library hamsandwich
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#endif
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/**
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* A few notes about all of the following functions:
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* - Not all functions will do as you expect on all mods.
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* If a function does not do what you would believe it should
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* DO NOT file a bug report, you will be ignored.
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*
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* - Passing invalid parameters has potential to crash the server
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* So be careful, and adequately test!
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*
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* - All functions take (and pass) a "this" index as the first param.
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* This is the entity from which the function is being executed on.
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*/
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enum Ham
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{
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Ham_Spawn = 0,
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/**
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* Description: This is typically called whenever an entity is created.
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* It is the virtual equivilent of spawn from the engine.
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* Forward params: function(this)
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* Execute params: ExecuteHam(Ham_Spawn, this);
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*/
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Ham_Spawn = 0,
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/**
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* Description: This is typically called on map change.
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* This will typically precache all assets required by the entity.
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* Forward params: function(this)
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* Execute params: ExecuteHam(Ham_Precache, this);
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*/
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Ham_Precache,
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/**
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* Description: Typically this is similar to an engine keyvalue call.
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* Use the kvd natives from fakemeta to handle the kvd_handle passed.
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* NOTE: Do not pass handle 0 to this! Use get_kvd_handle(0) from fakemeta instead!
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* Forward params: function(this, kvd_handle);
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*/
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Ham_Keyvalue,
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/**
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* Description: Returns flags for how an entity can be used (FCAP_* constants in hlsdk_const.inc)
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* Forward params: function(this)
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* Execute params: ExecuteHam(Ham_ObjectCaps, this);
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*/
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Ham_ObjectCaps,
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/**
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* Description: Usually called to activate some objects.
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* Forward params: function(this)
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* Execute params: ExecuteHam(Ham_Activate, this);
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*/
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Ham_Activate,
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/**
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* Description: Usually called after the engine call with the same name.
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* Forward params: function(this)
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* Execute params: ExecuteHam(Ham_SetObjectCollisionBox, this);
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*/
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Ham_SetObjectCollisionBox,
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/**
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* Description: Returns an integer number that corresponds with what type of entity this is.
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* Forward params: function(this)
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* Execute params: ExecuteHam(Ham_Classify, this);
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*/
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Ham_Classify,
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/**
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* Description: Typically called when an entity dies to notify any children entities about the death.
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* Forward params: function(this, idchild)
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* Execute params: ExecuteHam(Ham_DeathNotice, this, idchild)
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*/
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Ham_DeathNotice,
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/**
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* Description: Usually called whenever an entity gets attacked by a hitscan (such as a gun) weapon.
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* Use the get/set tr2 natives in fakemeta to handle the traceresult data.
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* Do not use a handle of 0 as a traceresult in execution, use get_tr_handle(0) instead.
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* Forward params: function(this, idattacker, Float:damage, Float:direction[3], traceresult, damagebits)
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* Execute params: ExecuteHam(Ham_TraceAttack, this, idattacker, Float:damage, Float:direction[3], tracehandle, damagebits);
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*/
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Ham_TraceAttack,
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/**
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* Description: Usually called whenever an entity takes any kind of damage.
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* Inflictor is the entity that caused the damage (such as a gun).
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* Attacker is the entity that tirggered the damage (such as the gun's owner).
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* Forward params: function(this, idinflictor, idattacker, Float:damage, damagebits);
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* Execute params: ExecuteHam(Ham_TakeDamage, this, idinflictor, idattacker, Float:damage, damagebits);
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*/
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Ham_TakeDamage,
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/**
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* Description: Usually called whenever an entity gets a form of a heal.
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* Forward params: function(this, Float:health, damagebits);
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* Execute params: ExecuteHam(Ham_TakeHealth, this, Float:health, damagebits);
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*/
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Ham_TakeHealth,
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/**
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* Description: Normally called whenever an entity dies.
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* Forward params: function(this, idattacker, shouldgib)
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* Execute params: ExecuteHam(Ham_Killed, this, idattacker, shouldgib);
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*/
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Ham_Killed,
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/**
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* Description: Normally returns the blood color of the entity.
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* Forward params: function(this)
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* Execute params: ExecuteHam(Ham_BloodColor, this)
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*/
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Ham_BloodColor,
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Ham_TraceBleed,
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Ham_IsTriggered,
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Ham_GetToggleState,
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@ -28,32 +174,164 @@ enum Ham
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Ham_RemovePlayerItem,
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Ham_GiveAmmo,
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Ham_GetDelay,
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/**
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* Description: Whether or not the entity is moving.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_IsMoving, this);
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*/
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Ham_IsMoving,
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Ham_OverrideReset,
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Ham_DamageDecal,
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Ham_SetToggleState,
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/**
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* Description: Not entirely sure what this does.
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* Forward params: function(this)
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* Execute params: ExecuteHam(Ham_StartSneaking, this);
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*/
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Ham_StartSneaking,
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/**
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* Description: Not entirely sure what this does.
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* Forward params: function(this)
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* Execute params: ExecuteHam(Ham_StopSneaking, this);
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*/
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Ham_StopSneaking,
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Ham_OnControls,
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/**
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* Description: Whether or not the entity is sneaking.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_IsSneaking, this);
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*/
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Ham_IsSneaking,
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/**
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* Description: Whether or not the entity is alive.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_IsAlive, this);
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*/
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Ham_IsAlive,
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/**
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* Description: Whether or not the entity uses a BSP model.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_IsBSPModel, this);
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*/
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Ham_IsBSPModel,
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/**
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* Description: Whether or not the entity can reflect gauss shots..
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_ReflectGauss, this);
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*/
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Ham_ReflectGauss,
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Ham_HasTarget,
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/**
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* Description: Whether or not the entity is in the world.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_IsInWorld, this);
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*/
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Ham_IsInWorld,
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/**
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* Description: Whether or not the entity is a player.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_IsPlayer, this);
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*/
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Ham_IsPlayer,
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/**
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* Description: Whether or not the entity is a net client.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_IsNetClient, this);
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*/
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Ham_IsNetClient,
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/**
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* Description: Get the entity's team id.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_IsPlayer, this, buffer[], size);
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*/
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Ham_TeamId,
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/**
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* Description: Returns the next target of this.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_GetNextTarget, this);
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*/
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Ham_GetNextTarget,
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/**
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* Description: Called whenever an entity thinks.
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* Forward params: function(this)
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* Execute params: ExecuteHam(Ham_Think, this);
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*/
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Ham_Think,
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/**
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* Description: Called whenever two entities touch.
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* Forward params: function(this, idother);
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* Execute params: ExecuteHam(Ham_Touch, this, idother);
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*/
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Ham_Touch,
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/**
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* Description: Called whenver one entity uses another.
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* Forward params: function(this, idcaller, idactivator, use_type, Float:value)
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* Execute params: ExecuteHam(Ham_Use, this, idcaller, idactivator, use_type, Float:value);
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*/
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Ham_Use,
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/**
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* Description: Normally called whenever one entity blocks another from moving.
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* Forward params: function(this, idother);
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* Execute params: ExecuteHam(Ham_Blocked, this, idother);
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*/
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Ham_Blocked,
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/**
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* Description: Normally called when a map-based item respawns, such as a health kit or something.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_Respawn, this);
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*/
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Ham_Respawn,
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/**
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* Description: Used in Half-Life to update a monster's owner.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_UpdateOwner, this);
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*/
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Ham_UpdateOwner,
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/**
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* Description: Normally called whenever a barnacle grabs the entity.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_FBecomeProne, this);
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*/
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Ham_FBecomeProne,
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/**
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* Description: Returns the center of the entity.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_Center, this, Float:output[3]);
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*/
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Ham_Center,
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/**
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* Description: Returns the eye position of the entity.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_EyePosition, this, Float:output[3]);
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*/
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Ham_EyePosition,
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/**
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* Description: Returns the ear position of the entity.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_EarPosition, this, Float:output[3]);
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*/
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Ham_EarPosition,
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Ham_BodyTarget,
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Ham_Illumination,
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@ -64,6 +342,11 @@ enum Ham
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Ham_TS_CanUsedThroughWalls,
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Ham_TS_RespawnWait,
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/**
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* Description: This is called on a map reset for most map based entities.
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* Forward params: function(this);
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* Execute params: ExecuteHam(Ham_Respawn, this);
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*/
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Ham_CS_Restart,
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Ham_DOD_RoundRespawn,
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@ -90,6 +373,9 @@ enum Ham
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Ham_NS_UpdateOnRemove,
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/**
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* DONT USE ME LOL
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*/
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HAM_LAST_ENTRY_DONT_USE_ME_LOL
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};
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@ -115,7 +401,7 @@ native RegisterHam(Ham:function, const callback[], const entity[], post=0);
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* @param function The function to call.
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* @param id The id of the entity to execute it on.
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*/
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native ExecuteHam(Ham:function, id, any:...);
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native ExecuteHam(Ham:function, this, any:...);
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/**
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* Executes the virtual function on the entity, this will trigger all hooks on that function.
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@ -125,7 +411,7 @@ native ExecuteHam(Ham:function, id, any:...);
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* @param function The function to call.
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* @param id The id of the entity to execute it on.
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*/
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native ExecuteHamB(Ham:function, id, any:...);
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native ExecuteHamB(Ham:function, this, any:...);
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/**
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