Added ClearSyncHud()
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@ -946,9 +946,21 @@ native CreateHudSyncObj(num=0, ...);
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* it proceeds to write another. It will only do this in the case
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* of that channel not having been cleared already.
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* Target can be 0 for all players or 1-get_maxplayers().
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* You must use set_hudmessage, although the channel parameter is
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* entirely ignored.
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*/
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native ShowSyncHudMsg(target, syncObj, const fmt[], ...);
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/**
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* Clears the display on a HudSync Object. This is essentially the same
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* thing as: ShowSyncHudMsg(x, y, ""), except doing that would send
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* out two messages and use up another channel. This re-uses the last
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* channel and clears it at the same time.
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* Note: for this you do not have to use set_hudmessage().
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* Note: target can be 0 for all players.
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*/
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native ClearSyncHud(target, syncObj);
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//no
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native int3();
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