clarified this
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@ -65,7 +65,7 @@ native Handle:SQL_PrepareQuery(Handle:db, const fmt[], {Float,_}:...);
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* This will not interrupt gameplay in the event of a poor/lossed
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* This will not interrupt gameplay in the event of a poor/lossed
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* connection, however, the interface is more complicated and
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* connection, however, the interface is more complicated and
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* asynchronous. Furthermore, a new connection/disconnection is
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* asynchronous. Furthermore, a new connection/disconnection is
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* made each time.
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* made for each query to simplify driver support.
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* The handler should look like:
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* The handler should look like:
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*
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*
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* @param failstate - One of the three TQUERY_ defines.
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* @param failstate - One of the three TQUERY_ defines.
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@ -77,14 +77,14 @@ native Handle:SQL_PrepareQuery(Handle:db, const fmt[], {Float,_}:...);
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*
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*
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* public QueryHandler(failstate, Handle:query, error[], errnum, data[], size)
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* public QueryHandler(failstate, Handle:query, error[], errnum, data[], size)
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*
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*
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* Note! The handle you pass in is a DB Tuple, NOT an active connection!
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* Note! The handle does not need to be freed.
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* Note! The handle does not need to be freed.
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* Also note: This function is not guaranteed to be in another thread
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* Also note: This function is not guaranteed to be in another thread
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* (in fact - it's not). You're seeing data "after the fact",
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* (in fact - it's not). You're seeing data "after the fact",
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* and as such to execute another query you should run
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* and as such to execute another query you should run
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* SQL_ThreadQuery again.
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* SQL_ThreadQuery again with new data.
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*
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*/
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*/
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native SQL_ThreadQuery(Handle:cn_tuple, const handler[], const query[], const data[]="", dataSize=0);
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native SQL_ThreadQuery(Handle:db_tuple, const handler[], const query[], const data[]="", dataSize=0);
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/**
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/**
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