Added Corona Byte's EvolutionX core
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@ -1,207 +1,70 @@
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/**
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* (C)2004-2005 AMX Mod X Development Team
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* based on the stocks and information provided by LynX
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* organized and released by BAILOPAN
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* This file is provided as is (no warranties).
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*/
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//Original author notice:
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/* [ ESF stocks ] - made by LynX
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Credits:
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Jinto - for his first ESF stocks which he gave to me, and from which I learned
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how to create stocks. Also, he learned me how to modify ESF
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Without him, this wouldn't be possible.
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*/
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/***********************************************
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#if defined _esf_included
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[ Corona-Bytes.NET ] EvolutionX Core Plugin
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(c) Corona - Bytes .NET coders :: coders@corona-bytes.net
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> 2005 Corona Bytes :: http://www.corona-bytes.net
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***********************************************/
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#if defined __EVOLUTION_CORE__
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#endinput
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#endif
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#define _esf_included
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#define __EVOLUTION_CORE__
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#include <esf_const>
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#pragma library EvolutionXCore
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#pragma library esfmod
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native setClientPL ( Client, PowerLevel );
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native getClientPL ( Client );
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native setClientACPL ( Client, ActualPowerLevel );
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native getClientACPL ( Client );
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native setClientADPL ( Client, AfterDeathPowerLevel );
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native getClientADPL ( Client );
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native setClientSPL ( Client, PowerLevel );
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native setClientPLtoADPL ( Client );
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/**************************
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* Main functions *********
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**************************/
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native setClientKI ( Client, Ki );
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native getClientKI ( Client );
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/* Returns a player's character class. */
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native esf_get_class(player);
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native setClientHP ( Client, Health );
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native getClientHP ( Client );
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native setClientMHP ( Client, MaximumHealth );
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native getClientMHP ( Client );
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/* Sets a player's class (experimental. */
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native esf_set_class(player);
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native setClientSPEED ( Client, Speed );
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native getClientSPEED ( Client );
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native setClientSWOOPSPEED ( Client, SwoopSpeed );
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native getClientSWOOPSPEED ( Client );
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/* Returns a player's ki.*/
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native Float:esf_get_ki(player);
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native setClientPROTECT ( Client, bool:Enable = true );
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native getClientPROTECT ( Client );
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/* Sets a player's ki (min=0, max=1000). */
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native esf_set_ki(player, Float:ki);
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native setClientFROZEN ( Client, bool:Enable = true );
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native getClientFROZEN ( Client );
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/* Gets a player's swooping speed. SWOOP, GRASP! */
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native Float:esf_get_swoopspeed(player);
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native setClientGOD ( Client, bool:Enable = true );
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native getClientGOD ( Client );
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/* Sets a player's swooping speed. */
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native esf_set_swoopspeed(player, Float:speed);
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native getClientFLY ( Client );
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/* Sets a player's health. */
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native esf_set_health(player, health);
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native setClientHiddenTURBO ( Client, bool:Enable = true );
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native getClientTURBO ( Client );
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/* Creates a chargebar (0-100). */
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native esf_set_chargebar(player, charge);
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native getClientBLOCK ( Client );
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/* Returns power level. */
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native esf_get_powerlevel(player);
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native setClientHiddenPOWERUP ( Client, bool:Enable = true );
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native getClientPOWERUP ( Client );
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/* Sets power level. */
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native esf_set_powerlevel(player, power);
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/* Returns speed. */
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native esf_get_speed(player);
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/* Sets speed. */
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native esf_set_speed(player, speed);
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/**************************
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* Avatar functions *******
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**************************/
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native esf_set_avatar_model(id, const szModel[]);
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native esf_has_avatar(id);
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native esf_remove_avatar(id);
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native esf_create_avatar(id);
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/**************************
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* Graphics functions *****
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**************************/
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/* Starts power-up sequence. */
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native esf_start_powerup(player, iRed, iGreen, iBlue);
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/* Stops power-up. */
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native esf_stop_powerup(player);
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/* Creates a generic ESF explosion. */
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native esf_explosion(origin[3], radius, type = Explosion_White);
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/* use character's TransformFX 1 message */
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native esf_transformfx_1(id);
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/* use characters TransformFX 2 message */
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native esf_transformfx_2(id);
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/* stop character's transform */
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native esf_transformfx_off(id);
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/**************************
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* Animation based stuff **
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**************************/
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/* Checks if a player is swooping in a certain direction.
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0 = any direction
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*/
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native esf_is_swooping(player, dir = 0);
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/* Checks if player is in prepunch, or if player is being prepunched. */
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native esf_is_prepunch(player);
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/* Checks whether player is in stance to do a combo/punches. */
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native esf_in_stance(player);
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/* Checks if a player is stunned. */
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native esf_is_stunned(player);
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/* Checks if a player is grappling/in an adv. melee struggle. */
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native esf_is_grappling(player);
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/* Checks if a player is crushed against a wall. */
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native esf_is_crushed(player);
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/* Checks if a player is in a combo (1 or 2).
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If the attacked is 1, checks if being attacked by this combo.
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*/
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native esf_in_combo(player, combo, attacked = 0);
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/* Checks if a player is advanced meleeing. */
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native esf_is_advmeleeing(player);
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/* Checks if a player is being advanced meleed. */
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native esf_is_advmeleed(player);
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/* Checks if a player is in advanced melee. */
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native esf_in_advmelee(player);
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/* Checks if a player is blocking. */
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native esf_is_blocking(player);
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/* Checks if a player has kicked someone with basic melee. */
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native esf_is_kicking(player);
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/* Checks if a player has been kicked in basic melee. */
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native esf_is_kicked(player);
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/* Checks if a player is recovering from an attack. */
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native esf_is_recovered(player, recovery);
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/* Checks if a player is flying. */
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native esf_is_flying(player);
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/* Checks if a player is tumbling. */
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native esf_is_tumbling(player);
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/* Checks if a player is lying on the ground. */
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native esf_is_lying(player);
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/* Checks if a player has just died. */
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native esf_has_died(player);
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/* Checks if a player has a dragonball. */
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native esf_has_dragonball(player);
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/* Checks if a player just threw a dragonball. */
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native esf_threw_dragonball(player);
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/* Checks if a player is shooting. */
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//1 = kiblast, 2 = generic beam
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native esf_is_shooting(player, mode);
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/* Checks if a player is transforming. */
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native esf_transforming(player);
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/* Checks if a player's transformation is done. */
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native esf_transform_done(player);
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/* Checks if a player has been thrown to the ground. */
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native esf_groundthrown(player);
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/* Gets the state of a player's attack.
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You must specify the attack, and it will return 0,
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Charging, Controlling, Shooting, or Shot (see #defines)
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*/
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native esf_get_shotstate(player, attack);
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/* Checks if a player has been swung. */
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native esf_is_swung(player);
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/* Checks if a player has grabbed a wall. */
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native esf_grabbedwall(player);
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/* Checks if a player has jumped off a wall. */
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native esf_walljumped(player);
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/* Checks if a player is in water. */
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native esf_in_water(player);
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/* Checks if a player is powering up. */
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native esf_is_powering(player);
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/* Checks if a player is idling. */
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native esf_is_idle(player);
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/* Checks if a player is beam jumping. */
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native esf_is_beamjumping(player);
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native getClientSWOOPING ( Client );
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native getClientATKSHOOT ( Client );
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native getClientATKCHARGE ( Client );
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native getClientMELEE ( Client );
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native getClientTHROWAWAY ( Client );
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native getClientTHROW ( Client );
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native getClientWALLGND ( Client );
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native getClientINFREEFALL ( Client );
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native getClientBEAMJUMP ( Client );
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// kills a player without score/death msg
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native silentClientKILL ( Client );
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