241 lines
6.6 KiB
C++
Executable File
241 lines
6.6 KiB
C++
Executable File
/*
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* Copyright (c) 2003-2004 Lukasz Wlasinski
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*
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* This file is part of TS XMod.
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*
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* TS XMod 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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* TS XMod 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 TS XMod; 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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#include "CMisc.h"
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#include "tsx.h"
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// *****************************************************
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// class CPlayer
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// *****************************************************
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void CPlayer::Disconnect(){
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if ( ignoreBots(pEdict) || !isModuleActive() ) // ignore if he is bot and bots rank is disabled or module is paused
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return;
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rank->updatePosition( &life );
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ingame = false;
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}
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void CPlayer::PutInServer(){
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restartStats();
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ingame = true;
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killingSpree = 0;
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items = 0;
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lastFrag = 0;
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lastKill = 0.0;
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is_specialist = 0;
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//debug
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frags = 0;
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if ( ignoreBots(pEdict) )
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return;
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const char* unique;
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const char* name = STRING(pEdict->v.netname);
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switch((int)tsstats_rank->value) {
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case 1:
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if ( (unique = GETPLAYERAUTHID(pEdict)) == 0 )
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unique = name; // failed to get authid
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break;
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case 2:
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unique = ip;
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break;
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default:
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unique = name;
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}
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if ( ( rank = g_rank.findEntryInRank( unique , name ) ) == 0 )
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ingame = false;
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}
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void CPlayer::Connect( const char* ippp ){
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strcpy(ip,ippp);
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}
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void CPlayer::restartStats(bool all)
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{
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if ( all ) memset(weapons,0,sizeof(weapons));
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memset(weaponsRnd,0,sizeof(weaponsRnd)); //DEC-Weapon (Round) stats
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memset(attackers,0,sizeof(attackers));
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memset(victims,0,sizeof(victims));
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memset(&life,0,sizeof(life));
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}
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void CPlayer::Init( int pi, edict_t* pe )
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{
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pEdict = pe;
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index = pi;
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current = 0;
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clearStats = 0.0f;
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ingame = false;
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}
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void CPlayer::saveKill(CPlayer* pVictim, int wweapon, int hhs, int ttk){
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if ( ignoreBots(pEdict,pVictim->pEdict) )
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return;
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pVictim->attackers[index].name = (char*)weaponData[wweapon].name;
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pVictim->attackers[index].kills++;
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pVictim->attackers[index].hs += hhs;
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pVictim->attackers[index].tks += ttk;
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pVictim->attackers[0].kills++;
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pVictim->attackers[0].hs += hhs;
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pVictim->attackers[0].tks += ttk;
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pVictim->weapons[pVictim->current].deaths++;
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pVictim->weapons[0].deaths++;
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pVictim->life.deaths++;
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pVictim->weaponsRnd[pVictim->current].deaths++; // DEC-Weapon (round) stats
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pVictim->weaponsRnd[0].deaths++; // DEC-Weapon (round) stats
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int vi = pVictim->index;
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victims[vi].name = (char*)weaponData[wweapon].name;
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victims[vi].deaths++;
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victims[vi].hs += hhs;
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victims[vi].tks += ttk;
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victims[0].deaths++;
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victims[0].hs += hhs;
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victims[0].tks += ttk;
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weaponsRnd[wweapon].kills++; // DEC-Weapon (round) stats
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weaponsRnd[wweapon].hs += hhs; // DEC-Weapon (round) stats
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weaponsRnd[wweapon].tks += ttk; // DEC-Weapon (round) stats
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weaponsRnd[0].kills++; // DEC-Weapon (round) stats
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weaponsRnd[0].hs += hhs; // DEC-Weapon (round) stats
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weaponsRnd[0].tks += ttk; // DEC-Weapon (round) stats
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weapons[wweapon].kills++;
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weapons[wweapon].hs += hhs;
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weapons[wweapon].tks += ttk;
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weapons[0].kills++;
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weapons[0].hs += hhs;
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weapons[0].tks += ttk;
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life.kills++;
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life.hs += hhs;
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life.tks += ttk;
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}
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void CPlayer::saveHit(CPlayer* pVictim, int wweapon, int ddamage, int bbody){
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if ( ignoreBots(pEdict,pVictim->pEdict) )
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return;
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pVictim->attackers[index].hits++;
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pVictim->attackers[index].damage += ddamage;
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pVictim->attackers[index].bodyHits[bbody]++;
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pVictim->attackers[0].hits++;
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pVictim->attackers[0].damage += ddamage;
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pVictim->attackers[0].bodyHits[bbody]++;
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int vi = pVictim->index;
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victims[vi].hits++;
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victims[vi].damage += ddamage;
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victims[vi].bodyHits[bbody]++;
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victims[0].hits++;
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victims[0].damage += ddamage;
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victims[0].bodyHits[bbody]++;
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weaponsRnd[wweapon].hits++; // DEC-Weapon (round) stats
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weaponsRnd[wweapon].damage += ddamage; // DEC-Weapon (round) stats
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weaponsRnd[wweapon].bodyHits[bbody]++; // DEC-Weapon (round) stats
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weaponsRnd[0].hits++; // DEC-Weapon (round) stats
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weaponsRnd[0].damage += ddamage; // DEC-Weapon (round) stats
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weaponsRnd[0].bodyHits[bbody]++; // DEC-Weapon (round) stats
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weapons[wweapon].hits++;
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weapons[wweapon].damage += ddamage;
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weapons[wweapon].bodyHits[bbody]++;
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weapons[0].hits++;
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weapons[0].damage += ddamage;
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weapons[0].bodyHits[bbody]++;
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life.hits++;
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life.damage += ddamage;
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life.bodyHits[bbody]++;
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}
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void CPlayer::saveShot(int weapon){
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if ( ignoreBots(pEdict) )
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return;
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victims[0].shots++;
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weapons[weapon].shots++;
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weapons[0].shots++;
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life.shots++;
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weaponsRnd[weapon].shots++; // DEC-Weapon (round) stats
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weaponsRnd[0].shots++; // DEC-Weapon (round) stats
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}
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// *****************************************************
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// class Forward
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// *****************************************************
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void Forward::put( AMX *a , int i ){
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head = new AmxCall( a, i , head );
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}
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void Forward::clear(){
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while ( head ) {
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AmxCall* a = head->next;
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delete head;
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head = a;
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}
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}
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void Forward::exec(int p1,int p2,int p3,int p4,int p5,int p6){
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AmxCall* a = head;
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while ( a ){
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MF_AmxExec(a->amx, NULL, a->iFunctionIdx, 6,p1, p2, p3, p4, p5, p6);
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a = a->next;
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}
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}
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void Forward::exec(int p1,int p2,int p3,int p4,int p5){
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AmxCall* a = head;
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while ( a ){
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MF_AmxExec(a->amx, NULL, a->iFunctionIdx, 5,p1, p2, p3, p4, p5);
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a = a->next;
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}
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}
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void Forward::exec(int p1,int p2){
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AmxCall* a = head;
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while ( a ){
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MF_AmxExec(a->amx, NULL, a->iFunctionIdx, 2,p1, p2);
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a = a->next;
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}
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}
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