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Fixed compile errors
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parent
e4a0406fc2
commit
e687d97660
1 changed files with 85 additions and 56 deletions
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@ -76,11 +76,12 @@ Event EV_Classname
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);
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Event EV_SpawnFlags
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(
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"spawnflags", EV_DEFAULT,
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"spawnflags",
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EV_DEFAULT,
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"i",
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"flags",
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"spawnflags from the BSP,
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these are set inside the editor",
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"spawnflags from the BSP,"
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"these are set inside the editor",
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EV_NORMAL
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);
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Event EV_GetNormalHealth
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@ -185,8 +186,7 @@ Event EV_FadeIn
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"the default values.",
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EV_NORMAL
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);
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Event EV_Killed
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(
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Event EV_Killed(
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"killed",
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EV_DEFAULT,
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"eievvviiii",
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@ -214,8 +214,7 @@ Event EV_Pain
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"used to inflict pain to an entity",
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EV_NORMAL
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);
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Event EV_Damage
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(
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Event EV_Damage(
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"damage",
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EV_DEFAULT,
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"eievvviiii",
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@ -263,14 +262,13 @@ Event EV_Hurt
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"entity's current health, it will be killed or destroyed.",
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EV_NORMAL
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);
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Event EV_Heal
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(
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Event EV_Heal(
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"heal",
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EV_DEFAULT,
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"f",
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"health",
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"Adds health to an entity,
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0-1 fraction of max_health"
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"Adds health to an entity,"
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"0-1 fraction of max_health"
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);
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Event EV_TakeDamage
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@ -294,11 +292,12 @@ Event EV_NoDamage
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Event EV_Stationary
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(
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"stationary", EV_DEFAULT,
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"stationary",
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EV_DEFAULT,
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NULL,
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NULL,
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"entity does not move,
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causes no physics to be run on it.",
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"entity does not move,"
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"causes no physics to be run on it.",
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EV_NORMAL
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);
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Event EV_Toss
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@ -341,11 +340,12 @@ Event EV_Blocked
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);
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Event EV_UseBoundingBox
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(
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"usebbox", EV_DEFAULT,
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"usebbox",
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EV_DEFAULT,
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NULL,
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NULL,
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"do not perform perfect collision,
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use bounding box instead.",
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"do not perform perfect collision,"
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"use bounding box instead.",
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EV_NORMAL
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);
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Event EV_Gravity
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@ -401,8 +401,7 @@ Event EV_RemoveAttachedModel
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"Removes the model attached to this entity at the specified tag.",
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EV_NORMAL
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);
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Event EV_AttachedModelAnim
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(
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Event EV_AttachedModelAnim(
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"attachedmodelanim",
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EV_DEFAULT,
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"ssfs",
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@ -459,20 +458,22 @@ Event EV_GetBrushModel
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);
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Event EV_Hide
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(
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"hide", EV_DEFAULT,
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"hide",
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EV_DEFAULT,
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NULL,
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NULL,
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"hide the entity,
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opposite of show.",
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"hide the entity,"
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"opposite of show.",
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EV_NORMAL
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);
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Event EV_Show
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(
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"show", EV_DEFAULT,
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"show",
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EV_DEFAULT,
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NULL,
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NULL,
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"show the entity,
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opposite of hide.",
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"show the entity,"
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"opposite of hide.",
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EV_NORMAL
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);
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Event EV_BecomeSolid
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@ -734,8 +735,7 @@ Event EV_StopLoopSound
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EV_NORMAL
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);
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Event EV_SurfaceModelEvent
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(
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Event EV_SurfaceModelEvent(
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"surface",
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EV_DEFAULT,
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"sSSSSSS",
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@ -836,8 +836,7 @@ Event EV_LightRadius
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);
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// Entity flag specific
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Event EV_EntityFlags
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(
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Event EV_EntityFlags(
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"flags",
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EV_DEFAULT,
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"SSSSSS",
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@ -851,8 +850,7 @@ Event EV_EntityFlags
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"god - makes the entity invincible\n",
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EV_NORMAL
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);
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Event EV_EntityRenderEffects
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(
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Event EV_EntityRenderEffects(
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"rendereffects",
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EV_DEFAULT,
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"SSSSSS",
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@ -873,8 +871,7 @@ Event EV_EntityRenderEffects
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"'lightstyle' command to set the index of the light style to be used",
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EV_NORMAL
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);
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Event EV_EntityEffects
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(
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Event EV_EntityEffects(
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"effects",
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EV_DEFAULT,
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"SSSSSS",
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@ -886,8 +883,7 @@ Event EV_EntityEffects
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"everyframe - process commands every time entity is rendered",
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EV_NORMAL
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);
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Event EV_EntitySVFlags
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(
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Event EV_EntitySVFlags(
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"svflags",
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EV_DEFAULT,
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"SSSSSS",
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@ -1071,8 +1067,8 @@ Event EV_Entity_Revive
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EV_DEFAULT,
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"f",
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"health",
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"sets the health,
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even if dead"
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"sets the health,"
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"even if dead"
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);
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Event EV_SetHealth
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(
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@ -1193,20 +1189,22 @@ Event EV_AlwaysDraw
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);
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Event EV_IsTouching
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(
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"istouching", EV_DEFAULT,
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"istouching",
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EV_DEFAULT,
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"e",
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"ent",
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"returns 1 if the entities are touching,
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0 if not",
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"returns 1 if the entities are touching,"
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"0 if not",
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EV_RETURN
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);
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Event EV_IsInside
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(
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"isinside", EV_DEFAULT,
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"isinside",
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EV_DEFAULT,
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"e",
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"ent",
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"returns 1 if the entity is inside,
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0 if not",
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"returns 1 if the entity is inside,"
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"0 if not",
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EV_RETURN
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);
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Event EV_CanSee
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@ -1229,11 +1227,12 @@ Event EV_CanSeeNoEnts
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);
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Event EV_Entity_InPVS
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(
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"inpvs", EV_DEFAULT,
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"inpvs",
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EV_DEFAULT,
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"e",
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"entity",
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"returns 1 if the entities have connected pvs,
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0 if not",
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"returns 1 if the entities have connected pvs,"
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"0 if not",
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EV_RETURN
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);
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Event EV_SetShaderData
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@ -1380,20 +1379,50 @@ Event EV_Entity_GetRotatedBbox
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"Gets te entity's bbox to rotate with it.",
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EV_GETTER
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);
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Event EV_Entity_SinglePlayerCommand(
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"sp", EV_DEFAULT, "sSSS", "command parms", "Makes a command be executed only in single player"
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Event EV_Entity_SinglePlayerCommand
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(
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"sp",
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EV_DEFAULT,
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"sSSS",
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"command parms",
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"Makes a command be executed only in single player",
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EV_NORMAL
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);
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Event EV_Entity_MultiPlayerCommand(
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"dm", EV_DEFAULT, "sSSS", "command parms", "Makes a command be executed only in multiplayer"
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Event EV_Entity_MultiPlayerCommand
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(
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"dm",
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EV_DEFAULT,
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"sSSS",
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"command parms",
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"Makes a command be executed only in multiplayer",
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EV_NORMAL
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);
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Event EV_Entity_RealismModeCommand(
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"realism", EV_DEFAULT, "sSSS", "command parms", "Makes a command be executed only in realism mode"
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Event EV_Entity_RealismModeCommand
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(
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"realism",
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EV_DEFAULT,
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"sSSS",
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"command parms",
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"Makes a command be executed only in realism mode",
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EV_NORMAL
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);
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Event EV_Entity_SPRealismModeCommand(
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"sprealism", EV_DEFAULT, "sSSS", "command parms", "Makes a command be executed only in single player realism mode"
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Event EV_Entity_SPRealismModeCommand
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(
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"sprealism",
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EV_DEFAULT,
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"sSSS",
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"command parms",
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"Makes a command be executed only in single player realism mode",
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EV_NORMAL
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);
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Event EV_Entity_DMRealismModeCommand(
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"dmrealism", EV_DEFAULT, "sSSS", "command parms", "Makes a command be executed only in multiplayer realism mode"
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Event EV_Entity_DMRealismModeCommand
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(
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"dmrealism",
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EV_DEFAULT,
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"sSSS",
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"command parms",
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"Makes a command be executed only in multiplayer realism mode",
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EV_NORMAL
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);
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Event EV_Entity_GetLocalYawFromVector
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(
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