2014-10-02 08:49:54 +08:00
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function FindStartingItem(id)
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if not id then return end
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local t
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local num = tonumber(id)
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if num then
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t = GAMEMODE.Items[num]
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else
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for i, tab in pairs(GAMEMODE.Items) do
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if tab.Signature == id then
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t = tab
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break
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end
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end
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end
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if t and t.WorthShop then return t end
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end
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function FindItem(id)
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if not id then return end
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local t
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local num = tonumber(id)
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if num then
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t = GAMEMODE.Items[num]
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else
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for i, tab in pairs(GAMEMODE.Items) do
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if tab.Signature == id then
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t = tab
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break
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end
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end
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end
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return t
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end
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function TrueVisible(posa, posb, filter)
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local filt = ents.FindByClass("projectile_*")
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filt = table.Add(filt, player.GetAll())
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if filter then
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filt[#filt + 1] = filter
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end
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return not util.TraceLine({start = posa, endpos = posb, filter = filt, mask = MASK_SHOT}).Hit
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end
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function TrueVisibleFilters(posa, posb, ...)
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local filt = ents.FindByClass("projectile_*")
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filt = table.Add(filt, player.GetAll())
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if ... ~= nil then
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for k, v in pairs({...}) do
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filt[#filt + 1] = v
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end
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end
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return not util.TraceLine({start = posa, endpos = posb, filter = filt, mask = MASK_SHOT}).Hit
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end
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2014-11-09 18:11:22 +08:00
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MASK_SHOT_OPAQUE = bit.bor(MASK_SHOT, CONTENTS_OPAQUE)
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-- Literally if photon particles can reach point b from point a.
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function LightVisible(posa, posb, ...)
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local filter = {}
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if ... ~= nil then
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for k, v in pairs({...}) do
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filter[#filter + 1] = v
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end
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end
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return not util.TraceLine({start = posa, endpos = posb, mask = MASK_SHOT_OPAQUE, filter}).Hit
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end
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2014-10-02 08:49:54 +08:00
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function WorldVisible(posa, posb)
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return not util.TraceLine({start = posa, endpos = posb, mask = MASK_SOLID_BRUSHONLY}).Hit
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end
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function ValidFunction(ent, funcname, ...)
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if ent and ent:IsValid() and ent[funcname] then
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return ent[funcname](ent, ...)
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end
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end
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function CosineInterpolation(y1, y2, mu)
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local mu2 = (1 - math.cos(mu * math.pi)) / 2
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return y1 * (1 - mu2) + y2 * mu2
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end
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function string.AndSeparate(list)
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local length = #list
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if length <= 0 then return "" end
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if length == 1 then return list[1] end
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if length == 2 then return list[1].." and "..list[2] end
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return table.concat(list, ", ", 1, length - 1)..", and "..list[length]
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end
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function util.SkewedDistance(a, b, skew)
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if a.z > b.z then
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return math.sqrt((b.x - a.x) ^ 2 + (b.y - a.y) ^ 2 + ((a.z - b.z) * skew) ^ 2)
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end
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return a:Distance(b)
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end
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function util.Blood(pos, amount, dir, force, noprediction)
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local effectdata = EffectData()
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effectdata:SetOrigin(pos)
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effectdata:SetMagnitude(amount)
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effectdata:SetNormal(dir)
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effectdata:SetScale(math.max(128, force))
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util.Effect("bloodstream", effectdata, nil, noprediction)
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end
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-- I had to make this since the default function checks visibility vs. the entitiy's center and not the nearest position.
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function util.BlastDamageEx(inflictor, attacker, epicenter, radius, damage, damagetype)
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local filter = inflictor
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for _, ent in pairs(ents.FindInSphere(epicenter, radius)) do
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local nearest = ent:NearestPoint(epicenter)
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if TrueVisibleFilters(epicenter, nearest, inflictor, ent) then
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ent:TakeSpecialDamage(((radius - nearest:Distance(epicenter)) / radius) * damage, damagetype, attacker, inflictor, nearest)
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end
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end
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end
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function util.BlastDamage2(inflictor, attacker, epicenter, radius, damage)
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util.BlastDamageEx(inflictor, attacker, epicenter, radius, damage, DMG_BLAST)
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end
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function util.PoisonBlastDamage(inflictor, attacker, epicenter, radius, damage, noreduce)
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local filter = inflictor
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for _, ent in pairs(ents.FindInSphere(epicenter, radius)) do
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local nearest = ent:NearestPoint(epicenter)
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if TrueVisibleFilters(epicenter, nearest, inflictor, ent) then
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ent:PoisonDamage(((radius - nearest:Distance(epicenter)) / radius) * damage, attacker, inflictor, nil, noreduce)
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end
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end
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end
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function util.ToMinutesSeconds(seconds)
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local minutes = math.floor(seconds / 60)
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seconds = seconds - minutes * 60
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return string.format("%02d:%02d", minutes, math.floor(seconds))
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end
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function util.ToMinutesSecondsMilliseconds(seconds)
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local minutes = math.floor(seconds / 60)
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seconds = seconds - minutes * 60
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local milliseconds = math.floor(seconds % 1 * 100)
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return string.format("%02d:%02d.%02d", minutes, math.floor(seconds), milliseconds)
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end
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function util.RemoveAll(class)
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for _, ent in pairs(ents.FindByClass(class)) do
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ent:Remove()
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end
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end
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local function TooNear(spawn, tab, dist)
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local spawnpos = spawn:GetPos()
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for _, ent in pairs(tab) do
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if ent:GetPos():Distance(spawnpos) <= dist then
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return true
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end
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end
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return false
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end
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function team.GetSpawnPointGrouped(teamid, dist)
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dist = dist or 200
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local tab = {}
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local spawns = team.GetSpawnPoint(teamid)
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for _, spawn in pairs(spawns) do
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if not TooNear(spawn, tab, dist) then
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table.insert(tab, spawn)
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end
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end
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return tab
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end
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function AccessorFuncDT(tab, membername, type, id)
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local emeta = FindMetaTable("Entity")
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local setter = emeta["SetDT"..type]
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local getter = emeta["GetDT"..type]
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tab["Set"..membername] = function(me, val)
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setter(me, id, val)
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end
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tab["Get"..membername] = function(me)
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return getter(me, id)
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end
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end
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function team.GetValidSpawnPoint(teamid)
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local t = {}
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local spawns = team.GetSpawnPoint(teamid)
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if spawns then
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for _, ent in pairs(spawns) do
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if ent:IsValid() then
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t[#t + 1] = ent
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end
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end
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end
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return t
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end
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function timer.SimpleEx(delay, action, ...)
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if ... == nil then
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timer.Simple(delay, action)
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else
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local a, b, c, d, e, f, g, h, i, j, k = ...
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timer.Simple(delay, function() action(a, b, c, d, e, f, g, h, i, j, k) end)
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end
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end
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function timer.CreateEx(timername, delay, repeats, action, ...)
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if ... == nil then
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timer.Create(timername, delay, repeats, action)
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else
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local a, b, c, d, e, f, g, h, i, j, k = ...
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timer.Create(timername, delay, repeats, function() action(a, b, c, d, e, f, g, h, i, j, k) end)
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end
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end
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function ents.CreateLimited(class, limit)
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if #ents.FindByClass(class) >= (limit or 200) then return NULL end
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return ents.Create(class)
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end
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function tonumbersafe(a)
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local n = tonumber(a)
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if n then
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if n == 0 or n < 0 or n > 0 then
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return n
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end
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-- NaN!
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return 0
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end
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return nil
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end
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