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Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Definition at line 138 of file SCR_BaseGameMode.c.
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Definition at line 2292 of file SCR_BaseGameMode.c.
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Definition at line 2310 of file SCR_BaseGameMode.c.
Definition at line 463 of file SCR_BaseGameMode.c.
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Return true if client is offline.
Definition at line 2066 of file SCR_BaseGameMode.c.
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Authority: Override and implement logic for whether provided player can spawn.
| requestComponent | The player request component instigating this spawn. | |
| handlerComponent | The spawn handler component handling this spawn. | |
| data | The request payload. | |
| [out] | result | Reason why respawn is disabled. Note that if returns true the reason will always be OK |
Definition at line 1570 of file SCR_BaseGameMode.c.
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Server-only logic that implements whether we can transition from pre-game (if enabled) to game loop. Requires an attached SCR_BaseGameModeStateComponent affiliated to the SCR_EGameModeState.PREGAME state.
Does not apply to manual StartGameMode() call from the authority!
Definition at line 533 of file SCR_BaseGameMode.c.
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Definition at line 337 of file SCR_BaseGameMode.c.
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Definition at line 1518 of file SCR_BaseGameMode.c.
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Definition at line 1495 of file SCR_BaseGameMode.c.
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Server-only call that marks current session as complete. Replicates state to all clients, see GetState() and IsRunning().
| SCR_GameModeEndData | the data this game mode ends with. When null, fallback to default is used. All machines can reach this data in the OnGameModeEnd(SCR_GameModeEndData) method. |
Definition at line 550 of file SCR_BaseGameMode.c.
Definition at line 2074 of file SCR_BaseGameMode.c.
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Definition at line 2169 of file SCR_BaseGameMode.c.
Definition at line 1201 of file SCR_BaseGameMode.c.
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Definition at line 1990 of file SCR_BaseGameMode.c.
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Definition at line 1998 of file SCR_BaseGameMode.c.
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Returns delay of mission reload (if enabled) in seconds or else 0 if disabled.
Definition at line 762 of file SCR_BaseGameMode.c.
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Definition at line 2273 of file SCR_BaseGameMode.c.
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| [out] | disabledResourceTypes | Disabled resource types |
Definition at line 279 of file SCR_BaseGameMode.c.
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Returns elapsed time from the start of this game in seconds.
Definition at line 377 of file SCR_BaseGameMode.c.
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Get end game data will return null if game has not ended
Definition at line 577 of file SCR_BaseGameMode.c.
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Returns local timestamp when endgame was called
Definition at line 753 of file SCR_BaseGameMode.c.
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Definition at line 479 of file SCR_BaseGameMode.c.
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Definition at line 657 of file SCR_BaseGameMode.c.
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Definition at line 653 of file SCR_BaseGameMode.c.
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Definition at line 649 of file SCR_BaseGameMode.c.
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Definition at line 589 of file SCR_BaseGameMode.c.
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Get on game end script invoker called on every machine
Definition at line 665 of file SCR_BaseGameMode.c.
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Definition at line 585 of file SCR_BaseGameMode.c.
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Definition at line 597 of file SCR_BaseGameMode.c.
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Definition at line 605 of file SCR_BaseGameMode.c.
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Definition at line 593 of file SCR_BaseGameMode.c.
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Definition at line 601 of file SCR_BaseGameMode.c.
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Definition at line 609 of file SCR_BaseGameMode.c.
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Definition at line 637 of file SCR_BaseGameMode.c.
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Definition at line 617 of file SCR_BaseGameMode.c.
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Definition at line 633 of file SCR_BaseGameMode.c.
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Definition at line 613 of file SCR_BaseGameMode.c.
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Definition at line 641 of file SCR_BaseGameMode.c.
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Definition at line 629 of file SCR_BaseGameMode.c.
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Called on player disconnect and after Gamemode components are notified
Definition at line 625 of file SCR_BaseGameMode.c.
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Definition at line 2253 of file SCR_BaseGameMode.c.
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Definition at line 328 of file SCR_BaseGameMode.c.
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Definition at line 645 of file SCR_BaseGameMode.c.
Returns remaining respawn time in seconds for given player.
Definition at line 1655 of file SCR_BaseGameMode.c.
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Returns the remaining time of this game in seconds or -1 if none or undefined.
Definition at line 401 of file SCR_BaseGameMode.c.
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Returns respawn system component attached to this gamemode.
Definition at line 473 of file SCR_BaseGameMode.c.
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Returns scoring system component attached to this game mode or null if none.
Definition at line 489 of file SCR_BaseGameMode.c.
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Returns current game state. See SCR_GameModeState for more details.
Definition at line 358 of file SCR_BaseGameMode.c.
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Definition at line 2009 of file SCR_BaseGameMode.c.
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Returns the game duration from the start of game in seconds or 0 if none.
Definition at line 387 of file SCR_BaseGameMode.c.
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Definition at line 723 of file SCR_BaseGameMode.c.
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Called once tasks are initialized.
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Definition at line 1026 of file SCR_BaseGameMode.c.
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Definition at line 2279 of file SCR_BaseGameMode.c.
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Definition at line 834 of file SCR_BaseGameMode.c.
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Definition at line 418 of file SCR_BaseGameMode.c.
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Returns whether the owner of this instance is authority or not.
Definition at line 367 of file SCR_BaseGameMode.c.
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Definition at line 271 of file SCR_BaseGameMode.c.
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Returns whether current game mode is running its game loop.
Definition at line 348 of file SCR_BaseGameMode.c.
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Server side logging of PVP kills
| [in] | instigatorContext | container with all of the information available about this incident |
Definition at line 1046 of file SCR_BaseGameMode.c.
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Definition at line 1377 of file SCR_BaseGameMode.c.
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Definition at line 1337 of file SCR_BaseGameMode.c.
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Extended controlled character Kill or destroyed, called after BaseGamemode has executed the OnControllableDestroyed Param[in] instigatorContextData Instigator context data of the killer and victim
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Definition at line 1319 of file SCR_BaseGameMode.c.
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Definition at line 823 of file SCR_BaseGameMode.c.
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Called on every machine when game mode ends by OnGameStateChanged. This can be based on time limit or as deemed appropriate by the authority, e.g. after reaching certain score threshold and similar.
| SCR_GameModeEndData | optional game mode end data received from the server. |
Definition at line 694 of file SCR_BaseGameMode.c.
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Called on every machine when game mode starts by OnGameStateChanged. This can be immediate (if no pre-game period is set) or can happen after a certain delay, as deemed appropriate by the authority.
Definition at line 676 of file SCR_BaseGameMode.c.
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Definition at line 811 of file SCR_BaseGameMode.c.
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Called when game state changed, i.e. when game ends. Can be used to display post-scenario scoreboard and prepare for next match if any. See IsRunning() for new state.
Definition at line 428 of file SCR_BaseGameMode.c.
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Definition at line 855 of file SCR_BaseGameMode.c.
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Definition at line 880 of file SCR_BaseGameMode.c.
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Definition at line 840 of file SCR_BaseGameMode.c.
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Definition at line 867 of file SCR_BaseGameMode.c.
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Called after a player is connected. Server-only.
| playerId | PlayerId of connected player. |
Definition at line 897 of file SCR_BaseGameMode.c.
Definition at line 1265 of file SCR_BaseGameMode.c.
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Called after a player is disconnected.
| playerId | PlayerId of disconnected player. |
Definition at line 920 of file SCR_BaseGameMode.c.
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Authority: Callback raised when the spawn system causes provided player's controlled entity to change.
Definition at line 1412 of file SCR_BaseGameMode.c.
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Authority: Callback raised when provided player (SCR_PlayerFactionAffiliationComponent.GetPlayerController()) has their faction set.
Definition at line 1556 of file SCR_BaseGameMode.c.
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Default player kill behaviour. Called when a player is killed (and HandlePlayerKilled returns true).
Definition at line 1220 of file SCR_BaseGameMode.c.
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Extended OnPlayer Kill, called after BaseGamemode has executed the OnPlayerKilled Param[in] instigatorContextData Instigator context data of the killer and victim
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Called after player kill behaviour is handled by a component overriding the generic logic.
Definition at line 1258 of file SCR_BaseGameMode.c.
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Authority: Callback raised when provided player (SCR_PlayerLoadoutComponent.GetPlayerController()) has their loadout set.
Definition at line 1547 of file SCR_BaseGameMode.c.
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Called on every machine after a player is registered (identity, name etc.). Always called after OnPlayerConnected.
| playerId | PlayerId of registered player. |
Definition at line 993 of file SCR_BaseGameMode.c.
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Called when player role changes.
| playerId | Player whose role is being changed. |
| roleFlags | Roles as a flags |
Definition at line 1288 of file SCR_BaseGameMode.c.
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Authority only: Whenever a SCR_SpawnHandlerComponent processes a spawn request and finished the finalization stage (awaits finalization, passes control to client) this method is called. This is the final step in the respawn process and after this point the owner of SCR_SpawnRequestComponent is spawned.
| requestComponent | Instigator of the request. |
| handlerComponent | Handler that processed the request. |
| data | The payload of the request. |
| entity | Spawned (or generally assigned) entity. |
Definition at line 1457 of file SCR_BaseGameMode.c.
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Authority: Callback raised when the spawn system causes provided player to spawn with an entity at given spawn point. See: SCR_BaseGameMode.OnPlayerSpawnFinalize_S
Definition at line 1482 of file SCR_BaseGameMode.c.
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\Called when Global Supplies is set to enabled or disabled (Server and client)
Definition at line 320 of file SCR_BaseGameMode.c.
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Authority: Callback raised when the spawn process failed. In cases where an entity is spawned, it might be desirable to dispose of it or handle specific related game logic if it e.g. cannot be prepared, or assigned to the target player.
| entity | The entity that should be spawned, but could not be given over (prepared, assigned, ..) |
Definition at line 1401 of file SCR_BaseGameMode.c.
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Called once loading of all entities of the world have been finished (still within the loading)
| world | Loaded world |
Definition at line 1304 of file SCR_BaseGameMode.c.
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Pause or unpause game. Prevent unpause if it's paused by GM.
| [in] | pause | True - will pause game, False - will continue game |
| [in] | reason | From which system is pause called. |
Definition at line 2025 of file SCR_BaseGameMode.c.
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Authority only: During the spawn process (after validation pass), the SCR_SpawnHandlerComponent can opt to prepare spawned entity. This process first happens on affiliated SCR_SpawnHandlerComponent and if it succeeds, it additionally raises this method, which can prepare entity on a global scale. (E.g. game mode logic) Preparation can still fail (e.g. desire to seat a character, but an error occurs) and by returning false the sender is informed of such failure and can respond accordingly.
| requestComponent | Instigator of the request. |
| handlerComponent | Handler that processed the request. |
| data | The payload of the request. |
| entity | Spawned (or generally assigned) entity to be prepared. |
Definition at line 1429 of file SCR_BaseGameMode.c.
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Reloads current session (authority only).
Definition at line 781 of file SCR_BaseGameMode.c.
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Definition at line 1674 of file SCR_BaseGameMode.c.
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Definition at line 1665 of file SCR_BaseGameMode.c.
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Enable or disable controls for the local client.
| enabled | True to enable controls, false to disable controls over controlled entity. |
Definition at line 1908 of file SCR_BaseGameMode.c.
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Change if supplies are enabled or not
| [in] | enable | Set true to enable supplies, set false to disable |
| [in] | resourceType | Type of resource to enable |
| [in] | Player | ID of player that enabled supplies for the game mode (For notifications) |
Definition at line 290 of file SCR_BaseGameMode.c.
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Server-only call that starts current session. Replicates state to all clients, see GetState() and IsRunning().
Definition at line 499 of file SCR_BaseGameMode.c.
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| position |
Definition at line 2264 of file SCR_BaseGameMode.c.
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Definition at line 795 of file SCR_BaseGameMode.c.
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Definition at line 150 of file SCR_BaseGameMode.c.
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Additional game mode components attached to this gamemode where we dispatch all our game mode related events to.
Definition at line 243 of file SCR_BaseGameMode.c.
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Definition at line 264 of file SCR_BaseGameMode.c.
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Definition at line 207 of file SCR_BaseGameMode.c.
If false, controls are disable for the time being.
Definition at line 218 of file SCR_BaseGameMode.c.
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Definition at line 188 of file SCR_BaseGameMode.c.
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Definition at line 185 of file SCR_BaseGameMode.c.
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is the autotune radio feature enabled
Definition at line 257 of file SCR_BaseGameMode.c.
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Is the session hosted by a player?
Definition at line 228 of file SCR_BaseGameMode.c.
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Spawn location preload.
Definition at line 253 of file SCR_BaseGameMode.c.
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Definition at line 175 of file SCR_BaseGameMode.c.
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Definition at line 182 of file SCR_BaseGameMode.c.
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Last timestamp of sent time correction for the server.
Definition at line 224 of file SCR_BaseGameMode.c.
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Interval of time synchronization in seconds.
Definition at line 221 of file SCR_BaseGameMode.c.
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Elapsed time from the beginning of the game mode in seconds. NOTE: This does not correspond to the length of session but rather to the length of current game mode loop.
Definition at line 214 of file SCR_BaseGameMode.c.
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Definition at line 267 of file SCR_BaseGameMode.c.
Used on server to respawn player on their original position after reconnecting.
Definition at line 246 of file SCR_BaseGameMode.c.
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Map of components per state.
Definition at line 249 of file SCR_BaseGameMode.c.
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Definition at line 170 of file SCR_BaseGameMode.c.
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Definition at line 164 of file SCR_BaseGameMode.c.
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Definition at line 169 of file SCR_BaseGameMode.c.
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Definition at line 151 of file SCR_BaseGameMode.c.
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Definition at line 171 of file SCR_BaseGameMode.c.
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Definition at line 155 of file SCR_BaseGameMode.c.
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Definition at line 157 of file SCR_BaseGameMode.c.
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Definition at line 154 of file SCR_BaseGameMode.c.
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Definition at line 156 of file SCR_BaseGameMode.c.
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Definition at line 158 of file SCR_BaseGameMode.c.
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Definition at line 165 of file SCR_BaseGameMode.c.
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Definition at line 160 of file SCR_BaseGameMode.c.
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Definition at line 163 of file SCR_BaseGameMode.c.
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Definition at line 159 of file SCR_BaseGameMode.c.
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Definition at line 166 of file SCR_BaseGameMode.c.
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Definition at line 162 of file SCR_BaseGameMode.c.
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Definition at line 161 of file SCR_BaseGameMode.c.
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Definition at line 260 of file SCR_BaseGameMode.c.
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Definition at line 173 of file SCR_BaseGameMode.c.
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Definition at line 168 of file SCR_BaseGameMode.c.
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Definition at line 235 of file SCR_BaseGameMode.c.
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Definition at line 236 of file SCR_BaseGameMode.c.
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Definition at line 238 of file SCR_BaseGameMode.c.
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Definition at line 234 of file SCR_BaseGameMode.c.
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Definition at line 237 of file SCR_BaseGameMode.c.
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Definition at line 259 of file SCR_BaseGameMode.c.