Jeżeli chodzi o MSG_ONE to występuje to w wielu pluginach :
adminchat.sma (2 hits)
Line 416: message_begin( MSG_ONE, svc_saytext, { 0, 0, 0 }, plr );
Line 427: message_begin( MSG_ONE, svc_saytext, { 0, 0, 0 }, i );
adminlisten.sma (1 hit)
Line 78: message_begin(MSG_ONE, get_user_msgid("SayText"),{0,0,0},players[i])
Admin_Screen3v15.sma (2 hits)
Line 64: message_begin( MSG_ONE, svc_saytext, { 0, 0, 0 }, plr );
Line 75: message_begin( MSG_ONE, svc_saytext, { 0, 0, 0 }, i );
admin_spec_esp.sma (3 hits)
Line 715: // all messages are sent with MSG_ONE_UNRELIABLE flag to avoid overflow in case of very low esp_timer setting and much targets
Line 718: message_begin(MSG_ONE_UNRELIABLE ,SVC_TEMPENTITY,{0,0,0},id) //message begin
Line 741: message_begin(MSG_ONE_UNRELIABLE,SVC_TEMPENTITY,{0,0,0},id)
ad_manager.sma (2 hits)
Line 262: message_begin(MSG_ONE, gmsgSayText, {0,0,0}, params[2]);
Line 278: message_begin(MSG_ONE, gmsgSayText, {0,0,0}, player);
vexdum.sma (1 hit)
Line 585: message_begin(MSG_ONE, g_msgDamage, {0,0,0} , victim)
c4timer.sma (3 hits)
Line 62: message_begin(MSG_ONE_UNRELIABLE, g_msg_showtimer, _, id)
Line 65: message_begin(MSG_ONE_UNRELIABLE, g_msg_roundtime, _, id)
Line 69: message_begin(MSG_ONE_UNRELIABLE, g_msg_scenario, _, id)
codclass_sabotazysta.sma (1 hit)
Line 62: message_begin(MSG_ONE, msg_bartime, _, id)
codperk_betonowecialo.sma (1 hit)
Line 44: message_begin(MSG_ONE, msg_bartime, _, id)
codperk_google.sma (2 hits)
Line 50: message_begin(MSG_ONE, g_msgScreenFade, {0,0,0}, id)
Line 72: message_begin(MSG_ONE,g_msgScreenFade_1,{0,0,0},id);
codperk_rozblysk.sma (1 hit)
Line 82: message_begin( MSG_ONE, g_msg_screenfade,{0,0,0},id );
codperk_skokwroga.sma (1 hit)
Line 60: message_begin(MSG_ONE_UNRELIABLE, get_user_msgid("ScreenFade"), _, this)
codperk_tajemnicawojskowa.sma (1 hit)
Line 52: message_begin( MSG_ONE, g_msg_screenfade,{0,0,0},id );
COD_Asysta.sma (1 hit)
Line 298: message_begin(MSG_ONE_UNRELIABLE, msgID_money, _, iKiller2)
descriptive_fire_in_the_hole.sma (2 hits)
Line 154: message_begin(MSG_ONE, g_msgid_teaminfo, _, id)
Line 161: message_begin(MSG_ONE, g_msgid_saytext, _, id)
color_chat.inl (1 hit)
Line 85: MSG_Type = MSG_ONE;
colorchat.inc (1 hit)
Line 60: MSG_Type = MSG_ONE;
fakemeta_util.inc (1 hit)
Line 775: message_begin(MSG_ONE, msgid_itempickup, _, index);
message_const.inc (2 hits)
Line 16: #define MSG_ONE 1 // Reliable to one (msg_entity)
Line 23: #define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped)
mocmedyka.sma (3 hits)
Line 435: message_begin(MSG_ONE, g_msg_bartime, _, id)
Line 534: message_begin(MSG_ONE, g_msg_screenfade,{0,0,0},id)
Line 550: message_begin(MSG_ONE, g_msg_statusicon, {0,0,0}, id)
msg_one_catch.sma (4 hits)
Line 6: #define PLUGIN "MSG_ONE Catch"
Line 18: add(gszFile, 127, "/logs/_msg_one.log")
Line 52: if(msg_dest == MSG_ONE || msg_dest == MSG_ONE_UNRELIABLE){
Line 52: if(msg_dest == MSG_ONE || msg_dest == MSG_ONE_UNRELIABLE){
QTM_CodMod.sma (1 hit)
Line 1695: message_begin( MSG_ONE, MsgScreenfade,{0,0,0},id );
weaponicon.sma (3 hits)
Line 120: message_begin(MSG_ONE,iconstatus,icon_origin,id);
Line 178: message_begin(MSG_ONE,iconstatus,icon_origin,id);
Line 195: message_begin(MSG_ONE,iconstatus,icon_origin,player);
Jeżeli natomiast is_user_connected to :
Search "is_user_connected" (129 hits in 80 files)
więc nie wiem czy jest sens wstawiać wszystko