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https://github.com/etlegacy/etlegacy-lua-scripts.git
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removed broken and obsolete xpsave script
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2 changed files with 0 additions and 207 deletions
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@ -25,11 +25,6 @@ All cvars should be filled before lua module gets initialized.
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* Clients can toggle dynatimer with `setu v_dynatimer 1/0`
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* Clients can toggle dynatimer with `setu v_dynatimer 1/0`
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## xpsave
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* Save XP between play sessions.
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* LuaSQL module with sqlite3 driver is required
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## announcehp
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## announcehp
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* Killer's HP is displayed to their victims.
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* Killer's HP is displayed to their victims.
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@ -1,202 +0,0 @@
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--[[
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Author: Jan Šimek [Radegast]
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Contributors: Kewin Polok [Sheldar]
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License: MIT
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Released on 23.11.2013
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Website: http://www.etlegacy.com
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Mod: compatible with Legacy, but might also work with other mods
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Description: this script saves users' experience points into
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a database and thus preserves them between connections
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]]--
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-- Lua module version
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local version = "0.3"
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-- load sqlite driver (or mysql..)
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local luasql = require "luasql.sqlite3"
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local env -- environment object
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local con -- database connection
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local cur -- cursor
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-- skill identifiers
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local BATTLESENSE = 0
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local ENGINEERING = 1
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local MEDIC = 2
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local FIELDOPS = 3
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local LIGHTWEAPONS = 4
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local HEAVYWEAPONS = 5
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local COVERTOPS = 6
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local skills = {}
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skills[BATTLESENSE] = "Battlesense"
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skills[ENGINEERING] = "Engineering"
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skills[MEDIC] = "Medic"
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skills[FIELDOPS] = "Field ops"
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skills[LIGHTWEAPONS] = "Light weapons"
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skills[HEAVYWEAPONS] = "Heavy weapons"
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skills[COVERTOPS] = "Covert ops"
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-- database helper function
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-- returns database rows matching sql_statement
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function rows(connection, sql_statement)
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local cursor = assert (connection:execute (sql_statement))
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return function ()
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return cursor:fetch()
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end
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end -- rows
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-- con:prepare with bind_names should be used to prevent sql injections
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-- but it doesn't work on my version of luasql
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function validateGUID(cno, guid)
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-- allow only alphanumeric characters in guid
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if(string.match(guid, "%W")) then
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-- Invalid characters detected. We should probably drop this client
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et.G_Print("^3WARNING: (XP Save) user with ID " .. cno .. " has an invalid GUID: " .. guid .. "\n")
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et.trap_SendServerCommand (cno, "cpm \"" .. "^3Your XP won't be saved because you have an invalid GUID!\n\"")
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return false
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end
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return true
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end
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-- saves XP values of a player with id 'cno' into sqlite database
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function saveXP(cno)
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local name = et.Info_ValueForKey( et.trap_GetUserinfo( cno ), "name" )
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local guid = et.Info_ValueForKey( et.trap_GetUserinfo( cno ), "cl_guid" )
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if not validateGUID(cno, guid) then return end
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cur = assert (con:execute(string.format("SELECT * FROM users WHERE guid='%s' LIMIT 1", guid)))
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local player = cur:fetch({}, 'a')
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if not player then
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-- This should not happen
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et.G_Print ("^1ERROR: (XP Save) user was not found in the database!\n")
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return
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else
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et.trap_SendServerCommand (cno, "cpm \"" .. "^3See you again soon, ^7" .. name .. "\n\"")
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--for id, name in pairs(skills) do et.G_Print (name .. ": " .. et.gentity_get (cno, "sess.skillpoints", id) .. " XP\n") end
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cur = assert (con:execute(string.format([[UPDATE users SET
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last_seen='%s',
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xp_battlesense='%s',
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xp_engineering='%s',
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xp_medic='%s',
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xp_fieldops='%s',
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xp_lightweapons='%s',
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xp_heavyweapons='%s',
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xp_covertops='%s'
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WHERE guid='%s']],
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os.date("%Y-%m-%d %H:%M:%S"),
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et.gentity_get (cno, "sess.skillpoints", BATTLESENSE),
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et.gentity_get (cno, "sess.skillpoints", ENGINEERING),
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et.gentity_get (cno, "sess.skillpoints", MEDIC),
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et.gentity_get (cno, "sess.skillpoints", FIELDOPS),
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et.gentity_get (cno, "sess.skillpoints", LIGHTWEAPONS),
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et.gentity_get (cno, "sess.skillpoints", HEAVYWEAPONS),
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et.gentity_get (cno, "sess.skillpoints", COVERTOPS),
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guid
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)))
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end
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end
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-- init db on game start
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function et_InitGame(levelTime, randomSeed, restart)
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-- register name of this module
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et.RegisterModname ("XP Save Module " .. version)
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-- create environement object
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env = assert (luasql.sqlite3())
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-- connect to database
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con = assert (env:connect("xpsave.sqlite"))
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--cur = assert (con:execute("DROP TABLE users"))
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cur = assert (con:execute[[
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CREATE TABLE IF NOT EXISTS users(
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guid VARCHAR(64),
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last_seen VARCHAR(64),
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xp_battlesense REAL,
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xp_engineering REAL,
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xp_medic REAL,
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xp_fieldops REAL,
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xp_lightweapons REAL,
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xp_heavyweapons REAL,
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xp_covertops REAL,
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UNIQUE (guid)
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)
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]])
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cur = assert (con:execute(string.format("SELECT COUNT(*) FROM users")))
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et.G_Print("XP Save: there are " .. tonumber(cur:fetch(row, 'a')) .. " users in the database\n")
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--et.G_Print ("^4List of users in XP Save database:\n")
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--for guid, date in rows (con, "SELECT * FROM users") do
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-- et.G_Print (string.format ("\tGUID %s was last seen on %s\n", guid, date))
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--end
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end -- et_InitGame
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function et_ShutdownGame(restart)
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local cno = 0
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local maxclients = tonumber(et.trap_Cvar_Get("sv_maxclients"))
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-- iterate through clients and save their XP
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while cno < maxclients do
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local cs = et.trap_GetConfigstring(tonumber(et.CS_PLAYERS) + cno)
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if cs and cs ~= "" then
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saveXP(cno)
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end
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cno = cno + 1
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end
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-- clean up
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cur:close()
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con:close()
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env:close()
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end -- et_ShutdownGame
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-- called when a client enters the game world
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function et_ClientBegin(cno)
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local name = et.Info_ValueForKey( et.trap_GetUserinfo( cno ), "name" )
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local guid = et.Info_ValueForKey( et.trap_GetUserinfo( cno ), "cl_guid" )
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if not validateGUID(cno, guid) then return end
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cur = assert (con:execute(string.format("SELECT * FROM users WHERE guid='%s'", guid)))
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local player = cur:fetch({}, 'a')
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if not player then
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-- First time we see this player
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et.trap_SendServerCommand (cno, "cpm \"" .. "^3Welcome, ^7" .. name .. "^3! You are playing on an XP save server\n\"")
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cur = assert (con:execute(string.format("INSERT INTO users VALUES ('%s', '%s', 0, 0, 0, 0, 0, 0, 0)", guid, os.date("%Y-%m-%d %H:%M:%S"))))
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else
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et.trap_SendServerCommand (cno, "cpm \"" .. "^3Welcome back, ^7" .. name .. "^3! Your last connection was on " .. player.last_seen .. "\n\"") -- in db: player.name
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--et.G_Print ("Loading XP from database: " .. player.xp_battlesense .. " | " .. player.xp_engineering .. " | " .. player.xp_medic .. " | " .. player.xp_fieldops .. " | " .. player.xp_lightweapons .. " | " .. player.xp_heavyweapons .. " | " .. player.xp_covertops .. "\n\n")
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et.G_XP_Set (cno, player.xp_battlesense, BATTLESENSE, 0)
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et.G_XP_Set (cno, player.xp_engineering, ENGINEERING, 0)
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et.G_XP_Set (cno, player.xp_medic, MEDIC, 0)
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et.G_XP_Set (cno, player.xp_fieldops, FIELDOPS, 0)
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et.G_XP_Set (cno, player.xp_lightweapons, LIGHTWEAPONS, 0)
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et.G_XP_Set (cno, player.xp_heavyweapons, HEAVYWEAPONS, 0)
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et.G_XP_Set (cno, player.xp_covertops, COVERTOPS, 0)
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et.G_Print (name .. "'s current XP levels:\n")
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for id, skill in pairs(skills) do
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et.G_Print ("\t" .. skill .. ": " .. et.gentity_get (cno, "sess.skillpoints", id) .. " XP\n")
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end
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end
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end -- et_ClientBegin
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function et_ClientDisconnect(cno)
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saveXP(cno)
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end -- et_ClientDisconnect
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