// Forwards: forward Action L4D_OnMobRushStart(); forward Action L4D_OnSpawnITMob(int &amount); forward Action L4D_OnSpawnMob(int &amount); // Natives: native void L4D_ResetMobTimer(); native int L4D2Direct_GetPendingMobCount(); native void L4D2Direct_SetPendingMobCount(int count); native CountdownTimer L4D2Direct_GetMobSpawnTimer(); L4D2_CTimerGetRemainingTime(L4D2CT_MobSpawnTimer); L4D2_CTimerInvalidate(L4D2CT_MobSpawnTimer);
public OnClientConnect(int Client) { KickClient(Client, "sorry"); }