Updated the SDK with the latest code from the TF and HL2 branches.
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@@ -169,7 +169,7 @@ public:
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virtual IRagdoll* GetRepresentativeRagdoll() const;
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// override the initial bone position for ragdolls
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virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
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virtual bool GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt ) OVERRIDE;
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// Returns eye vectors
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void EyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
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@@ -388,7 +388,7 @@ public:
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#if defined USES_ECON_ITEMS
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// Wearables
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void UpdateWearables();
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virtual void UpdateWearables();
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C_EconWearable *GetWearable( int i ) { return m_hMyWearables[i]; }
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int GetNumWearables( void ) { return m_hMyWearables.Count(); }
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#endif
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@@ -585,7 +585,7 @@ protected:
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virtual bool IsDucked( void ) const { return m_Local.m_bDucked; }
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virtual bool IsDucking( void ) const { return m_Local.m_bDucking; }
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virtual float GetFallVelocity( void ) { return m_Local.m_flFallVelocity; }
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void ForceSetupBonesAtTimeFakeInterpolation( matrix3x4_t *pBonesOut, float curtimeOffset );
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bool ForceSetupBonesAtTimeFakeInterpolation( matrix3x4_t *pBonesOut, float curtimeOffset );
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float m_flLaggedMovementValue;
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@@ -611,6 +611,7 @@ protected:
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float m_flNextAchievementAnnounceTime;
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int m_nForceVisionFilterFlags; // Force our vision filter to a specific setting
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int m_nLocalPlayerVisionFlags;
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#if defined USES_ECON_ITEMS
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// Wearables
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