Updated the SDK with the latest code from the TF and HL2 branches.
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@@ -58,6 +58,7 @@ class C_BaseCombatCharacter;
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class CEntityMapData;
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class ConVar;
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class CDmgAccumulator;
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class IHasAttributes;
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struct CSoundParameters;
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@@ -335,6 +336,7 @@ public:
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// save out interpolated values
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual void OnDataUnchangedInPVS();
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virtual void ValidateModelIndex( void );
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@@ -516,6 +518,7 @@ public:
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// Used when the collision prop is told to ask game code for the world-space surrounding box
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virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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virtual float GetHealthBarHeightOffset() const { return 0.f; }
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// Returns the entity-to-world transform
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matrix3x4_t &EntityToWorldTransform();
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@@ -686,7 +689,7 @@ public:
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virtual bool ShouldDraw();
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inline bool IsVisible() const { return m_hRender != INVALID_CLIENT_RENDER_HANDLE; }
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void UpdateVisibility();
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virtual void UpdateVisibility();
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// Returns true if the entity changes its position every frame on the server but it doesn't
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// set animtime. In that case, the client returns true here so it copies the server time to
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@@ -743,7 +746,8 @@ public:
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virtual void SetHealth(int iHealth) {}
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virtual int GetHealth() const { return 0; }
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virtual int GetMaxHealth() const { return 1; }
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virtual bool IsVisibleToTargetID( void ) { return false; }
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virtual bool IsVisibleToTargetID( void ) const { return false; }
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virtual bool IsHealthBarVisible( void ) const { return false; }
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// Returns the health fraction
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float HealthFraction() const;
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@@ -1172,7 +1176,17 @@ public:
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// Sets the origin + angles to match the last position received
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void MoveToLastReceivedPosition( bool force = false );
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// Return the IHasAttributes interface for this base entity. Removes the need for:
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// dynamic_cast< IHasAttributes * >( pEntity );
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// Which is remarkably slow.
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// GetAttribInterface( CBaseEntity *pEntity ) in attribute_manager.h uses
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// this function, tests for NULL, and Asserts m_pAttributes == dynamic_cast.
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inline IHasAttributes *GetHasAttributesInterfacePtr() const { return m_pAttributes; }
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protected:
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// NOTE: m_pAttributes needs to be set in the leaf class constructor.
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IHasAttributes *m_pAttributes;
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// Only meant to be called from subclasses
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void DestroyModelInstance();
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