Updated the SDK with the latest code from the TF and HL2 branches.
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@@ -612,7 +612,7 @@ public:
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virtual void HandleAnimEvent( animevent_t *pEvent );
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virtual bool ShouldAnnounceAchievement( void ){ return true; }
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virtual bool ShouldAnnounceAchievement( void );
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#if defined USES_ECON_ITEMS
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// Wearables
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@@ -820,7 +820,9 @@ private:
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public:
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// How long since this player last interacted with something the game considers an objective/target/goal
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float GetTimeSinceLastObjective( void ) const { return ( m_flLastObjectiveTime == -1.f ) ? 999.f : gpGlobals->curtime - m_flLastObjectiveTime; }
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void SetLastObjectiveTime( float flTime ) { m_flLastObjectiveTime = flTime; }
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// Used by gamemovement to check if the entity is stuck.
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int m_StuckLast;
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@@ -895,6 +897,7 @@ public:
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private:
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Activity m_Activity;
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float m_flLastObjectiveTime; // Last curtime player touched/killed something the gamemode considers an objective
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protected:
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@@ -1210,6 +1213,9 @@ private:
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// Store the last time we successfully processed a usercommand
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float m_flLastUserCommandTime;
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// used to prevent achievement announcement spam
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CUtlVector< float > m_flAchievementTimes;
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public:
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virtual unsigned int PlayerSolidMask( bool brushOnly = false ) const; // returns the solid mask for the given player, so bots can have a more-restrictive set
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