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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef DT_COMMON_ENG_H
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#define DT_COMMON_ENG_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBaseClientState;
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class ServerClass;
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// For shortcutting when server and client have the same game .dll
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// data
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void DataTable_CreateClientTablesFromServerTables();
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void DataTable_CreateClientClassInfosFromServerClasses( CBaseClientState *pState );
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void DataTable_ClearWriteFlags( ServerClass *pClasses );
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bool DataTable_LoadDataTablesFromBuffer( bf_read *pBuf, int nDemoProtocol );
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void DataTable_WriteSendTablesBuffer( ServerClass *pClasses, bf_write *pBuf );
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void DataTable_WriteClassInfosBuffer(ServerClass *pClasses, bf_write *pBuf );
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bool DataTable_SetupReceiveTableFromSendTable( SendTable *sendTable, bool bNeedsDecoder );
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#endif // DT_COMMON_ENG_H
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