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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Expose an IsAHunter function
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//
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//=============================================================================//
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#ifndef NPC_HUNTER_H
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#define NPC_HUNTER_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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class CBaseEntity;
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/// true if given entity pointer is a hunter.
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bool Hunter_IsHunter(CBaseEntity *pEnt);
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// call throughs for member functions
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void Hunter_StriderBusterAttached( CBaseEntity *pHunter, CBaseEntity *pAttached );
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void Hunter_StriderBusterDetached( CBaseEntity *pHunter, CBaseEntity *pAttached );
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void Hunter_StriderBusterLaunched( CBaseEntity *pBuster );
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#endif
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