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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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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef NPC_ATTACKCHOPPER_H
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#define NPC_ATTACKCHOPPER_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Creates an avoidance sphere
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//-----------------------------------------------------------------------------
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CBaseEntity *CreateHelicopterAvoidanceSphere( CBaseEntity *pParent, int nAttachment, float flRadius, bool bAvoidBelow = false );
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// Chopper gibbage
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void Chopper_BecomeChunks( CBaseEntity *pChopper );
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void Chopper_CreateChunk( CBaseEntity *pChopper, const Vector &vecChunkPos, const QAngle &vecChunkAngles, const char *pszChunkName, bool bSmall );
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void Chopper_PrecacheChunks( CBaseEntity *pChopper );
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#endif // NPC_ATTACKCHOPPER_H
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