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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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#include "cbase.h"
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#include "tf_func_construction_yard.h"
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#include "tf_team.h"
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//-----------------------------------------------------------------------------
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// Purpose: Defines an area from which resources can be collected
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//-----------------------------------------------------------------------------
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class CFuncConstructionYard : public CBaseEntity
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{
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DECLARE_CLASS( CFuncConstructionYard, CBaseEntity );
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public:
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CFuncConstructionYard();
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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virtual void Spawn( void );
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virtual void UpdateOnRemove( void );
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virtual void Precache( void );
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virtual void Activate( void );
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// Inputs
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void InputSetActive( inputdata_t &inputdata );
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void InputSetInactive( inputdata_t &inputdata );
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void InputToggleActive( inputdata_t &inputdata );
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void SetActive( bool bActive );
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bool GetActive() const;
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bool IsEmpty( void );
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bool PointIsWithin( const Vector &vecPoint );
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// need to transmit to players who are in commander mode
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int UpdateTransmitState() { return SetTransmitState( FL_EDICT_FULLCHECK); }
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int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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private:
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bool m_bActive;
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};
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LINK_ENTITY_TO_CLASS( func_construction_yard, CFuncConstructionYard);
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BEGIN_DATADESC( CFuncConstructionYard )
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DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ToggleActive", InputToggleActive ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CFuncConstructionYard, DT_FuncConstructionYard)
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END_SEND_TABLE();
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PRECACHE_REGISTER( func_construction_yard );
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// List of construction yards for fast lookup
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typedef CHandle<CFuncConstructionYard> YardHandle;
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CUtlVector< YardHandle > g_hConstructionYards;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CFuncConstructionYard::CFuncConstructionYard()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes the resource zone
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//-----------------------------------------------------------------------------
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void CFuncConstructionYard::Spawn( void )
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{
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SetSolid( SOLID_BSP );
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AddSolidFlags( FSOLID_TRIGGER );
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SetMoveType( MOVETYPE_NONE );
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AddEffects( EF_NODRAW );
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SetModel( STRING( GetModelName() ) );
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m_bActive = false;
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YardHandle hYard;
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hYard = this;
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g_hConstructionYards.AddToTail( hYard );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncConstructionYard::UpdateOnRemove( void )
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{
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YardHandle hYard;
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hYard = this;
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g_hConstructionYards.FindAndRemove( hYard );
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncConstructionYard::Precache( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: See if we've got a gather point specified
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//-----------------------------------------------------------------------------
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void CFuncConstructionYard::Activate( void )
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{
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BaseClass::Activate();
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SetActive( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncConstructionYard::InputSetActive( inputdata_t &inputdata )
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{
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SetActive( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncConstructionYard::InputSetInactive( inputdata_t &inputdata )
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{
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SetActive( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncConstructionYard::InputToggleActive( inputdata_t &inputdata )
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{
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if ( m_bActive )
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{
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SetActive( false );
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}
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else
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{
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SetActive( true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncConstructionYard::SetActive( bool bActive )
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{
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m_bActive = bActive;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CFuncConstructionYard::GetActive() const
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{
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return m_bActive;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the specified point is within this zone
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//-----------------------------------------------------------------------------
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bool CFuncConstructionYard::PointIsWithin( const Vector &vecPoint )
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{
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return CollisionProp()->IsPointInBounds( vecPoint );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Transmit this to all players who are in commander mode
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//-----------------------------------------------------------------------------
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int CFuncConstructionYard::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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// Team rules may tell us that we should
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CBaseEntity* pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
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Assert( pRecipientEntity->IsPlayer() );
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CBasePlayer *pPlayer = (CBasePlayer*)pRecipientEntity;
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if ( pPlayer->GetTeam() )
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{
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if (pPlayer->GetTeam()->ShouldTransmitToPlayer( pPlayer, this ))
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return FL_EDICT_ALWAYS;
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}
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return FL_EDICT_DONTSEND;
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}
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//-----------------------------------------------------------------------------
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// Does a construction yard (or lack of one) prevent us from building?
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//-----------------------------------------------------------------------------
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bool PointInConstructionYard( const Vector &vecBuildOrigin )
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{
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// Find out whether we're in a construction yard or not
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for ( int i = 0; i < g_hConstructionYards.Count(); i++ )
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{
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CFuncConstructionYard *pYard = g_hConstructionYards[i];
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if ( pYard && pYard->PointIsWithin( vecBuildOrigin ) )
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool ConstructionYardPreventsBuild( CBaseObject *pObject, const Vector &vecBuildOrigin )
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{
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bool bMustBuildInYard = pObject->MustBeBuiltInConstructionYard();
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// Find out whether we're in a resource zone or not
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if( PointInConstructionYard( vecBuildOrigin ) )
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{
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if( !pObject->MustNotBeBuiltInConstructionYard() )
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return false; // An object that must be built in a yard is in a yard.
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else
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return true; // An object that can't be built in a yard is in a yard.
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}
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// If we have to be built in a construction yard, we're not in one
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if ( bMustBuildInYard )
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return true;
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return false;
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}
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