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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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#ifndef BASEOBJECT_SHARED_H
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#define BASEOBJECT_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_shareddefs.h"
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#if defined( CLIENT_DLL )
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#define CBaseObject C_BaseObject
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#endif
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class CBaseObject;
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typedef CHandle<CBaseObject> ObjectHandle;
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struct BuildPoint_t
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{
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// If this is true, then objects are parented to the attachment point instead of
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// parented to the entity's abs origin + angles. That way, they'll move if the
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// attachment point animates.
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bool m_bPutInAttachmentSpace;
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int m_iAttachmentNum;
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ObjectHandle m_hObject;
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int m_iPassenger;
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bool m_bValidObjects[ OBJ_LAST ];
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};
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struct VulnerablePoint_t
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{
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float m_fDamageMultiplier;
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int m_nSet;
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int m_nBox;
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};
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// Shared header file for players
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#if defined( CLIENT_DLL )
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#include "c_baseobject.h"
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#else
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#include "tf_obj.h"
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#endif
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#endif // BASEOBJECT_SHARED_H
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