update sdk, fix weapon drop bug, update gamevent struct from hl2sdk
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@@ -9,87 +9,168 @@ class CUtlString;
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class IToolGameEventAPI {
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virtual void unk001(void*) = 0;
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};
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struct UnkGameEventStruct_t {
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UnkGameEventStruct_t(const char* keyName) {
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m_Unk = 0;
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m_Key = keyName;
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static auto MurmurHash2(const void* key, int len, uint32 seed) -> uint32_t
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{
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#define LittleDWord( val ) ( val )
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// 'm' and 'r' are mixing constants generated offline.
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// They're not really 'magic', they just happen to work well.
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const uint32 m = 0x5bd1e995;
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const int r = 24;
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// Initialize the hash to a 'random' value
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uint32 h = seed ^ len;
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// Mix 4 bytes at a time into the hash
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const unsigned char* data = (const unsigned char*)key;
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while (len >= 4)
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{
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uint32 k = LittleDWord(*(uint32*)data);
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k *= m;
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k ^= k >> r;
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k *= m;
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h *= m;
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h ^= k;
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data += 4;
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len -= 4;
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}
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uint64_t m_Unk;
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const char* m_Key;
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// Handle the last few bytes of the input array
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switch (len)
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{
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case 3: h ^= data[2] << 16;
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case 2: h ^= data[1] << 8;
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case 1: h ^= data[0];
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h *= m;
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};
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// Do a few final mixes of the hash to ensure the last few
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// bytes are well-incorporated.
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h ^= h >> 13;
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h *= m;
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h ^= h >> 15;
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return h;
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}
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struct GameEventKeySymbol_t {
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GameEventKeySymbol_t(const char* keyName) {
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if (keyName != nullptr) {
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m_nHashCode = MurmurHash2(keyName, strlen(keyName), 0x31415926);
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m_pszKeyName = keyName;
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}
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}
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uint64_t m_nHashCode;
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const char* m_pszKeyName;
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};
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class IGameEvent {
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class IHandleEntity
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{
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virtual void Schema_DynamicBinding(void**) = 0;
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public:
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virtual ~IHandleEntity() = 0;
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virtual const CEntityHandle GetRefEHandle() const = 0;
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};
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class IGameEvent{
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public:
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// 0
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virtual ~IGameEvent(){};
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virtual ~IGameEvent() {};
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virtual const char* GetName() const = 0; // get event name
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virtual int GetID() const = 0;
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virtual bool IsReliable() const = 0; // if event handled reliable
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virtual bool IsLocal() const = 0; // if event is never networked
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virtual bool IsEmpty(
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const char* keyName = NULL) = 0; // check if data field exists
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virtual bool IsEmpty(const GameEventKeySymbol_t
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& keySymbol) = 0; // check if data field exists
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// Data access index 6
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virtual bool GetBool(UnkGameEventStruct_t* keyName = NULL,
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// Data access
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virtual bool GetBool(const GameEventKeySymbol_t& keySymbol,
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bool defaultValue = false) = 0;
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virtual int GetInt(UnkGameEventStruct_t* keyName = NULL,
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virtual int GetInt(const GameEventKeySymbol_t& keySymbol,
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int defaultValue = 0) = 0;
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virtual uint64_t GetUint64(UnkGameEventStruct_t* keyName = NULL,
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uint64_t defaultValue = 0) = 0;
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virtual float GetFloat(UnkGameEventStruct_t* keyName = NULL,
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virtual uint64 GetUint64(const GameEventKeySymbol_t& keySymbol,
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uint64 defaultValue = 0) = 0;
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virtual float GetFloat(const GameEventKeySymbol_t& keySymbol,
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float defaultValue = 0.0f) = 0;
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virtual const char* GetString(UnkGameEventStruct_t* keyName = NULL,
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virtual const char* GetString(const GameEventKeySymbol_t& keySymbol,
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const char* defaultValue = "") = 0;
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virtual void* GetPtr(const char* keyName = NULL,
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void* defaultValue = NULL) = 0;
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virtual void* GetPtr(const GameEventKeySymbol_t& keySymbol) = 0;
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/* These function prototypes and names are very speculative and might be
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* incorrect */
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virtual CEntityHandle GetEHandle(UnkGameEventStruct_t* keyName,
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CEntityHandle defaultValue) = 0;
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virtual CEntityHandle GetStrictEHandle(UnkGameEventStruct_t* keyName,
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CEntityHandle defaultValue) = 0;
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virtual CEntityHandle GetEHandle2(UnkGameEventStruct_t* keyName,
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CEntityHandle defaultValue) = 0;
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virtual CEntityHandle GetEHandle(
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const GameEventKeySymbol_t& keySymbol,
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CEntityHandle defaultValue = CEntityHandle()) = 0;
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virtual CPlayerSlot* GetPlayerSlot(
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UnkGameEventStruct_t* keyName = NULL) = 0;
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virtual CBasePlayer* GetPlayer(UnkGameEventStruct_t* keyName = NULL) = 0;
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// Returns the entity instance, mostly used for _pawn keys, might return 0
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// if used on any other key (even on a controller).
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virtual IHandleEntity* GetEntity(
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const GameEventKeySymbol_t& keySymbol,
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IHandleEntity* fallbackInstance = NULL) = 0;
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virtual CEntityIndex GetEntityIndex(
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const GameEventKeySymbol_t& keySymbol,
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CEntityIndex defaultValue = CEntityIndex(-1)) = 0;
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virtual void* GetPlayerPawn(UnkGameEventStruct_t* keyName = NULL) = 0;
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virtual CEntityHandle GetPlayerControllerEHandle(
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UnkGameEventStruct_t* keyName = NULL) = 0;
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virtual CEntityHandle GetPlayerControllerEHandle2(
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UnkGameEventStruct_t* keyName = NULL) = 0;
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/* ============================================================ */
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virtual CPlayerSlot GetPlayerSlot(
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const GameEventKeySymbol_t& keySymbol) = 0;
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virtual void SetBool(const char* keyName, bool value) = 0;
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virtual void SetInt(const char* keyName, int value) = 0;
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virtual void SetUint64(const char* keyName, uint64_t value) = 0;
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virtual void SetFloat(const char* keyName, float value) = 0;
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virtual void SetString(const char* keyName, const char* value) = 0;
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virtual void SetPtr(const char* keyName, void* value) = 0;
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virtual IHandleEntity* GetPlayerController(
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const GameEventKeySymbol_t& keySymbol) = 0;
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virtual IHandleEntity* GetPlayerPawn(
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const GameEventKeySymbol_t& keySymbol) = 0;
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/* These function prototypes and names are very speculative and might be
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* incorrect */
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virtual void SetEHandleStrict(const char* keyName,
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CEntityHandle handle) = 0;
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virtual void SetEHandle(const char* keyName, CEntityHandle handle) = 0;
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// Returns the EHandle for the _pawn entity.
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virtual CEntityHandle GetPawnEHandle(
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const GameEventKeySymbol_t& keySymbol) = 0;
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// Returns the CEntityIndex for the _pawn entity.
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virtual CEntityIndex GetPawnEntityIndex(
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const GameEventKeySymbol_t& keySymbol) = 0;
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virtual void SetBool(const GameEventKeySymbol_t& keySymbol, bool value) = 0;
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virtual void SetInt(const GameEventKeySymbol_t& keySymbol, int value) = 0;
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virtual void SetUint64(const GameEventKeySymbol_t& keySymbol,
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uint64 value) = 0;
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virtual void SetFloat(const GameEventKeySymbol_t& keySymbol,
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float value) = 0;
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virtual void SetString(const GameEventKeySymbol_t& keySymbol,
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const char* value) = 0;
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virtual void SetPtr(const GameEventKeySymbol_t& keySymbol, void* value) = 0;
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virtual void SetEntity(const GameEventKeySymbol_t& keySymbol,
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CEntityIndex value) = 0;
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virtual void SetEntity(const GameEventKeySymbol_t& keySymbol,
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IHandleEntity* value) = 0;
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// Also sets the _pawn key
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virtual void SetPlayerSlot(const char* keyName, CPlayerSlot value) = 0;
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virtual void SetPlayer(const char* keyName, CBasePlayer* value) = 0;
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/* ============================================================ */
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virtual void SetPlayer(const GameEventKeySymbol_t& keySymbol,
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CPlayerSlot value) = 0;
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// Also sets the _pawn key (Expects pawn entity to be passed)
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virtual void SetPlayer(const GameEventKeySymbol_t& keySymbol,
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IHandleEntity* pawn) = 0;
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virtual bool HasKey(const char* keyName) = 0;
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// Expects pawn entity to be passed, will set the controller entity as a
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// controllerKeyName and pawn entity as a pawnKeyName.
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virtual void SetPlayerRaw(const GameEventKeySymbol_t& controllerKeySymbol,
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const GameEventKeySymbol_t& pawnKeySymbol,
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IHandleEntity* pawn) = 0;
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virtual bool HasKey(const GameEventKeySymbol_t& keySymbol) = 0;
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// Something script vm related
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virtual void unk001() = 0;
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// virtual KeyValues* GetDataKeys() const = 0;
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// Not based on keyvalues anymore as it seems like
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virtual void* GetDataKeys() const = 0;
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};
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class IGameEventListener2 {
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public:
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virtual ~IGameEventListener2(void){};
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