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//========= Copyright <EFBFBD> 1996-2005, 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 RECIPIENTFILTER_H
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#define RECIPIENTFILTER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "irecipientfilter.h"
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#include "const.h"
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#include "player.h"
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#include "bitvec.h"
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//-----------------------------------------------------------------------------
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// Purpose: A generic filter for determining whom to send message/sounds etc. to and
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// providing a bit of additional state information
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//-----------------------------------------------------------------------------
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class CRecipientFilter : public IRecipientFilter
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{
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public:
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CRecipientFilter();
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virtual ~CRecipientFilter();
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virtual bool IsReliable( void ) const;
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virtual bool IsInitMessage( void ) const;
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virtual int GetRecipientCount( void ) const;
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virtual int GetRecipientIndex( int slot ) const;
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public:
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void CopyFrom( const CRecipientFilter& src );
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void Reset( void );
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void MakeInitMessage( void );
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void MakeReliable( void );
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void AddAllPlayers( void );
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void AddRecipientsByPVS( const Vector& origin );
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void RemoveRecipientsByPVS( const Vector& origin );
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void AddRecipientsByPAS( const Vector& origin );
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void AddRecipient( CBasePlayer *player );
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void RemoveAllRecipients( void );
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void RemoveRecipient( CBasePlayer *player );
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void RemoveRecipientByPlayerIndex( int playerindex );
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void AddRecipientsByTeam( CTeam *team );
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void RemoveRecipientsByTeam( CTeam *team );
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void RemoveRecipientsNotOnTeam( CTeam *team );
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void UsePredictionRules( void );
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bool IsUsingPredictionRules( void ) const;
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bool IgnorePredictionCull( void ) const;
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void SetIgnorePredictionCull( bool ignore );
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void AddPlayersFromBitMask( CPlayerBitVec& playerbits );
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void RemovePlayersFromBitMask( CPlayerBitVec& playerbits );
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void RemoveSplitScreenPlayers();
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private:
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bool m_bReliable;
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bool m_bInitMessage;
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CUtlVector< int > m_Recipients;
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// If using prediction rules, the filter itself suppresses local player
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bool m_bUsingPredictionRules;
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// If ignoring prediction cull, then external systems can determine
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// whether this is a special case where culling should not occur
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bool m_bIgnorePredictionCull;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Simple class to create a filter for a single player ( unreliable )
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//-----------------------------------------------------------------------------
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class CSingleUserRecipientFilter : public CRecipientFilter
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{
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public:
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CSingleUserRecipientFilter( CBasePlayer *player )
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{
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AddRecipient( player );
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}
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};
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//-----------------------------------------------------------------------------
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// Purpose: Simple class to create a filter for all players on a given team
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//-----------------------------------------------------------------------------
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class CTeamRecipientFilter : public CRecipientFilter
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{
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public:
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CTeamRecipientFilter( int team, bool isReliable = false );
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};
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//-----------------------------------------------------------------------------
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// Purpose: Simple class to create a filter for all players ( unreliable )
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//-----------------------------------------------------------------------------
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class CBroadcastRecipientFilter : public CRecipientFilter
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{
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public:
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CBroadcastRecipientFilter( void )
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{
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AddAllPlayers();
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}
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};
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//-----------------------------------------------------------------------------
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// Purpose: Simple class to create a filter for all players ( reliable )
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//-----------------------------------------------------------------------------
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class CReliableBroadcastRecipientFilter : public CBroadcastRecipientFilter
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{
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public:
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CReliableBroadcastRecipientFilter( void )
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{
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MakeReliable();
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}
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};
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//-----------------------------------------------------------------------------
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// Purpose: Add players in PAS to recipient list (unreliable)
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//-----------------------------------------------------------------------------
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class CPASFilter : public CRecipientFilter
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{
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public:
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CPASFilter( void )
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{
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}
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CPASFilter( const Vector& origin )
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{
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AddRecipientsByPAS( origin );
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}
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};
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//-----------------------------------------------------------------------------
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// Purpose: Add players in PAS to list and if not in single player, use attenuation
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// to remove those that are too far away from source origin
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// Source origin can be stated as an entity or just a passed in origin
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// (unreliable)
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//-----------------------------------------------------------------------------
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class CPASAttenuationFilter : public CPASFilter
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{
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public:
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CPASAttenuationFilter( void )
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{
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}
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CPASAttenuationFilter( CBaseEntity *entity, soundlevel_t soundlevel ) :
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CPASFilter( static_cast<const Vector&>(entity->GetSoundEmissionOrigin()) )
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{
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Filter( entity->GetSoundEmissionOrigin(), SNDLVL_TO_ATTN( soundlevel ) );
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}
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CPASAttenuationFilter( CBaseEntity *entity, float attenuation = ATTN_NORM ) :
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CPASFilter( static_cast<const Vector&>(entity->GetSoundEmissionOrigin()) )
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{
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Filter( entity->GetSoundEmissionOrigin(), attenuation );
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}
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CPASAttenuationFilter( const Vector& origin, soundlevel_t soundlevel ) :
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CPASFilter( origin )
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{
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Filter( origin, SNDLVL_TO_ATTN( soundlevel ) );
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}
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CPASAttenuationFilter( const Vector& origin, float attenuation = ATTN_NORM ) :
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CPASFilter( origin )
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{
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Filter( origin, attenuation );
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}
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CPASAttenuationFilter( CBaseEntity *entity, const char *lookupSound ) :
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CPASFilter( static_cast<const Vector&>(entity->GetSoundEmissionOrigin()) )
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{
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soundlevel_t level = CBaseEntity::LookupSoundLevel( lookupSound );
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float attenuation = SNDLVL_TO_ATTN( level );
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Filter( entity->GetSoundEmissionOrigin(), attenuation );
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}
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CPASAttenuationFilter( const Vector& origin, const char *lookupSound ) :
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CPASFilter( origin )
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{
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soundlevel_t level = CBaseEntity::LookupSoundLevel( lookupSound );
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float attenuation = SNDLVL_TO_ATTN( level );
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Filter( origin, attenuation );
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}
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CPASAttenuationFilter( CBaseEntity *entity, const char *lookupSound, HSOUNDSCRIPTHANDLE& handle ) :
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CPASFilter( static_cast<const Vector&>(entity->GetSoundEmissionOrigin()) )
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{
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soundlevel_t level = CBaseEntity::LookupSoundLevel( lookupSound, handle );
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float attenuation = SNDLVL_TO_ATTN( level );
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Filter( entity->GetSoundEmissionOrigin(), attenuation );
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}
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CPASAttenuationFilter( const Vector& origin, const char *lookupSound, HSOUNDSCRIPTHANDLE& handle ) :
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CPASFilter( origin )
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{
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soundlevel_t level = CBaseEntity::LookupSoundLevel( lookupSound, handle );
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float attenuation = SNDLVL_TO_ATTN( level );
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Filter( origin, attenuation );
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}
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public:
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void Filter( const Vector& origin, float attenuation = ATTN_NORM );
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};
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//-----------------------------------------------------------------------------
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// Purpose: Simple PVS based filter ( unreliable )
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//-----------------------------------------------------------------------------
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class CPVSFilter : public CRecipientFilter
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{
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public:
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CPVSFilter( const Vector& origin )
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{
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AddRecipientsByPVS( origin );
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}
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};
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#endif // RECIPIENTFILTER_H
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