Update Fire.h
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@ -14,7 +14,7 @@ public:
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CEntity *m_pSource;
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CEntity *m_pSource;
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uint32 m_nExtinguishTime;
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uint32 m_nExtinguishTime;
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uint32 m_nStartTime;
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uint32 m_nStartTime;
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int32 field_20;
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int field_20;
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uint32 field_24;
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uint32 field_24;
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uint32 m_nFiremenPuttingOut;
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uint32 m_nFiremenPuttingOut;
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float m_fStrength;
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float m_fStrength;
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@ -35,12 +35,12 @@ public:
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uint32 m_nTotalFires;
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uint32 m_nTotalFires;
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CFire m_aFires[NUM_FIRES];
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CFire m_aFires[NUM_FIRES];
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void StartFire(CVector pos, float size, bool propagation);
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void StartFire(CVector pos, float size, bool propagation);
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void StartFire(CEntity *entityOnFire, CEntity *fleeFrom, float strength, bool propagation);
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CFire *StartFire(CEntity *entityOnFire, CEntity *fleeFrom, float strength, bool propagation);
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void Update(void);
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void Update(void);
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CFire *FindFurthestFire_NeverMindFireMen(CVector coords, float minRange, float maxRange);
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CFire *FindFurthestFire_NeverMindFireMen(CVector coords, float minRange, float maxRange);
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CFire *FindNearestFire(CVector vecPos, float *pDistance);
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CFire *FindNearestFire(CVector vecPos, float *pDistance);
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CFire *GetNextFreeFire(void);
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CFire *GetNextFreeFire(void);
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uint32 GetTotalActiveFires(void) const;
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uint32 GetTotalActiveFires() const;
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void ExtinguishPoint(CVector point, float range);
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void ExtinguishPoint(CVector point, float range);
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int32 StartScriptFire(const CVector &pos, CEntity *target, float strength, bool propagation);
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int32 StartScriptFire(const CVector &pos, CEntity *target, float strength, bool propagation);
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bool IsScriptFireExtinguish(int16 index);
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bool IsScriptFireExtinguish(int16 index);
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