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Update ISource2GameEntities::CheckTransmit
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@ -507,8 +507,9 @@ public:
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//
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// This is also where an entity can force other entities to be transmitted if it refers to them
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// with ehandles.
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virtual void CheckTransmit( CCheckTransmitInfo **pInfoInfoList, int nInfoCount, CBitVec<16384> &unionTransmitEdicts, const Entity2Networkable_t **pNetworkables,
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const uint16 *pEntityIndicies, int nEntityIndices, bool bEnablePVSBits ) = 0;
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virtual void CheckTransmit( CCheckTransmitInfo **pInfoInfoList, int nInfoCount, CBitVec<16384> &unionTransmitEdicts,
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CBitVec<16384> &, const Entity2Networkable_t **pNetworkables,
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const uint16 *pEntityIndicies, int nEntityIndices ) = 0;
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// TERROR: Perform any PVS cleanup before a full update
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virtual void PrepareForFullUpdate( CEntityIndex nPlayerEntityIndex ) = 0;
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