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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Contains the set of functions for manipulating entity hierarchies.
//
// $NoKeywords: $
//=============================================================================//
#ifndef HIERARCHY_H
#define HIERARCHY_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
class CBaseEntity;
void UnlinkFromParent( CBaseEntity *pRemove );
void TransferChildren( CBaseEntity *pOldParent, CBaseEntity *pNewParent );
void LinkChild( CBaseEntity *pParent, CBaseEntity *pChild );
void UnlinkAllChildren( CBaseEntity *pParent );
int GetAllChildren( CBaseEntity *pParent, CUtlVector<CBaseEntity *> &list );
bool EntityIsParentOf( CBaseEntity *pParent, CBaseEntity *pEntity );
int GetAllInHierarchy( CBaseEntity *pParent, CUtlVector<CBaseEntity *> &list );
#endif // HIERARCHY_H
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