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CBurstFire: Tidy up includes
Includes all necessary headers and uses a forward declaration where applicable. Ensures inclusion changes in other headers don't break the compilation of these headers and source files.
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@@ -1,15 +1,24 @@
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#pragma once
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#include <Runtime/Weapon/CBurstFire.hpp>
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#include <memory>
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#include <optional>
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#include <string_view>
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#include "CPhysicsActor.hpp"
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#include "CDamageInfo.hpp"
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#include "CDamageVulnerability.hpp"
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#include "Weapon/CProjectileInfo.hpp"
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#include "Weapon/CBurstFire.hpp"
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#include "Runtime/Weapon/CBurstFire.hpp"
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#include "Runtime/Weapon/CProjectileInfo.hpp"
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#include "Runtime/World/CDamageInfo.hpp"
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#include "Runtime/World/CDamageVulnerability.hpp"
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#include "Runtime/World/CPhysicsActor.hpp"
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#include <zeus/CAABox.hpp>
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#include <zeus/CVector3f.hpp>
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namespace urde {
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class CCollisionActorManager;
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class CElementGen;
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enum class EStateMsg;
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class CScriptGunTurretData {
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float x0_intoDeactivateDelay;
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float x4_intoActivateDelay;
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@@ -220,6 +229,7 @@ public:
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const zeus::CTransform& xf, CModelData&& mData, const zeus::CAABox& aabb, const CHealthInfo& hInfo,
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const CDamageVulnerability& dVuln, const CActorParameters& aParms,
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const CScriptGunTurretData& turretData);
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~CScriptGunTurret() override;
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void Accept(IVisitor&) override;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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