//-----------------------------------------------------------------------------
// Purpose: RecvProxy that converts a marine's player UtlVector to entindexes
//-----------------------------------------------------------------------------
void RecvProxy_AOEGrenList(  const CRecvProxyData *pData, void *pStruct, void *pOut )
{
	C_ASW_AOEGrenade_Projectile *pAOEGren = (C_ASW_AOEGrenade_Projectile*)pStruct;

	CBaseHandle *pHandle = (CBaseHandle*)(&(pAOEGren->m_hAOETargets[pData->m_iElement])); 
	RecvProxy_IntToEHandle( pData, pStruct, pHandle );

	// update the heal beams
	pAOEGren->m_bUpdateAOETargets = true;
}
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void RecvProxy_HealingTarget( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
	CWeaponMedigun *pMedigun = ((CWeaponMedigun*)(pStruct));
	if ( pMedigun != NULL )
	{
		pMedigun->ForceHealingTargetUpdate();
	}

	RecvProxy_IntToEHandle( pData, pStruct, pOut );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void RecvProxy_HealingTargetKritzKrieg( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
	CWeaponKritzkrieg *pKritzkrieg = ((CWeaponKritzkrieg*)(pStruct));
	if ( pKritzkrieg != NULL )
	{
		pKritzkrieg->ForceHealingTargetUpdate();
	}

	RecvProxy_IntToEHandle( pData, pStruct, pOut );
}
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void RecvProxy_HookDied(const CRecvProxyData *pData, void *pStruct, void *pOut)
{
	CWeaponGrapple *pGrapple = ((CWeaponGrapple*)pStruct);
	RecvProxy_IntToEHandle(pData, pStruct, pOut);
	CBaseEntity *pNewHook = pGrapple->GetHook();
	if (pNewHook == NULL)
	{
		if (pGrapple->GetOwner() && pGrapple->GetOwner()->GetActiveWeapon() == pGrapple)
		{
			pGrapple->NotifyHookDied();
		}
	}
}
static void RecvProxy_Weapon( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
	CBaseViewModel *pViewModel = ((CBaseViewModel*)pStruct);
	CBaseCombatWeapon *pOldWeapon = pViewModel->GetOwningWeapon();

	// Chain through to the default recieve proxy ...
	RecvProxy_IntToEHandle( pData, pStruct, pOut );

	// ... and reset our cycle index if the server is switching weapons on us
	CBaseCombatWeapon *pNewWeapon = pViewModel->GetOwningWeapon();
	if ( pNewWeapon != pOldWeapon )
	{
		// Restart animation at frame 0
		pViewModel->SetCycle( 0 );
		pViewModel->m_flAnimTime = gpGlobals->curtime;
	}
}
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//-----------------------------------------------------------------------------
// Purpose: RecvProxy that converts the Player's object UtlVector to entindexes
//-----------------------------------------------------------------------------
void RecvProxy_TeamObjectList( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
	C_TFTeam *pPlayer = (C_TFTeam*)pStruct;
	CBaseHandle *pHandle = (CBaseHandle*)(&(pPlayer->m_aObjects[pData->m_iElement])); 
	RecvProxy_IntToEHandle( pData, pStruct, pHandle );
}
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//-----------------------------------------------------------------------------
// Moveparent receive proxies
//-----------------------------------------------------------------------------
void RecvProxy_IntToMoveParent( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
	CHandle<C_BaseEntity> *pHandle = (CHandle<C_BaseEntity>*)pOut;
	RecvProxy_IntToEHandle( pData, pStruct, (CBaseHandle*)pHandle );
}