#pragma once



//Start:CBEConvertFloatToBool_bool_declaration:42F8BDE5:32FFF3EA *** Machine generated code - do not edit ***

class CBEConvertFloatToBool_bool : public IBoolEvaluator

{

public:

   CBEConvertFloatToBool_bool(CEvaluatorAllocator &allocator);

   virtual ~CBEConvertFloatToBool_bool();



   virtual void         Initialize(CEvaluatorUpdateData &updateData) const;

   virtual bool GetValue(CEvaluatorUpdateData const &updateData) const;

   virtual uint32       GetType() const;

   static IEvaluator *  Factory(CInputStream &inStream, CEvaluatorAllocator &allocator, IEvaluatorFactory const &factory);

   virtual void         ApplyProperties(CGameObjectApplyPropertiesData &applyProperties, CEvaluatorAllocator &allocator);

   virtual void         PostLoadUpdate();

   virtual uint32       CopyToLinearStream(CLinearCopyStream &stream, IEvaluatorTypeToVTable const &evalToVTable) const;



   static const uint32                             kType_0x63EBD56A;



   enum EProperties

   {

      kP_Input                                         = 0x19E91DD3,



      kP_Terminator                                    = 0xFFFFFFFF

   };



   // Regular component properties

   boost::shared_ptr<IFloatEvaluator>              mInput;

//End:CBEConvertFloatToBool_bool_declaration:42F8BDE5 *** Machine generated code - do not edit *** $End$:CBEConvertFloatToBool_bool_declaration:42F8BDE5



};



