#pragma once



//Start:CFEKeepInitial_float_declaration:39D4AAB4:6CF91EB8 *** Machine generated code - do not edit ***

class CFEKeepInitial_float : public IFloatEvaluator

{

public:

   CFEKeepInitial_float(CEvaluatorAllocator &allocator);

   virtual ~CFEKeepInitial_float();



   virtual void         Initialize(CEvaluatorUpdateData &updateData) const;

   virtual real32 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_0x84659304;



   enum EProperties

   {

      kP_Value                                         = 0xDCB67730,



      kP_Terminator                                    = 0xFFFFFFFF

   };



   // Regular component properties

   boost::shared_ptr<IFloatEvaluator>              mValue;

//End:CFEKeepInitial_float_declaration:39D4AAB4 *** Machine generated code - do not edit *** $End$:CFEKeepInitial_float_declaration:39D4AAB4

   CEvalFloatData                                  mInitialValue;

};



