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F32 = 0 Half the side length of the square around the entity position that the client uses as the bounds of the shop object, in world units.
A shop placed on the map. It sits in the Shop field of a
ShopEntityTemplate. When the entity activates, the
ShopGeComponent builds a shop object of the older game object
system, named Shop_T<team>_<index>_<n> after the team and the spawn index of the
entity.
The shopkeeper model is the character of the entity's Character field
(SkinCharacterGeComponentDef). The client loads
it and plays its Idle1 animation.
F32 = 0 Half the side length of the square around the entity position that the client uses as the bounds of the shop object, in world units.
Bool = false Not read when the client builds the shop. No client reader has been identified.
F32 = 0 Purchase radius, in world units. A unit can buy when its distance to the purchase centre is within this radius.
Vec3 = [0, 0, 0] Offset of the purchase centre from the entity, in the entity's local space. The client moves it by the entity transform.
Bool = false Not read when the client builds the shop. No client reader has been identified.