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https://github.com/celisej567/source-engine.git
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39
public/tier3/choreoutils.h
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39
public/tier3/choreoutils.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Helper methods + classes for choreo
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//
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//===========================================================================//
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#ifndef CHOREOUTILS_H
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#define CHOREOUTILS_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CChoreoScene;
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class CChoreoEvent;
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class CStudioHdr;
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//-----------------------------------------------------------------------------
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// Finds sound files associated with events
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//-----------------------------------------------------------------------------
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const char *GetSoundForEvent( CChoreoEvent *pEvent, CStudioHdr *pStudioHdr );
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//-----------------------------------------------------------------------------
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// Fixes up the duration of a choreo scene based on wav files + animations
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// Returns true if a change needed to be made
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//-----------------------------------------------------------------------------
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bool AutoAddGestureKeys( CChoreoEvent *e, CStudioHdr *pStudioHdr, float *pPoseParameters, bool bCheckOnly );
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bool UpdateGestureLength( CChoreoEvent *e, CStudioHdr *pStudioHdr, float *pPoseParameters, bool bCheckOnly );
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bool UpdateSequenceLength( CChoreoEvent *e, CStudioHdr *pStudioHdr, float *pPoseParameters, bool bCheckOnly, bool bVerbose );
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#endif // CHOREOUTILS_H
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97
public/tier3/mdlutils.h
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97
public/tier3/mdlutils.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A higher level link library for general use in the game and tools.
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//
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//===========================================================================//
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#ifndef MDLUTILS_H
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#define MDLUTILS_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include "datacache/imdlcache.h"
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#include "mathlib/vector.h"
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#include "Color.h"
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#include "studio.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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struct matrix3x4_t;
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struct MDLSquenceLayer_t
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{
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int m_nSequenceIndex;
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float m_flWeight;
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bool m_bNoLoop;
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float m_flCycleBeganAt;
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};
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//-----------------------------------------------------------------------------
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// Class containing simplistic MDL state for use in rendering
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//-----------------------------------------------------------------------------
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class CMDL
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{
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public:
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CMDL();
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~CMDL();
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void SetMDL( MDLHandle_t h );
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MDLHandle_t GetMDL() const;
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// Simple version of drawing; sets up bones for you
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void Draw( const matrix3x4_t& rootToWorld );
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// NOTE: This version of draw assumes you've filled in the bone to world
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// matrix yourself by calling IStudioRender::LockBoneMatrices. The pointer
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// returned by that method needs to be passed into here
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void Draw( const matrix3x4_t& rootToWorld, const matrix3x4_t *pBoneToWorld );
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void SetUpBones( const matrix3x4_t& shapeToWorld, int nMaxBoneCount, matrix3x4_t *pOutputMatrices, const float *pPoseParameters = NULL, MDLSquenceLayer_t *pSequenceLayers = NULL, int nNumSequenceLayers = 0 );
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void SetupBonesWithBoneMerge( const CStudioHdr *pMergeHdr, matrix3x4_t *pMergeBoneToWorld,
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const CStudioHdr *pFollow, const matrix3x4_t *pFollowBoneToWorld, const matrix3x4_t &matModelToWorld );
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studiohdr_t *GetStudioHdr();
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private:
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void UnreferenceMDL();
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public:
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MDLHandle_t m_MDLHandle;
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Color m_Color;
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int m_nSkin;
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int m_nBody;
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int m_nSequence;
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int m_nLOD;
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float m_flPlaybackRate;
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float m_flTime;
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float m_pFlexControls[ MAXSTUDIOFLEXCTRL * 4 ];
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Vector m_vecViewTarget;
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bool m_bWorldSpaceViewTarget;
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void *m_pProxyData;
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};
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//-----------------------------------------------------------------------------
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// Returns the bounding box for the model
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//-----------------------------------------------------------------------------
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void GetMDLBoundingBox( Vector *pMins, Vector *pMaxs, MDLHandle_t h, int nSequence );
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//-----------------------------------------------------------------------------
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// Returns the radius of the model as measured from the origin
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//-----------------------------------------------------------------------------
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float GetMDLRadius( MDLHandle_t h, int nSequence );
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//-----------------------------------------------------------------------------
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// Returns a more accurate bounding sphere
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//-----------------------------------------------------------------------------
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void GetMDLBoundingSphere( Vector *pVecCenter, float *pRadius, MDLHandle_t h, int nSequence );
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#endif // MDLUTILS_H
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18
public/tier3/scenetokenprocessor.h
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18
public/tier3/scenetokenprocessor.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef SCENETOKENPROCESSOR_H
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#define SCENETOKENPROCESSOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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class ISceneTokenProcessor;
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ISceneTokenProcessor *GetTokenProcessor();
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void SetTokenProcessorBuffer( const char *buf );
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#endif // SCENETOKENPROCESSOR_H
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114
public/tier3/tier3.h
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114
public/tier3/tier3.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A higher level link library for general use in the game and tools.
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//
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//===========================================================================//
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#ifndef TIER3_H
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#define TIER3_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include "tier2/tier2.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IStudioRender;
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class IMatSystemSurface;
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class IDataCache;
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class IMDLCache;
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class IVideoServices;
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class IDmeMakefileUtils;
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class IPhysicsCollision;
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class ISoundEmitterSystemBase;
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class IVTex;
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namespace vgui
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{
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class ISurface;
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class IVGui;
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class IInput;
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class IPanel;
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class ILocalize;
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class ISchemeManager;
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class ISystem;
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}
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//-----------------------------------------------------------------------------
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// These tier3 libraries must be set by any users of this library.
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// They can be set by calling ConnectTier3Libraries.
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// It is hoped that setting this, and using this library will be the common mechanism for
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// allowing link libraries to access tier3 library interfaces
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//-----------------------------------------------------------------------------
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extern IStudioRender *g_pStudioRender;
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extern IStudioRender *studiorender;
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extern IMatSystemSurface *g_pMatSystemSurface;
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extern vgui::ISurface *g_pVGuiSurface;
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extern vgui::IInput *g_pVGuiInput;
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extern vgui::IVGui *g_pVGui;
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extern vgui::IPanel *g_pVGuiPanel;
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extern vgui::ILocalize *g_pVGuiLocalize;
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extern vgui::ISchemeManager *g_pVGuiSchemeManager;
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extern vgui::ISystem *g_pVGuiSystem;
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extern IDataCache *g_pDataCache; // FIXME: Should IDataCache be in tier2?
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extern IMDLCache *g_pMDLCache;
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extern IMDLCache *mdlcache;
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extern IVideoServices *g_pVideo;
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extern IDmeMakefileUtils *g_pDmeMakefileUtils;
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extern IPhysicsCollision *g_pPhysicsCollision;
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extern ISoundEmitterSystemBase *g_pSoundEmitterSystem;
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extern IVTex *g_pVTex;
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//-----------------------------------------------------------------------------
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// Call this to connect to/disconnect from all tier 3 libraries.
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// It's up to the caller to check the globals it cares about to see if ones are missing
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//-----------------------------------------------------------------------------
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void ConnectTier3Libraries( CreateInterfaceFn *pFactoryList, int nFactoryCount );
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void DisconnectTier3Libraries();
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//-----------------------------------------------------------------------------
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// Helper empty implementation of an IAppSystem for tier2 libraries
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//-----------------------------------------------------------------------------
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template< class IInterface, int ConVarFlag = 0 >
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class CTier3AppSystem : public CTier2AppSystem< IInterface, ConVarFlag >
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{
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typedef CTier2AppSystem< IInterface, ConVarFlag > BaseClass;
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public:
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CTier3AppSystem( bool bIsPrimaryAppSystem = true ) : BaseClass( bIsPrimaryAppSystem )
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{
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}
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virtual bool Connect( CreateInterfaceFn factory )
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{
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if ( !BaseClass::Connect( factory ) )
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return false;
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if ( BaseClass::IsPrimaryAppSystem() )
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{
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ConnectTier3Libraries( &factory, 1 );
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}
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return true;
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}
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virtual void Disconnect()
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{
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if ( BaseClass::IsPrimaryAppSystem() )
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{
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DisconnectTier3Libraries();
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}
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BaseClass::Disconnect();
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}
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};
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#endif // TIER3_H
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55
public/tier3/tier3dm.h
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55
public/tier3/tier3dm.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A higher level link library for general use in the game and tools.
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//
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//===========================================================================//
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#ifndef TIER3DM_H
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#define TIER3DM_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include "tier3/tier3.h"
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#include "tier2/tier2dm.h"
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//-----------------------------------------------------------------------------
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// Helper empty implementation of an IAppSystem for tier2 libraries
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//-----------------------------------------------------------------------------
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template< class IInterface, int ConVarFlag = 0 >
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class CTier3DmAppSystem : public CTier2DmAppSystem< IInterface, ConVarFlag >
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{
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typedef CTier2DmAppSystem< IInterface, ConVarFlag > BaseClass;
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public:
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CTier3DmAppSystem( bool bIsPrimaryAppSystem = true ) : BaseClass( bIsPrimaryAppSystem )
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{
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}
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virtual bool Connect( CreateInterfaceFn factory )
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{
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if ( !BaseClass::Connect( factory ) )
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return false;
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if ( IsPrimaryAppSystem() )
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{
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ConnectTier3Libraries( &factory, 1 );
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}
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return true;
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}
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virtual void Disconnect()
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{
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if ( IsPrimaryAppSystem() )
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{
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DisconnectTier3Libraries();
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}
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BaseClass::Disconnect();
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}
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};
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#endif // TIER3DM_H
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