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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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// $NoKeywords: $
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//===========================================================================//
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#ifndef CDLL_CLIENT_INT_H
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#define CDLL_CLIENT_INT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "iclientnetworkable.h"
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#include "utllinkedlist.h"
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#include "cdll_int.h"
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#include "eiface.h"
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class IVModelRender;
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class IVEngineClient;
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class IVModelRender;
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class IVEfx;
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class IVRenderView;
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class IVDebugOverlay;
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class IMaterialSystem;
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class IMaterialSystemStub;
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class IDataCache;
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class IMDLCache;
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class IVModelInfoClient;
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class IEngineVGui;
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class ISpatialPartition;
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class IBaseClientDLL;
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class ISpatialPartition;
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class IFileSystem;
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class IStaticPropMgrClient;
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class IShadowMgr;
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class IEngineSound;
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class IMatSystemSurface;
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class IMaterialSystemHardwareConfig;
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class ISharedGameRules;
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class IEngineTrace;
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class IGameUIFuncs;
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class IGameEventManager2;
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class IPhysicsGameTrace;
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class CGlobalVarsBase;
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class IClientTools;
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class C_BaseAnimating;
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class IColorCorrectionSystem;
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class IInputSystem;
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class ISceneFileCache;
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class IXboxSystem; // Xbox 360 only
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class IMatchmaking;
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class IVideoServices;
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class CSteamAPIContext;
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class IClientReplayContext;
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class IReplayManager;
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class IEngineReplay;
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class IEngineClientReplay;
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class IReplayScreenshotManager;
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class CSteamID;
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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Necessary for stats display
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//=============================================================================
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class AchievementsAndStatsInterface;
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//=============================================================================
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// HPE_END
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//=============================================================================
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extern IVModelRender *modelrender;
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extern IVEngineClient *engine;
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extern IVModelRender *modelrender;
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extern IVEfx *effects;
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extern IVRenderView *render;
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extern IVDebugOverlay *debugoverlay;
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extern IMaterialSystem *materials;
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extern IMaterialSystemStub *materials_stub;
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extern IMaterialSystemHardwareConfig *g_pMaterialSystemHardwareConfig;
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extern IDataCache *datacache;
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extern IMDLCache *mdlcache;
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extern IVModelInfoClient *modelinfo;
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extern IEngineVGui *enginevgui;
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extern ISpatialPartition* partition;
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extern IBaseClientDLL *clientdll;
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extern IFileSystem *filesystem;
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extern IStaticPropMgrClient *staticpropmgr;
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extern IShadowMgr *shadowmgr;
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extern IEngineSound *enginesound;
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extern IMatSystemSurface *g_pMatSystemSurface;
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extern IEngineTrace *enginetrace;
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extern IGameUIFuncs *gameuifuncs;
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extern IGameEventManager2 *gameeventmanager;
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extern IPhysicsGameTrace *physgametrace;
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extern CGlobalVarsBase *gpGlobals;
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extern IClientTools *clienttools;
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extern IInputSystem *inputsystem;
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extern ISceneFileCache *scenefilecache;
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extern IXboxSystem *xboxsystem; // Xbox 360 only
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extern IMatchmaking *matchmaking;
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extern IVideoServices *g_pVideo;
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extern IUploadGameStats *gamestatsuploader;
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extern CSteamAPIContext *steamapicontext;
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extern IReplaySystem *g_pReplay;
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extern IClientReplayContext *g_pClientReplayContext;
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extern IReplayManager *g_pReplayManager;
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extern IReplayScreenshotManager *g_pReplayScreenshotManager;
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extern IEngineReplay *g_pEngineReplay;
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extern IEngineClientReplay *g_pEngineClientReplay;
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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Necessary for stats display
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//=============================================================================
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extern AchievementsAndStatsInterface* g_pAchievementsAndStatsInterface;
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//=============================================================================
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// HPE_END
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//=============================================================================
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// Set to true between LevelInit and LevelShutdown.
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extern bool g_bLevelInitialized;
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extern bool g_bTextMode;
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// Kyle says: this is here to obsfucate our accessing of the g_bTextMode variable and for no other purpose.
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// See the mess of TF_ANTI_IDLEBOT_VERIFICATION code. If that code doesn't exist anymore, this
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// probably also doesn't need to exist anymore.
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//
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// On a suggestion from Joe, we also point it to an incomplete type.
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extern class IClientPurchaseInterfaceV2 *g_pClientPurchaseInterface;
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// Returns true if a new OnDataChanged event is registered for this frame.
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bool AddDataChangeEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent );
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void ClearDataChangedEvent( int iStoredEvent );
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//-----------------------------------------------------------------------------
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// Precaches a material
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//-----------------------------------------------------------------------------
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void PrecacheMaterial( const char *pMaterialName );
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//-----------------------------------------------------------------------------
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// Converts a previously precached material into an index
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//-----------------------------------------------------------------------------
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int GetMaterialIndex( const char *pMaterialName );
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//-----------------------------------------------------------------------------
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// Converts precached material indices into strings
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//-----------------------------------------------------------------------------
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const char *GetMaterialNameFromIndex( int nIndex );
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//-----------------------------------------------------------------------------
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// Precache-related methods for particle systems
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//-----------------------------------------------------------------------------
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void PrecacheParticleSystem( const char *pParticleSystemName );
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int GetParticleSystemIndex( const char *pParticleSystemName );
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const char *GetParticleSystemNameFromIndex( int nIndex );
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//-----------------------------------------------------------------------------
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// Called during bone setup to test perf
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//-----------------------------------------------------------------------------
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void TrackBoneSetupEnt( C_BaseAnimating *pEnt );
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bool IsEngineThreaded();
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#ifndef NO_STEAM
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/// Returns Steam ID, given player index. Returns an invalid SteamID upon
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/// failure
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extern CSteamID GetSteamIDForPlayerIndex( int iPlayerIndex );
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#endif
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#endif // CDLL_CLIENT_INT_H
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