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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 SCENEIMAGE_H
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#define SCENEIMAGE_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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class ISceneCompileStatus
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{
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public:
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virtual void UpdateStatus( char const *pchSceneName, bool bQuiet, int nIndex, int nCount ) = 0;
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};
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class CUtlBuffer;
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class ISceneImage
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{
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public:
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virtual bool CreateSceneImageFile( CUtlBuffer &targetBuffer, char const *pchModPath, bool bLittleEndian, bool bQuiet, ISceneCompileStatus *Status ) = 0;
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};
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extern ISceneImage *g_pSceneImage;
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extern ISceneTokenProcessor *tokenprocessor;
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#endif // SCENEIMAGE_H
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