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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 ISERVERENGINETOOLS_H
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#define ISERVERENGINETOOLS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h"
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//-----------------------------------------------------------------------------
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// Purpose: exposed from engine to game .dll
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//-----------------------------------------------------------------------------
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class IServerEngineTools : public IBaseInterface
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{
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public:
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// Level init, shutdown
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virtual void LevelInitPreEntityAllTools() = 0;
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// entities are created / spawned / precached here
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virtual void LevelInitPostEntityAllTools() = 0;
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virtual void LevelShutdownPreEntityAllTools() = 0;
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// Entities are deleted / released here...
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virtual void LevelShutdownPostEntityAllTools() = 0;
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// end of level shutdown
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// Called each frame before entities think
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virtual void FrameUpdatePreEntityThinkAllTools() = 0;
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// called after entities think
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virtual void FrameUpdatePostEntityThinkAllTools() = 0;
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virtual void PreClientUpdateAllTools() = 0;
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// FIXME: PostClientUpdateAllTools()???
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// The server uses this to call into the tools to get the actual
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// entities to spawn on startup
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virtual const char* GetEntityData( const char *pActualEntityData ) = 0;
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virtual void PreSetupVisibilityAllTools() = 0;
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virtual bool InToolMode() = 0;
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};
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#define VSERVERENGINETOOLS_INTERFACE_VERSION "VSERVERENGINETOOLS001"
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#endif // ISERVERENGINETOOLS_H
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