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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 SCENEMANAGER_TOOLS_H
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#define SCENEMANAGER_TOOLS_H
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#ifdef _WIN32
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#pragma once
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#endif
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class mxWindow;
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class ITreeItem;
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#define ERROR_R 255
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#define ERROR_G 102
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#define ERROR_B 0
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#define CONSOLE_R 82
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#define CONSOLE_G 173
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#define CONSOLE_B 216
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class CSentence;
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class KeyValues;
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class CUtlBuffer;
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bool SceneManager_LoadSentenceFromWavFile( char const *wavfile, CSentence& sentence );
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bool SceneManager_SaveSentenceToWavFile( char const *wavfile, CSentence& sentence );
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void SceneManager_AddWindowStyle( mxWindow *w, int addbits );
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void SceneManager_MakeToolWindow( mxWindow *w, bool smallcaption );
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char *va( PRINTF_FORMAT_STRING const char *fmt, ... );
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void Con_Printf( PRINTF_FORMAT_STRING const char *fmt, ... );
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void Con_Overprintf( PRINTF_FORMAT_STRING const char *fmt, ... );
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void Con_ColorPrintf( int r, int g, int b, PRINTF_FORMAT_STRING const char *fmt, ... );
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char *SceneManager_MakeWindowsSlashes( char *pname );
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const char *SceneManager_GetGameDirectory( void );
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bool SceneManager_FullpathFileExists( const char *filename );
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int ConvertANSIToUnicode(const char *ansi, wchar_t *unicode, int unicodeBufferSize);
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int ConvertUnicodeToANSI(const wchar_t *unicode, char *ansi, int ansiBufferSize);
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extern class IFileSystem *filesystem;
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extern char g_appTitle[];
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void VSS_Checkout( char const *name, bool updatestaticons = true );
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void VSS_Checkin( char const *name, bool updatestaticons = true );
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void SceneManager_LoadWindowPositions( KeyValues *kv, mxWindow *wnd );
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void SceneManager_SaveWindowPositions( CUtlBuffer& buf, int indent, mxWindow *wnd );
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void MakeFileWriteable( const char *filename );
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#endif // SCENEMANAGER_TOOLS_H
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