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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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#pragma once
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#include <windows.h>
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#include <mmreg.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <direct.h>
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#include <io.h>
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#include <time.h>
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#include <fcntl.h>
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#include <sys/stat.h>
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#include <sys/types.h>
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#include <sys/utime.h>
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#include "tier0/dbg.h"
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#include "tier0/icommandline.h"
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#include "appframework/appframework.h"
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#include "characterset.h"
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#include "tier1/strtools.h"
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#include "tier1/UtlVector.h"
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#include "tier1/UtlBuffer.h"
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#include "tier1/UtlString.h"
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#include "tier1/UtlRBTree.h"
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#include "tier1/UtlDict.h"
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#include "tier1/UtlSortVector.h"
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#include "tier1/UtlStringMap.h"
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#include "tier1/UtlSymbol.h"
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#include "tier1/KeyValues.h"
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#include "tier1/lzss.h"
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#include "lzma/lzma.h"
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#include "datamap.h"
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#include "XZipTool.h"
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#include "../../common/scriplib.h"
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#include "../../common/cmdlib.h"
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#include "tier2/tier2.h"
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#include "dmserializers/idmserializers.h"
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#include "datamodel/dmattribute.h"
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#include "datamodel/dmelement.h"
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#include "studiobyteswap.h"
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#include "studio.h"
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#include "vphysics_interface.h"
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#include "materialsystem/IMaterial.h"
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#include "materialsystem/hardwareverts.h"
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#include "optimize.h"
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#include "soundchars.h"
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#include "mdllib/mdllib.h"
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enum fileType_e
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{
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FILETYPE_UNKNOWN = 0,
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FILETYPE_WAV,
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FILETYPE_VTF,
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FILETYPE_MDL,
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FILETYPE_ANI,
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FILETYPE_VTX,
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FILETYPE_VVD,
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FILETYPE_PHY,
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FILETYPE_BSP,
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FILETYPE_AIN,
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FILETYPE_CCDAT,
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FILETYPE_MP3,
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FILETYPE_RESLST,
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FILETYPE_PCF,
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FILETYPE_SCENEIMAGE
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};
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typedef struct
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{
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int result;
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CUtlString fileName;
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} errorList_t;
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//-----------------------------------------------------------------------------
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// MakeGameData.cpp
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//-----------------------------------------------------------------------------
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bool IsLocalizedFile( const char *pFileName );
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bool IsLocalizedFileValid( const char *pFileName, const char *pLanguageSuffix = NULL );
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bool CompressCallback( CUtlBuffer &inputBuffer, CUtlBuffer &outputBuffer );
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bool ReadFileToBuffer( const char *pSourceName, CUtlBuffer &buffer, bool bText, bool bNoOpenFailureWarning );
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bool WriteBufferToFile( const char *pTargetName, CUtlBuffer &buffer, bool bWriteToZip, DiskWriteMode_t writeMode );
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fileType_e ResolveFileType( const char *pSourceName, char *pTargetName, int targetNameSize );
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extern DiskWriteMode_t g_WriteModeForConversions;
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extern CXZipTool g_MasterXZip;
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extern char g_szGamePath[];
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extern char g_szModPath[];
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extern bool g_bModPathIsValid;
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extern const char *g_GameNames[];
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extern bool g_bForce;
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extern bool g_bQuiet;
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extern bool g_bMakeZip;
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extern bool g_bIsPlatformZip;
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extern IPhysicsCollision *g_pPhysicsCollision;
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extern char g_szSourcePath[];
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extern CUtlVector< errorList_t > g_errorList;
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//-----------------------------------------------------------------------------
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// MakeTextures.cpp
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//-----------------------------------------------------------------------------
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bool CreateTargetFile_VTF( const char *pSourceName, const char *pTargetName, bool bWriteToZip );
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bool GetPreloadData_VTF( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut );
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//-----------------------------------------------------------------------------
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// MakeScenes.cpp
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//-----------------------------------------------------------------------------
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bool CreateSceneImageFile( char const *pchModPath, bool bWriteToZip, bool bLittleEndian, bool bQuiet, DiskWriteMode_t eWriteModeForConversions );
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//-----------------------------------------------------------------------------
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// MakeSounds.cpp
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//-----------------------------------------------------------------------------
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bool CreateTargetFile_WAV( const char *pSourceName, const char *pTargetName, bool bWriteToZip );
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bool CreateTargetFile_MP3( const char *pSourceName, const char *pTargetName, bool bWriteToZip );
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bool GetPreloadData_WAV( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut );
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//-----------------------------------------------------------------------------
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// MakeMaps.cpp
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//-----------------------------------------------------------------------------
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bool CreateTargetFile_BSP( const char *pSourceName, const char *pTargetName, bool bWriteToZip );
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bool CreateTargetFile_AIN( const char *pSourceName, const char *pTargetName, bool bWriteToZip );
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bool GetDependants_BSP( const char *pBspName, CUtlVector< CUtlString > *pList );
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//-----------------------------------------------------------------------------
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// MakeResources.cpp
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//-----------------------------------------------------------------------------
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bool CreateTargetFile_CCDAT( const char *pSourceName, const char *pTargetName, bool bWriteToZip );
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bool CreateTargetFile_RESLST( const char *pSourceName, const char *pTargetName, bool bWriteToZip );
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//-----------------------------------------------------------------------------
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// MakeModels.cpp
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//-----------------------------------------------------------------------------
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bool InitStudioByteSwap( void );
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void ShutdownStudioByteSwap( void );
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bool CreateTargetFile_Model( const char *pSourceName, const char *pTargetName, bool bWriteToZip );
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bool GetDependants_MDL( const char *pModelName, CUtlVector< CUtlString > *pList );
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bool GetPreloadData_VHV( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut );
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bool GetPreloadData_VTX( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut );
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bool GetPreloadData_VVD( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut );
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bool PreprocessModelFiles( CUtlVector<fileList_t> &fileList );
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//-----------------------------------------------------------------------------
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// MakeShaders.cpp
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//-----------------------------------------------------------------------------
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bool GetPreloadData_VCS( const char *pFilename, CUtlBuffer &fileBufferIn, CUtlBuffer &preloadBufferOut );
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//-----------------------------------------------------------------------------
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// MakeMisc.cpp
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//-----------------------------------------------------------------------------
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bool ProcessDXSupportConfig( bool bWriteToZip );
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//-----------------------------------------------------------------------------
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// MakeResources.cpp
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//-----------------------------------------------------------------------------
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bool CreateTargetFile_PCF( const char *pSourceName, const char *pTargetName, bool bWriteToZip );
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//-----------------------------------------------------------------------------
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// MakeZip.cpp
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//-----------------------------------------------------------------------------
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void SetupCriticalPreloadScript( const char *pModPath );
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