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WIP: port alien swarm and extend engine for asw
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//===========================================================================//
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#ifndef IPRECACHESYSTEM_H
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#define IPRECACHESYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/dbg.h"
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#include "tier2/tier2.h"
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#include "tier2/resourceprecacher.h"
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#include "appframework/iappsystem.h"
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//-----------------------------------------------------------------------------
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// Resource access control API
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// IResourceAccessControl
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// Purpose: Maintains lists of resources to use them as filters to prevent access
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// to ensure proper precache behavior in game code
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//-----------------------------------------------------------------------------
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abstract_class IPrecacheSystem : public IAppSystem
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{
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public:
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// Precaches/uncaches all resources used by a particular system
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virtual void Cache( IPrecacheHandler *pPrecacheHandler, PrecacheSystem_t nSystem,
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const char *pName, bool bPrecache, ResourceList_t hResourceList, bool bBuildResourceList ) = 0;
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virtual void UncacheAll( IPrecacheHandler *pPrecacheHandler ) = 0 ;
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virtual void Register( IResourcePrecacher *pResourcePrecacherFirst, PrecacheSystem_t nSystem ) = 0;
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// Limits resource access to only resources used by this particular system
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// Use GLOBAL system, and NULL name to disable limited resource access
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virtual void LimitResourceAccess( PrecacheSystem_t nSystem, const char *pName ) = 0;
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virtual void EndLimitedResourceAccess() = 0;
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};
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DECLARE_TIER2_INTERFACE( IPrecacheSystem, g_pPrecacheSystem );
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#endif // IPRECACHESYSTEM_H
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