mirror of
https://github.com/nillerusr/source-engine.git
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409 lines
9.9 KiB
C++
409 lines
9.9 KiB
C++
//========= 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 BASETYPES_H
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#define BASETYPES_H
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#include "commonmacros.h"
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#include "wchartypes.h"
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#include "tier0/valve_off.h"
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#include <string.h>
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#ifdef _WIN32
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#pragma once
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#endif
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// This is a trick to get the DLL extension off the -D option on the command line.
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#define DLLExtTokenPaste(x) #x
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#define DLLExtTokenPaste2(x) DLLExtTokenPaste(x)
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#define DLL_EXT_STRING DLLExtTokenPaste2( _DLL_EXT )
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#include "protected_things.h"
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// There's a different version of this file in the xbox codeline
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// so the PC version built in the xbox branch includes things like
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// tickrate changes.
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#include "xbox_codeline_defines.h"
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#ifdef IN_XBOX_CODELINE
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#define XBOX_CODELINE_ONLY()
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#else
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#define XBOX_CODELINE_ONLY() Error_Compiling_Code_Only_Valid_in_Xbox_Codeline
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#endif
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// stdio.h
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#ifndef NULL
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#define NULL 0
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#endif
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#ifdef POSIX
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#include <stdint.h>
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#endif
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#define ExecuteNTimes( nTimes, x ) \
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{ \
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static int __executeCount=0;\
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if ( __executeCount < nTimes )\
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{ \
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x; \
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++__executeCount; \
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} \
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}
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#define ExecuteOnce( x ) ExecuteNTimes( 1, x )
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template <typename T>
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inline T AlignValue( T val, uintptr_t alignment )
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{
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return (T)( ( (uintptr_t)val + alignment - 1 ) & ~( alignment - 1 ) );
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}
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// Pad a number so it lies on an N byte boundary.
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// So PAD_NUMBER(0,4) is 0 and PAD_NUMBER(1,4) is 4
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#define PAD_NUMBER(number, boundary) \
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( ((number) + ((boundary)-1)) / (boundary) ) * (boundary)
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// In case this ever changes
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#if !defined(M_PI) && !defined(HAVE_M_PI)
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#define M_PI 3.14159265358979323846
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#endif
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#include "valve_minmax_on.h"
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// #define COMPILETIME_MAX and COMPILETIME_MIN for max/min in constant expressions
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#define COMPILETIME_MIN( a, b ) ( ( ( a ) < ( b ) ) ? ( a ) : ( b ) )
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#define COMPILETIME_MAX( a, b ) ( ( ( a ) > ( b ) ) ? ( a ) : ( b ) )
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#ifndef MIN
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#define MIN( a, b ) ( ( ( a ) < ( b ) ) ? ( a ) : ( b ) )
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#endif
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#ifndef MAX
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#define MAX( a, b ) ( ( ( a ) > ( b ) ) ? ( a ) : ( b ) )
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#endif
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#ifdef __cplusplus
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// This is the preferred clamp operator. Using the clamp macro can lead to
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// unexpected side-effects or more expensive code. Even the clamp (all
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// lower-case) function can generate more expensive code because of the
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// mixed types involved.
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template< class T >
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T Clamp( T const &val, T const &minVal, T const &maxVal )
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{
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if( val < minVal )
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return minVal;
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else if( val > maxVal )
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return maxVal;
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else
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return val;
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}
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// This is the preferred Min operator. Using the MIN macro can lead to unexpected
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// side-effects or more expensive code.
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template< class T >
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T Min( T const &val1, T const &val2 )
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{
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return val1 < val2 ? val1 : val2;
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}
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// This is the preferred Max operator. Using the MAX macro can lead to unexpected
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// side-effects or more expensive code.
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template< class T >
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T Max( T const &val1, T const &val2 )
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{
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return val1 > val2 ? val1 : val2;
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}
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#endif
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#ifndef FALSE
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#define FALSE 0
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#define TRUE (!FALSE)
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#endif
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#ifndef DONT_DEFINE_BOOL // Needed for Cocoa stuff to compile.
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typedef int BOOL;
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#endif
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typedef int qboolean;
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typedef unsigned long ULONG;
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typedef unsigned char BYTE;
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typedef unsigned char byte;
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typedef unsigned short word;
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#ifdef _WIN32
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typedef wchar_t ucs2; // under windows wchar_t is ucs2
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#else
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typedef unsigned short ucs2;
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#endif
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enum ThreeState_t
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{
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TRS_FALSE,
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TRS_TRUE,
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TRS_NONE,
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};
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typedef float vec_t;
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#if defined(__GNUC__)
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#define fpmin __builtin_fminf
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#define fpmax __builtin_fmaxf
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#elif !defined(_X360)
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#define fpmin min
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#define fpmax max
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#endif
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//-----------------------------------------------------------------------------
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// look for NANs, infinities, and underflows.
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// This assumes the ANSI/IEEE 754-1985 standard
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//-----------------------------------------------------------------------------
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// MoeMod : fix reinterpret_cast UB - Maybe fail with strict alias
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union FloatCast_u
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{
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vec_t f;
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unsigned int i;
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};
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inline unsigned int& FloatBits( vec_t& f )
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{
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return reinterpret_cast<FloatCast_u *>(&f)->i;
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}
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inline unsigned int const& FloatBits( vec_t const& f )
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{
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return reinterpret_cast<FloatCast_u const*>(&f)->i;
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}
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inline vec_t BitsToFloat( unsigned int i )
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{
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vec_t f;
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memcpy( &f, &i, sizeof(f));
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return f;
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}
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inline bool IsFinite( vec_t f )
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{
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return ((FloatBits(f) & 0x7F800000) != 0x7F800000);
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}
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inline unsigned int FloatAbsBits( vec_t f )
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{
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return FloatBits(f) & 0x7FFFFFFF;
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}
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// Given today's processors, I cannot think of any circumstance
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// where bit tricks would be faster than fabs. henryg 8/16/2011
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#ifdef _MSC_VER
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#ifndef _In_
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#define _In_
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#endif
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extern "C" float fabsf(_In_ float);
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#else
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#include <math.h>
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#endif
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inline float FloatMakeNegative( vec_t f )
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{
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return -fabsf(f);
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}
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inline float FloatMakePositive( vec_t f )
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{
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return fabsf(f);
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}
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inline float FloatNegate( vec_t f )
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{
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return -f;
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}
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#define FLOAT32_NAN_BITS (unsigned long)0x7FC00000 // not a number!
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#define FLOAT32_NAN BitsToFloat( FLOAT32_NAN_BITS )
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#define VEC_T_NAN FLOAT32_NAN
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// FIXME: why are these here? Hardly anyone actually needs them.
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struct color24
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{
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byte r, g, b;
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};
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typedef struct color32_s
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{
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bool operator!=( const struct color32_s &other ) const;
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byte r, g, b, a;
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} color32;
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inline bool color32::operator!=( const color32 &other ) const
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{
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return r != other.r || g != other.g || b != other.b || a != other.a;
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}
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struct colorVec
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{
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unsigned r, g, b, a;
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};
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#ifndef NOTE_UNUSED
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#define NOTE_UNUSED(x) (void)(x) // for pesky compiler / lint warnings
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#endif
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struct vrect_t
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{
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int x,y,width,height;
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vrect_t *pnext;
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};
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//-----------------------------------------------------------------------------
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// MaterialRect_t struct - used for DrawDebugText
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//-----------------------------------------------------------------------------
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struct Rect_t
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{
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int x, y;
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int width, height;
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};
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//-----------------------------------------------------------------------------
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// Interval, used by soundemittersystem + the game
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//-----------------------------------------------------------------------------
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struct interval_t
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{
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float start;
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float range;
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};
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//-----------------------------------------------------------------------------
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// Declares a type-safe handle type; you can't assign one handle to the next
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//-----------------------------------------------------------------------------
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// 32-bit pointer handles.
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// Typesafe 8-bit and 16-bit handles.
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template< class HandleType >
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class CBaseIntHandle
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{
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public:
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inline bool operator==( const CBaseIntHandle &other ) { return m_Handle == other.m_Handle; }
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inline bool operator!=( const CBaseIntHandle &other ) { return m_Handle != other.m_Handle; }
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// Only the code that doles out these handles should use these functions.
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// Everyone else should treat them as a transparent type.
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inline HandleType GetHandleValue() { return m_Handle; }
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inline void SetHandleValue( HandleType val ) { m_Handle = val; }
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typedef HandleType HANDLE_TYPE;
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protected:
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HandleType m_Handle;
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};
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template< class DummyType >
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class CIntHandle16 : public CBaseIntHandle< unsigned short >
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{
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public:
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inline CIntHandle16() {}
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static inline CIntHandle16<DummyType> MakeHandle( HANDLE_TYPE val )
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{
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return CIntHandle16<DummyType>( val );
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}
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protected:
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inline CIntHandle16( HANDLE_TYPE val )
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{
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m_Handle = val;
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}
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};
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template< class DummyType >
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class CIntHandle32 : public CBaseIntHandle< unsigned long >
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{
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public:
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inline CIntHandle32() {}
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static inline CIntHandle32<DummyType> MakeHandle( HANDLE_TYPE val )
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{
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return CIntHandle32<DummyType>( val );
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}
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protected:
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inline CIntHandle32( HANDLE_TYPE val )
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{
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m_Handle = val;
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}
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};
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// NOTE: This macro is the same as windows uses; so don't change the guts of it
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#define DECLARE_HANDLE_16BIT(name) typedef CIntHandle16< struct name##__handle * > name;
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#define DECLARE_HANDLE_32BIT(name) typedef CIntHandle32< struct name##__handle * > name;
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#define DECLARE_POINTER_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name
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#define FORWARD_DECLARE_HANDLE(name) typedef struct name##__ *name
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// @TODO: Find a better home for this
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#if !defined(_STATIC_LINKED) && !defined(PUBLISH_DLL_SUBSYSTEM)
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// for platforms built with dynamic linking, the dll interface does not need spoofing
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#define PUBLISH_DLL_SUBSYSTEM()
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#endif
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#define UID_PREFIX generated_id_
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#define UID_CAT1(a,c) a ## c
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#define UID_CAT2(a,c) UID_CAT1(a,c)
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#define EXPAND_CONCAT(a,c) UID_CAT1(a,c)
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#ifdef _MSC_VER
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#define UNIQUE_ID UID_CAT2(UID_PREFIX,__COUNTER__)
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#else
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#define UNIQUE_ID UID_CAT2(UID_PREFIX,__LINE__)
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#endif
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// this allows enumerations to be used as flags, and still remain type-safe!
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#define DEFINE_ENUM_BITWISE_OPERATORS( Type ) \
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inline Type operator| ( Type a, Type b ) { return Type( int( a ) | int( b ) ); } \
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inline Type operator& ( Type a, Type b ) { return Type( int( a ) & int( b ) ); } \
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inline Type operator^ ( Type a, Type b ) { return Type( int( a ) ^ int( b ) ); } \
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inline Type operator<< ( Type a, int b ) { return Type( int( a ) << b ); } \
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inline Type operator>> ( Type a, int b ) { return Type( int( a ) >> b ); } \
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inline Type &operator|= ( Type &a, Type b ) { return a = a | b; } \
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inline Type &operator&= ( Type &a, Type b ) { return a = a & b; } \
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inline Type &operator^= ( Type &a, Type b ) { return a = a ^ b; } \
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inline Type &operator<<=( Type &a, int b ) { return a = a << b; } \
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inline Type &operator>>=( Type &a, int b ) { return a = a >> b; } \
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inline Type operator~( Type a ) { return Type( ~int( a ) ); }
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// defines increment/decrement operators for enums for easy iteration
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#define DEFINE_ENUM_INCREMENT_OPERATORS( Type ) \
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inline Type &operator++( Type &a ) { return a = Type( int( a ) + 1 ); } \
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inline Type &operator--( Type &a ) { return a = Type( int( a ) - 1 ); } \
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inline Type operator++( Type &a, int ) { Type t = a; ++a; return t; } \
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inline Type operator--( Type &a, int ) { Type t = a; --a; return t; }
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#include "tier0/valve_on.h"
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#endif // BASETYPES_H
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