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game/client/model_combiner.h
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39
game/client/model_combiner.h
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//========= Copyright <20> 1996-2010, 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 MODEL_COMBINER_H
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#define MODEL_COMBINER_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Anyone requesting model combines needs to derive from this to get completion callbacks.
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abstract_class IModelCombinerRequesterInterface
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{
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public:
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// Called when a requested model combine has finished.
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virtual void ModelCombineFinished( bool bSucceeded, int nCombinedModelIndex ) = 0;
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// The CModelCombiner will never call this. It's here to remind you that
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// you need to call CModelCombiner::AbortCombineModelFor() when you're deleted, so it
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// removes you from any pending callbacks.
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virtual void ModelCombineAbort( void ) = 0;
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};
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// Request a combined model to be created for the base model and the attached additional models.
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// The requester it must derive from IModelCombinerRequesterInterface. The ModelCombineFinished
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// function will be called with the result of the combine request.
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bool ModelCombiner_CombineModel( IModelCombinerRequesterInterface *pRequester, const char *pszBaseModel, CUtlVector<const char *> *vecAdditionalModels );
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bool ModelCombiner_CombineModel( IModelCombinerRequesterInterface *pRequester, const CUtlVector< SCombinerModelInput_t > &vecModelsToCombine );
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// Call this when you're being destroyed. It'll remove you from any pending callback lists.
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void ModelCombiner_AbortCombineModelFor( IModelCombinerRequesterInterface *pRequester );
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#endif // MODEL_COMBINER_H
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