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hl2sdk/public/worldrenderer/iworldreference.h

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#ifndef IWORLDREFERENCE_H
#define IWORLDREFERENCE_H
#ifdef COMPILER_MSVC
#pragma once
#endif
#include "worldschema.h"
#include <tier0/platform.h>
class ISceneWorld;
class Vector;
abstract_class IWorldReference
{
public:
virtual uint32 AddRef() = 0;
virtual uint32 Release() = 0;
virtual bool IsWorldLoaded() const = 0;
virtual bool IsErrorWorld() const = 0;
virtual bool IsMarkedForDeletion() const = 0;
virtual SpawnGroupHandle_t GetSpawnGroupHandle() const = 0;
virtual bool GetWorldBounds( Vector &vecMins, Vector &vecMaxs ) const = 0;
virtual void ClearComputeWorldOriginCallback() = 0;
virtual bool HasWorldGeometry() const = 0;
virtual void ForceBlockingLoad() = 0;
virtual ISceneWorld *GetSceneWorld() const = 0;
virtual WorldGroupId_t GetWorldGroupId() const = 0;
virtual bool SetLayerVisiblity( const char *pLayerName, bool bVisible ) = 0;
virtual void PrecacheAllWorldNodes( WorldNodeFlags_t flags, bool bDoNotDeleteManifest = false ) = 0;
virtual bool GetCompileData( uint64 &nTimestamp, uint64 &nFingerprint ) const = 0;
};
#endif // IWORLDREFERENCE_H