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Added original SDK code for Alien Swarm.
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54
public/engine/IClientLeafSystem.h
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54
public/engine/IClientLeafSystem.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Revision: $
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// $NoKeywords: $
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//
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// This file contains code to allow us to associate client data with bsp leaves.
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//
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//=============================================================================//
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#if !defined( ICLIENTLEAFSYSTEM_H )
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#define ICLIENTLEAFSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/platform.h"
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#include "client_render_handle.h"
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#include "engine/ivmodelinfo.h"
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#define CLIENTLEAFSYSTEM_INTERFACE_VERSION "ClientLeafSystem002"
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enum RenderableModelType_t
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{
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RENDERABLE_MODEL_UNKNOWN_TYPE = -1,
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RENDERABLE_MODEL_ENTITY = 0,
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RENDERABLE_MODEL_STUDIOMDL,
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RENDERABLE_MODEL_STATIC_PROP,
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RENDERABLE_MODEL_BRUSH,
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};
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//-----------------------------------------------------------------------------
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// The client leaf system
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//-----------------------------------------------------------------------------
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abstract_class IClientLeafSystemEngine
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{
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public:
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// Adds and removes renderables from the leaf lists
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// CreateRenderableHandle stores the handle inside pRenderable.
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virtual void CreateRenderableHandle( IClientRenderable* pRenderable, bool bRenderWithViewModels, RenderableTranslucencyType_t nType, RenderableModelType_t nModelType, uint32 nSplitscreenEnabled = 0xFFFFFFFF ) = 0; // = RENDERABLE_MODEL_UNKNOWN_TYPE ) = 0;
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virtual void RemoveRenderable( ClientRenderHandle_t handle ) = 0;
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virtual void AddRenderableToLeaves( ClientRenderHandle_t renderable, int nLeafCount, unsigned short *pLeaves ) = 0;
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virtual void SetTranslucencyType( ClientRenderHandle_t handle, RenderableTranslucencyType_t nType ) = 0;
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};
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#endif // ICLIENTLEAFSYSTEM_H
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