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