Counter Strike : Global Offensive Source Code
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  1. //===== Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ====
  2. //
  3. // Elements related to assets
  4. //
  5. //===========================================================================
  6. #ifndef DMEASSET_H
  7. #define DMEASSET_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. // Valve includes
  12. #include "datamodel/dmelement.h"
  13. #include "datamodel/dmattributevar.h"
  14. //-----------------------------------------------------------------------------
  15. //
  16. //-----------------------------------------------------------------------------
  17. class CDmeRelatedAsset : public CDmElement
  18. {
  19. DEFINE_ELEMENT( CDmeRelatedAsset, CDmElement );
  20. public:
  21. CDmaString m_sPath;
  22. CDmaVar< bool > m_bIncludeModel;
  23. CDmaString m_sNotes;
  24. CDmaVar< bool > m_bUseSkeleton;
  25. CDmaVar< bool > m_bAlwaysIncludeAttachments;
  26. CDmaElementArray< CDmElement > m_eAssembleCmds;
  27. };
  28. //-----------------------------------------------------------------------------
  29. //
  30. //-----------------------------------------------------------------------------
  31. class CDmeAssetRoot : public CDmElement
  32. {
  33. DEFINE_ELEMENT( CDmeAssetRoot, CDmElement );
  34. public:
  35. CDmaString m_sMdlPath;
  36. CDmaString m_sSurfaceProperty;
  37. CDmaElementArray< CDmElement > m_ePostAssembleCmds;
  38. CDmaElementArray< CDmElement > m_eRelatedAssets;
  39. CDmaString m_sNameAtCreationTime;
  40. CDmaString m_sNotes;
  41. CDmaVar< bool > m_bAmbientBoost;
  42. CDmaVar< bool > m_bCastTextureShadows;
  43. CDmaVar< bool > m_bDoNotCastShadows;
  44. CDmaString m_sDynamicLightingOrigin;
  45. CDmaVar< int > m_nOpacity;
  46. CDmaVar< bool > m_bNoForcedFade;
  47. CDmaVar< bool > m_bSubdivisionSurface;
  48. CDmaString m_sContentsDescription;
  49. };
  50. #endif // DMEASSET_H