Counter Strike : Global Offensive Source Code
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//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
//#include "studio.h"
#include "studio.h"
#include "datacache/imdlcache.h"
#include "istudiorender.h"
#include "tier3/tier3.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// FIXME: This trashy glue code is really not acceptable. Figure out a way of making it unnecessary.
//-----------------------------------------------------------------------------
const studiohdr_t *studiohdr_t::FindModel( void **cache, char const *pModelName ) const { MDLHandle_t handle = g_pMDLCache->FindMDL( pModelName ); *cache = (void*)(uintp)handle; return g_pMDLCache->GetStudioHdr( handle ); }
virtualmodel_t *studiohdr_t::GetVirtualModel( void ) const { return g_pMDLCache->GetVirtualModel( VoidPtrToMDLHandle( VirtualModel() ) ); }
byte *studiohdr_t::GetAnimBlock( int i, bool preloadIfMissing ) const { return g_pMDLCache->GetAnimBlock( VoidPtrToMDLHandle( VirtualModel() ), i, preloadIfMissing ); }
// Shame that this code is duplicated... :(
bool studiohdr_t::hasAnimBlockBeenPreloaded( int i ) const { return g_pMDLCache->HasAnimBlockBeenPreloaded( VoidPtrToMDLHandle( VirtualModel() ), i ); }
int studiohdr_t::GetAutoplayList( unsigned short **pOut ) const { return g_pMDLCache->GetAutoplayList( VoidPtrToMDLHandle( VirtualModel() ), pOut ); }
const studiohdr_t *virtualgroup_t::GetStudioHdr( void ) const { return g_pMDLCache->GetStudioHdr( VoidPtrToMDLHandle( cache ) ); }
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