//====== 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 ) ); }