Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: StudioMDL byteswapping functions.
//
// $NoKeywords: $
//=============================================================================
#ifndef STUDIOBYTESWAP_H
#define STUDIOBYTESWAP_H
#if defined(_WIN32)
#pragma once
#endif
#include "byteswap.h"
struct studiohdr_t; class IPhysicsCollision;
namespace StudioByteSwap { typedef bool (*CompressFunc_t)( const void *pInput, int inputSize, void **pOutput, int *pOutputSize );
//void SetTargetBigEndian( bool bigEndian );
void ActivateByteSwapping( bool bActivate ); void SourceIsNative( bool bActivate ); void SetVerbose( bool bVerbose ); void SetCollisionInterface( IPhysicsCollision *pPhysicsCollision );
int ByteswapStudioFile( const char *pFilename, void *pOutBase, const void *pFileBase, int fileSize, studiohdr_t *pHdr, CompressFunc_t pCompressFunc = NULL ); int ByteswapPHY( void *pOutBase, const void *pFileBase, int fileSize ); int ByteswapANI( studiohdr_t* pHdr, void *pOutBase, const void *pFileBase, int filesize ); int ByteswapVVD( void *pOutBase, const void *pFileBase, int fileSize ); int ByteswapVTX( void *pOutBase, const void *pFileBase, int fileSize ); int ByteswapMDL( void *pOutBase, const void *pFileBase, int fileSize );
#define BYTESWAP_ALIGNMENT_PADDING 4096
}
#endif // STUDIOBYTESWAP_H
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