Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. //----------------------------------------------------------------------------------------
  4. #ifndef REPLAY_INTERNAL_H
  5. #define REPLAY_INTERNAL_H
  6. #ifdef _WIN32
  7. #pragma once
  8. #endif
  9. //----------------------------------------------------------------------------------------
  10. #include "replay/ireplaysystem.h"
  11. #include "replay/iserverreplaycontext.h"
  12. #if !defined( DEDICATED )
  13. #include "replay/iclientreplaycontext.h"
  14. #include "replay/ireplayperformancemanager.h"
  15. #include "replay/ireplayperformancecontroller.h"
  16. #include "replay/ireplaymoviemanager.h"
  17. #include "replay/ireplaymovierenderer.h"
  18. #endif
  19. //----------------------------------------------------------------------------------------
  20. extern IReplaySystem *g_pReplay;
  21. extern IServerReplayContext *g_pServerReplayContext;
  22. extern CreateInterfaceFn g_fnReplayFactory;
  23. #if !defined( DEDICATED )
  24. extern IClientReplayContext *g_pClientReplayContext;
  25. extern IReplayManager *g_pReplayManager;
  26. extern IReplayMovieManager *g_pReplayMovieManager;
  27. extern IReplayPerformanceManager *g_pReplayPerformanceManager;
  28. extern IReplayPerformanceController *g_pReplayPerformanceController;
  29. extern IReplayMovieRenderer *g_pReplayMovieRenderer;
  30. #endif
  31. //----------------------------------------------------------------------------------------
  32. #define SETUP_CVAR_REF( _cvar ) ConVarRef _cvar( #_cvar ); Assert( _cvar.IsValid() );
  33. #define GET_REPLAY_DBG_REF() SETUP_CVAR_REF( replay_debug )
  34. //----------------------------------------------------------------------------------------
  35. // Purpose: Init/shutdown the replay system
  36. //----------------------------------------------------------------------------------------
  37. void ReplaySystem_Init( bool bDedicated );
  38. void ReplaySystem_Shutdown();
  39. //----------------------------------------------------------------------------------------
  40. // Purpose: Check to see if replay is supported on the running game/platform
  41. //----------------------------------------------------------------------------------------
  42. bool Replay_IsSupportedModAndPlatform();
  43. //----------------------------------------------------------------------------------------
  44. #endif // REPLAY_INTERNAL_H