Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Deals with precaching requests from client effects
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "fx.h"
#include "clienteffectprecachesystem.h"
#include "particles/particles.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//Global singelton accessor
CClientEffectPrecacheSystem *ClientEffectPrecacheSystem( void ) { static CClientEffectPrecacheSystem s_ClientEffectPrecacheSystem; return &s_ClientEffectPrecacheSystem; }
//-----------------------------------------------------------------------------
// Purpose: Precache all the registered effects
//-----------------------------------------------------------------------------
void CClientEffectPrecacheSystem::LevelInitPreEntity( void ) { //Precache all known effects
for ( int i = 0; i < m_Effects.Size(); i++ ) { m_Effects[i]->Cache(); } //FIXME: Double check this
//Finally, force the cache of these materials
materials->CacheUsedMaterials();
// Now, cache off our material handles
FX_CacheMaterialHandles(); }
//-----------------------------------------------------------------------------
// Purpose: Nothing to do here
//-----------------------------------------------------------------------------
void CClientEffectPrecacheSystem::LevelShutdownPreEntity( void ) { }
//-----------------------------------------------------------------------------
// Purpose: Dereference all the registered effects
//-----------------------------------------------------------------------------
void CClientEffectPrecacheSystem::LevelShutdownPostEntity( void ) { // mark all known effects as free
for ( int i = 0; i < m_Effects.Size(); i++ ) { m_Effects[i]->Cache( false ); } }
//-----------------------------------------------------------------------------
// Purpose: Purges the effect list
//-----------------------------------------------------------------------------
void CClientEffectPrecacheSystem::Shutdown( void ) { //Release all effects
m_Effects.Purge(); }
//-----------------------------------------------------------------------------
// Purpose: Adds the effect to the list to be precached
// Input : *effect - system to precache
//-----------------------------------------------------------------------------
void CClientEffectPrecacheSystem::Register( IClientEffect *effect ) { //Hold onto this effect for precaching later
m_Effects.AddToTail( effect ); }
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