improvements
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0
public/cl_entity.h
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0
public/cl_entity.h
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15
public/gamesystem.h
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public/gamesystem.h
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#ifndef GAME_SYSTEM_H
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#define GAME_SYSTEM_H
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#include "tier1/interface.h"
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abstract_class IGameSystem
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{
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public:
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virtual void Init() = 0;
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virtual void Tick( float fDelta ) = 0;
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virtual void Frame( float fDelta ) = 0;
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virtual void Shutdown() = 0;
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};
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#endif
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public/iassetmgr.h
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public/iassetmgr.h
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#ifndef ASSET_MGR_H
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#define ASSET_MGR_H
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#include "tier0/platform.h"
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#include "tier2/iappsystem.h"
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abstract_class IModel;
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abstract_class ITexture;
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abstract_class ISound;
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abstract_class IAssetManager: public IAppSystem
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{
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public:
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virtual void Preload( const char *szName ) = 0;
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virtual ITexture *LoadTexture( const char *szName ) = 0;
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virtual IModel *LoadModel( const char *szName ) = 0;
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virtual ISound *LoadSound( const char *szName ) = 0;
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};
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#endif
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39
public/igamemgr.h
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public/igamemgr.h
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#ifndef GAME_MGR_H
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#define GAME_MGR_H
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#include "tier2/iappsystem.h"
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abstract_class IGameBase: public IAppSystem {
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public:
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virtual void Load() = 0;
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virtual void GameFrame() = 0;
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virtual const char *GetAssetDirectory();
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};
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abstract_class IGameMod: public IGameBase
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{
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};
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abstract_class IGame: public IGameBase
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{
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public:
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virtual IGameMod *LoadLocalMod( const char *szModName ) = 0;
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private:
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void *m_pLibrary;
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};
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abstract_class IGameManager: public IAppSystem
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{
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public:
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virtual IGame *LoadGame( const char *szGameName ) = 0;
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virtual IGameMod *LoadGlobalMod( const char *szModName ) = 0;
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};
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IGameManager *GameManager();
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#endif
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0
public/igamepadinput.h
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public/igamepadinput.h
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public/ikeyboardinput.h
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public/ikeyboardinput.h
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0
public/ilevelmgr.h
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public/ilevelmgr.h
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public/imouseinput.h
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public/imouseinput.h
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0
public/sv_entity.h
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0
public/sv_entity.h
Normal file
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