//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef CDLL_ENGINE_INT_H #define CDLL_ENGINE_INT_H #ifdef _WIN32 #pragma once #endif #include "cdll_int.h" class IVModelRender; class IClientLeafSystemEngine; class ClientClass; class IClientReplay; bool ClientDLL_Load( void ); void ClientDLL_Unload ( void ); void ClientDLL_Init( void ); void ClientDLL_Shutdown( void ); void ClientDLL_HudVidInit( void ); void ClientDLL_ProcessInput( void ); void ClientDLL_Update( void ); void ClientDLL_VoiceStatus( int entindex, bool bTalking ); void ClientDLL_FrameStageNotify( ClientFrameStage_t frameStage ); ClientClass *ClientDLL_GetAllClasses( void ); CreateInterfaceFn ClientDLL_GetFactory( void ); //----------------------------------------------------------------------------- // slow routine to draw a physics model //----------------------------------------------------------------------------- void DebugDrawPhysCollide( const CPhysCollide *pCollide, IMaterial *pMaterial, matrix3x4_t& transform, const color32 &color, bool drawAxes ); #ifndef SWDS extern IBaseClientDLL *g_ClientDLL; #endif extern IVModelRender* modelrender; extern IClientLeafSystemEngine* clientleafsystem; extern bool g_bClientLeafSystemV1; extern ClientClass *g_pClientClasses; extern bool scr_drawloading; extern IClientReplay *g_pClientReplay; #endif // CDLL_ENGINE_INT_H