//========= Copyright Valve Corporation, All rights reserved. ============// // //---------------------------------------------------------------------------------------- #ifndef REPLAY_INTERNAL_H #define REPLAY_INTERNAL_H #ifdef _WIN32 #pragma once #endif //---------------------------------------------------------------------------------------- #include "replay/ireplaysystem.h" #include "replay/iserverreplaycontext.h" #if !defined( DEDICATED ) #include "replay/iclientreplaycontext.h" #include "replay/ireplayperformancemanager.h" #include "replay/ireplayperformancecontroller.h" #include "replay/ireplaymoviemanager.h" #include "replay/ireplaymovierenderer.h" #endif //---------------------------------------------------------------------------------------- extern IReplaySystem *g_pReplay; extern IServerReplayContext *g_pServerReplayContext; extern CreateInterfaceFn g_fnReplayFactory; #if !defined( DEDICATED ) extern IClientReplayContext *g_pClientReplayContext; extern IReplayManager *g_pReplayManager; extern IReplayMovieManager *g_pReplayMovieManager; extern IReplayPerformanceManager *g_pReplayPerformanceManager; extern IReplayPerformanceController *g_pReplayPerformanceController; extern IReplayMovieRenderer *g_pReplayMovieRenderer; #endif //---------------------------------------------------------------------------------------- #define SETUP_CVAR_REF( _cvar ) ConVarRef _cvar( #_cvar ); Assert( _cvar.IsValid() ); #define GET_REPLAY_DBG_REF() SETUP_CVAR_REF( replay_debug ) //---------------------------------------------------------------------------------------- // Purpose: Init/shutdown the replay system //---------------------------------------------------------------------------------------- void ReplaySystem_Init( bool bDedicated ); void ReplaySystem_Shutdown(); //---------------------------------------------------------------------------------------- // Purpose: Check to see if replay is supported on the running game/platform //---------------------------------------------------------------------------------------- bool Replay_IsSupportedModAndPlatform(); //---------------------------------------------------------------------------------------- #endif // REPLAY_INTERNAL_H