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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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//#include "studio.h"
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#include "studio.h"
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#include "datacache/imdlcache.h"
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#include "datamodel/dmelementfactoryhelper.h"
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#include "istudiorender.h"
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#include "bone_setup.h"
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#include "tier3/tier3.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// FIXME: This trashy glue code is really not acceptable. Figure out a way of making it unnecessary.
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//-----------------------------------------------------------------------------
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const studiohdr_t *studiohdr_t::FindModel( void **cache, char const *pModelName ) const
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{
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MDLHandle_t handle = g_pMDLCache->FindMDL( pModelName );
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*cache = (void*)(uintp)handle;
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return g_pMDLCache->GetStudioHdr( handle );
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}
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virtualmodel_t *studiohdr_t::GetVirtualModel( void ) const
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{
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return g_pMDLCache->GetVirtualModel( VoidPtrToMDLHandle( VirtualModel() ) );
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}
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byte *studiohdr_t::GetAnimBlock( int i ) const
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{
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return g_pMDLCache->GetAnimBlock( VoidPtrToMDLHandle( VirtualModel() ), i );
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}
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int studiohdr_t::GetAutoplayList( unsigned short **pOut ) const
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{
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return g_pMDLCache->GetAutoplayList( VoidPtrToMDLHandle( VirtualModel() ), pOut );
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}
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const studiohdr_t *virtualgroup_t::GetStudioHdr( void ) const
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{
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return g_pMDLCache->GetStudioHdr( VoidPtrToMDLHandle( cache ) );
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}
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