Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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