mirror of
https://github.com/alliedmodders/hl2sdk.git
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79 lines
2.6 KiB
C++
79 lines
2.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Deals with precaching requests from client effects
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "fx.h"
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#include "clienteffectprecachesystem.h"
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#include "particles/particles.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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//Global singelton accessor
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CClientEffectPrecacheSystem *ClientEffectPrecacheSystem( void )
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{
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static CClientEffectPrecacheSystem s_ClientEffectPrecacheSystem;
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return &s_ClientEffectPrecacheSystem;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Precache all the registered effects
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//-----------------------------------------------------------------------------
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void CClientEffectPrecacheSystem::LevelInitPreEntity( void )
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{
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//Precache all known effects
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for ( int i = 0; i < m_Effects.Size(); i++ )
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{
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m_Effects[i]->Cache();
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}
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//FIXME: Double check this
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//Finally, force the cache of these materials
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materials->CacheUsedMaterials();
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// Now, cache off our material handles
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FX_CacheMaterialHandles();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Nothing to do here
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//-----------------------------------------------------------------------------
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void CClientEffectPrecacheSystem::LevelShutdownPreEntity( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Dereference all the registered effects
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//-----------------------------------------------------------------------------
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void CClientEffectPrecacheSystem::LevelShutdownPostEntity( void )
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{
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// mark all known effects as free
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for ( int i = 0; i < m_Effects.Size(); i++ )
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{
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m_Effects[i]->Cache( false );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Purges the effect list
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//-----------------------------------------------------------------------------
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void CClientEffectPrecacheSystem::Shutdown( void )
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{
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//Release all effects
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m_Effects.Purge();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds the effect to the list to be precached
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// Input : *effect - system to precache
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//-----------------------------------------------------------------------------
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void CClientEffectPrecacheSystem::Register( IClientEffect *effect )
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{
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//Hold onto this effect for precaching later
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m_Effects.AddToTail( effect );
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}
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