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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/clienteffectprecachesystem.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Deals with precaching requests from client effects
+//
+// $Revision: $
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "fx.h"
+#include "clienteffectprecachesystem.h"
+#include "particles/particles.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//Global singelton accessor
+CClientEffectPrecacheSystem *ClientEffectPrecacheSystem( void )
+{
+ static CClientEffectPrecacheSystem s_ClientEffectPrecacheSystem;
+ return &s_ClientEffectPrecacheSystem;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Precache all the registered effects
+//-----------------------------------------------------------------------------
+void CClientEffectPrecacheSystem::LevelInitPreEntity( void )
+{
+ //Precache all known effects
+ for ( int i = 0; i < m_Effects.Size(); i++ )
+ {
+ m_Effects[i]->Cache();
+ }
+
+ //FIXME: Double check this
+ //Finally, force the cache of these materials
+ materials->CacheUsedMaterials();
+
+ // Now, cache off our material handles
+ FX_CacheMaterialHandles();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Nothing to do here
+//-----------------------------------------------------------------------------
+void CClientEffectPrecacheSystem::LevelShutdownPreEntity( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Dereference all the registered effects
+//-----------------------------------------------------------------------------
+void CClientEffectPrecacheSystem::LevelShutdownPostEntity( void )
+{
+ // mark all known effects as free
+ for ( int i = 0; i < m_Effects.Size(); i++ )
+ {
+ m_Effects[i]->Cache( false );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Purges the effect list
+//-----------------------------------------------------------------------------
+void CClientEffectPrecacheSystem::Shutdown( void )
+{
+ //Release all effects
+ m_Effects.Purge();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Adds the effect to the list to be precached
+// Input : *effect - system to precache
+//-----------------------------------------------------------------------------
+void CClientEffectPrecacheSystem::Register( IClientEffect *effect )
+{
+ //Hold onto this effect for precaching later
+ m_Effects.AddToTail( effect );
+}