/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: W3DAssetManagerExposed.h /*---------------------------------------------------------------------------*/ /* EA Pacific */ /* Confidential Information */ /* Copyright (C) 2001 - All Rights Reserved */ /* DO NOT DISTRIBUTE */ /*---------------------------------------------------------------------------*/ /* Project: RTS3 */ /* File name: W3DAssetManagerExposed.h */ /* Created: John K. McDonald, Jr., 4/27/2002 */ /* Desc: A hack to get around our build structure. */ /* Revision History: */ /* 4/27/2002 : Initial creation */ /*---------------------------------------------------------------------------*/ #pragma once #ifndef _H_W3DASSETMANAGEREXPOSED_ #define _H_W3DASSETMANAGEREXPOSED_ // INCLUDES /////////////////////////////////////////////////////////////////// // DEFINES //////////////////////////////////////////////////////////////////// // TYPE DEFINES /////////////////////////////////////////////////////////////// // FORWARD DECLARATIONS /////////////////////////////////////////////////////// // This function is here because the particle editor needs to be able to force // the asset manager to release all his textures and then reload them on demand. // Unfortunately, the asset manager can't be called directly from the gamelogic, // so this function is here. It should only be called by the particle editor, // @todo Remove this function when we are no longer editing particles. void ReloadAllTextures(void); #endif /* _H_W3DASSETMANAGEREXPOSED_ */