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- /*
- ** Command & Conquer Generals Zero Hour(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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_ */
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