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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#pragma once
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#ifndef plClient_inc
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#define plClient_inc
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//#define NEW_CAMERA_CODE
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#include "HeadSpin.h"
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#include <list>
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#include "hsBitVector.h"
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#include "hsTemplates.h"
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#include "pnKeyedObject/hsKeyedObject.h"
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#include "pnKeyedObject/plUoid.h"
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#include "plScene/plRenderRequest.h"
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class plSceneNode;
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class plPipeline;
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class hsG3DDeviceModeRecord;
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class plInputManager;
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class plInputController;
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class plSceneObject;
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class pfConsoleEngine;
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class pfConsole;
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class plAudioSystem;
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class plVirtualCam1;
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class plKey;
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class plPageTreeMgr;
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class plTransitionMgr;
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class plLinkEffectsMgr;
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class plOperationProgress;
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class pfGameGUIMgr;
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class pfKI;
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class plAnimDebugList;
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class plFontCache;
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class plClientMsg;
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class plLocation;
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class plMovieMsg;
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class plMoviePlayer;
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class plPreloaderMsg;
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class plNetCommAuthMsg;
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class plAgeLoaded2Msg;
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class plResPatcherMsg;
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typedef void (*plMessagePumpProc)( void );
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class plClient : public hsKeyedObject
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{
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protected:
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class plRoomRec
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{
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public:
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plSceneNode *fNode;
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uint32_t fFlags;
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plRoomRec() { fNode = nil; fFlags = 0; }
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plRoomRec( plSceneNode *n, uint32_t f ) : fNode( n ), fFlags( f ) {}
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enum Flags
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{
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kHeld = 0x00000001
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};
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};
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hsBitVector fFlags;
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plInputManager* fInputManager;
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plPageTreeMgr* fPageMgr;
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hsTArray<plRoomRec> fRooms;
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plSceneNode* fCurrentNode;
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plPipeline* fPipeline;
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hsColorRGBA fClearColor;
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plTransitionMgr *fTransitionMgr;
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plLinkEffectsMgr *fLinkEffectsMgr;
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plFontCache *fFontCache;
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pfConsoleEngine* fConsoleEngine;
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pfConsole* fConsole;
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bool fDone;
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bool fWindowActive;
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hsWindowHndl fWindowHndl;
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double fLastProgressUpdate;
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plOperationProgress *fProgressBar;
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pfGameGUIMgr *fGameGUIMgr;
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bool IUpdate();
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bool IDraw();
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bool IDrawProgress();
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plVirtualCam1* fNewCamera;
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static plClient* fInstance;
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char * fpAuxInitDir;
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static bool fDelayMS;
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int fClampCap;
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int fQuality;
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bool fQuitIntro;
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std::vector<plMoviePlayer*> fMovies;
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plMessagePumpProc fMessagePumpProc;
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#ifndef PLASMA_EXTERNAL_RELEASE
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bool bPythonDebugConnected;
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#endif
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hsTArray<plRenderRequest*> fPreRenderRequests;
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hsTArray<plRenderRequest*> fPostRenderRequests;
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bool fHoldLoadRequests;
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class LoadRequest
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{
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public:
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LoadRequest(const plLocation& loc, bool hold) { this->loc = loc; this->hold = hold; }
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plLocation loc;
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bool hold;
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};
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typedef std::list<LoadRequest*> LoadList;
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LoadList fLoadRooms;
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int fNumLoadingRooms; // Number of rooms we're waiting for load callbacks on
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std::vector<plLocation> fRoomsLoading; // the locations we are currently in the middle of loading
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int fNumPostLoadMsgs;
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float fPostLoadMsgInc;
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void ICompleteInit ();
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void IOnAsyncInitComplete ();
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void IHandlePatcherMsg (plResPatcherMsg * msg);
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bool IHandleAgeLoaded2Msg (plAgeLoaded2Msg * msg);
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bool IFlushRenderRequests();
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void IProcessPreRenderRequests();
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void IProcessPostRenderRequests();
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void IProcessRenderRequests(hsTArray<plRenderRequest*>& reqs);
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void IAddRenderRequest(plRenderRequest* req);
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bool IPlayIntroMovie(const char* movieName, float endDelay, float posX, float posY, float scaleX, float scaleY, float volume = 1.0);
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bool IHandleMovieMsg(plMovieMsg* mov);
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void IKillMovies();
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void IServiceMovies();
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void IStartProgress( const char *title, float len );
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void IIncProgress( float byHowMuch, const char *text );
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void IStopProgress( void );
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static void IDispatchMsgReceiveCallback();
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static void IReadKeyedObjCallback(plKey key);
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static void IProgressMgrCallbackProc( plOperationProgress *progress );
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void IPatchGlobalAgeFiles( void );
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int IFindRoomByLoc(const plLocation& loc);
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bool IIsRoomLoading(const plLocation& loc);
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void IQueueRoomLoad(const std::vector<plLocation>& locs, bool hold);
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void ILoadNextRoom();
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void IUnloadRooms(const std::vector<plLocation>& locs);
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void IRoomLoaded(plSceneNode* node, bool hold);
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void IRoomUnloaded(plSceneNode* node);
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void ISetGraphicsDefaults();
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public:
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plClient();
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virtual ~plClient();
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CLASSNAME_REGISTER( plClient );
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GETINTERFACE_ANY( plClient, hsKeyedObject );
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static plClient* GetInstance() { return fInstance; }
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static void SetInstance(plClient* v) { fInstance=v; }
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virtual bool MsgReceive(plMessage* msg);
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bool InitPipeline();
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void InitInputs();
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void InitDLLs();
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void ShutdownDLLs();
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void InitAuxInits();
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virtual bool StartInit();
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virtual bool Shutdown();
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virtual bool MainLoop();
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plClient& SetDone(bool done) { fDone = done; return *this; }
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bool GetDone() { return fDone; }
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// Set this to true to queue any room load requests that come in. Set it to false to process them.
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void SetHoldLoadRequests(bool hold);
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enum
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{
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kFlagIniting,
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kFlagDBGDisableRender,
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kFlagDBGDisableRRequests,
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kFlagAsyncInitComplete,
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kFlagGlobalDataLoaded,
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};
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bool HasFlag(int f) const { return fFlags.IsBitSet(f); }
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void SetFlag(int f, bool on=true) { fFlags.SetBit(f, on); }
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virtual plClient& SetWindowHandle(hsWindowHndl hndl) { fWindowHndl=hndl; return *this; }
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hsWindowHndl GetWindowHandle() { return fWindowHndl; }
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plInputManager* GetInputManager() { return fInputManager; }
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plPipeline* GetPipeline() { return fPipeline; }
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plSceneNode* GetCurrentScene() { return fCurrentNode; }
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pfConsoleEngine *GetConsoleEngine() { return fConsoleEngine; }
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void SetAuxInitDir(const char *p) { delete [] fpAuxInitDir; fpAuxInitDir = hsStrcpy(p); }
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static void EnableClientDelay() { plClient::fDelayMS = true; }
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// These are a hack to let the console fake a lesser capabile board and test out quality settings.
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// They should go away once we have this built into ClientSetup et.al.
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void SetClampCap(int c) { fClampCap = c; }
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int GetClampCap() const { return fClampCap; }
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void SetQuality(int q) { fQuality = q; }
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int GetQuality() const { return fQuality; }
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bool GetQuitIntro() const { return fQuitIntro; }
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void SetQuitIntro(bool on) { fQuitIntro = on; }
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void SetClearColor( hsColorRGBA &color );
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hsColorRGBA GetClearColor() const { return fClearColor; }
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// The client window has focus (true) or lost it (false)
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virtual void WindowActivate(bool active);
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virtual bool WindowActive() const { return fWindowActive; }
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bool BeginGame();
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void FlashWindow();
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void SetMessagePumpProc( plMessagePumpProc proc ) { fMessagePumpProc = proc; }
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void ResetDisplayDevice(int Width, int Height, int ColorDepth, bool Windowed, int NumAASamples, int MaxAnisotropicSamples, bool VSync = false);
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void ResizeDisplayDevice(int Width, int Height, bool Windowed);
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void IDetectAudioVideoSettings();
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void IWriteDefaultGraphicsSettings(const plFileName& destFile);
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plAnimDebugList *fAnimDebugList;
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};
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#endif // plClient_inc
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