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Hoist MOULOpenSourceClientPlugin/Plasma20/* to top level
to match H'uru layout and make patching/cherry-picking easier.
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112
Sources/Plasma/NucleusLib/pnFactory/plFactory.h
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112
Sources/Plasma/NucleusLib/pnFactory/plFactory.h
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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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#ifndef plFactory_inc
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#define plFactory_inc
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#ifdef PLFACTORY_PRIVATE
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#include "hsTemplates.h"
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#endif
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#include "hsRefCnt.h"
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#include "hsTypes.h"
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class plCreator;
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class plCreatable;
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class hsStream;
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class hsResMgr;
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class plFactory : public hsRefCnt
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{
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#ifdef PLFACTORY_PRIVATE
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private:
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hsTArray<plCreator*> fCreators;
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void IForceShutdown();
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void IUnRegister(UInt16 hClass);
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UInt16 IRegister(UInt16 hClass, plCreator* worker);
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hsBool IIsEmpty();
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UInt16 IGetNumClasses();
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plCreatable* ICreate(UInt16 hClass);
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hsBool IDerivesFrom(UInt16 hBase, UInt16 hDer);
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hsBool IIsValidClassIndex(UInt16 hClass);
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static hsBool ICreateTheFactory();
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static void IShutdown();
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plFactory();
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~plFactory();
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#endif
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public:
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// Don't use this unless you're initializing a DLL
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friend class plClient;
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static plFactory* GetTheFactory();
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static UInt16 Register(UInt16 hClass, plCreator* worker); // returns hClass
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static void UnRegister(UInt16 hClass, plCreator* worker);
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static bool CanCreate(UInt16 hClass); // return true if creator exists. doesn't assert
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static plCreatable* Create(UInt16 hClass);
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static hsBool DerivesFrom(UInt16 hBase, UInt16 hDer);
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static UInt16 GetNumClasses();
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static UInt16 FindClassIndex(const char* className); // slow lookup for things like console
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static hsBool IsValidClassIndex(UInt16 hClass);
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// Don't call this unless you're a DLL being initialized.
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static void SetTheFactory(plFactory* fac);
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static const char *GetNameOfClass(UInt16 type);
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#ifdef HS_DEBUGGING
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void IValidate(UInt16 keyIndex);
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static void Validate(UInt16 keyIndex);
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#endif
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};
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#endif // plFactory_inc
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