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Initial commit of Command & Conquer Renegade source code.
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Code/Combat/assets.h
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80
Code/Combat/assets.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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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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**
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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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**
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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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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/assets.h $*
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* *
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* $Author:: Jani_p $*
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* *
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* $Modtime:: 8/31/01 8:03p $*
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* *
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* $Revision:: 31 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef ASSETS_H
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#define ASSETS_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef ASSETMGR_H
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#include "assetmgr.h"
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#endif
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#ifndef INI_H
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#include "ini.h"
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#endif
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/*
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** INI File Access
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*/
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void Set_INI_Path( const char * path );
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INIClass * Get_INI( const char * filename );
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void Save_INI( INIClass * p_ini, const char * filename );
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void Release_INI( INIClass * ini );
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/*
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** Path Striping
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*/
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void Strip_Path_From_Filename( StringClass& new_name, const char * filename );
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void Get_Render_Obj_Name_From_Filename( StringClass& new_name, const char * filename );
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/*
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** Asset access - these functions strips the path off of the filenames; for use
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** with filenames that come from preset definitions.
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*/
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RenderObjClass * Create_Render_Obj_From_Filename( const char * filename );
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TextureClass * Get_Texture_From_Filename( const char * filename,
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TextureClass::MipCountType mip_level_count=TextureClass::MIP_LEVELS_ALL );
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/*
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** Filenames
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*/
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void Create_Animation_Name( StringClass& anim_name, const char * anim_filename, const char * model_name );
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#endif // ASSETS_H
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