#pragma once namespace Game { extern unsigned int* g_poolSize; extern const char** g_assetNames; extern XAssetHeader* DB_XAssetPool; extern HANDLE databaseCompletedEvent; extern HANDLE databaseCompletedEvent2; extern XZoneName* g_zoneNames; //------------------------------------------------- typedef void (*DB_LoadXAssets_t)(XZoneInfo* data, unsigned int count, int sync); extern DB_LoadXAssets_t DB_LoadXAssets; typedef void(*DB_EnumXAssets_t)(XAssetType type, void(*)(XAssetHeader, void*), const void* userdata, bool overrides); extern DB_EnumXAssets_t DB_EnumXAssets; typedef XAssetHeader(*DB_FindXAssetHeader_t)(XAssetType type, const char* name); extern DB_FindXAssetHeader_t DB_FindXAssetHeader; typedef int(__cdecl* DB_GetXAssetSizeHandler_t)(); extern DB_GetXAssetSizeHandler_t* DB_GetXAssetSizeHandlers; typedef const char* (*DB_XAssetGetNameHandler_t)(XAssetHeader* asset); extern DB_XAssetGetNameHandler_t* DB_XAssetGetNameHandler; typedef void(*DB_BeginRecoverLostDevice_t)(); extern DB_BeginRecoverLostDevice_t DB_BeginRecoverLostDevice; typedef void(*DB_EndRecoverLostDevice_t)(); extern DB_EndRecoverLostDevice_t DB_EndRecoverLostDevice; typedef bool(__cdecl* DB_IsXAssetDefault_t)(XAssetType assettype, const char* name); extern DB_IsXAssetDefault_t DB_IsXAssetDefault; //------------------------------------------------- XAssetHeader DB_ReallocXAssetPool(XAssetType type, unsigned int new_size); extern const char* DB_GetXAssetName(XAsset* asset); extern bool DB_IsZoneLoaded(const char* zone); }