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								/**************************************************************************/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*  resource.h                                                            */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/**************************************************************************/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                         This file is part of:                          */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                             GODOT ENGINE                               */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                        https://godotengine.org                         */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/**************************************************************************/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                                                                        */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* Permission is hereby granted, free of charge, to any person obtaining  */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* a copy of this software and associated documentation files (the        */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* "Software"), to deal in the Software without restriction, including    */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* without limitation the rights to use, copy, modify, merge, publish,    */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* distribute, sublicense, and/or sell copies of the Software, and to     */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* permit persons to whom the Software is furnished to do so, subject to  */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* the following conditions:                                              */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                                                                        */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* The above copyright notice and this permission notice shall be         */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* included in all copies or substantial portions of the Software.        */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                                                                        */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/**************************************************************************/  
						 
					
						
							
								
									
										
										
										
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								# ifndef RESOURCE_H 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define RESOURCE_H 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								# include  "core/io/resource_uid.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "core/object/class_db.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "core/object/ref_counted.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "core/templates/safe_refcount.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "core/templates/self_list.h" 
  
						 
					
						
							
								
									
										
										
										
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								class  Node ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								# define RES_BASE_EXTENSION(m_ext)                                                                                   \ 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								public :                                                                                                              \ 
						 
					
						
							
								
									
										
										
										
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									static  void  register_custom_data_to_otdb ( )  {  ClassDB : : add_resource_base_extension ( m_ext ,  get_class_static ( ) ) ;  }  \
							 
						 
					
						
							
								
									
										
										
										
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									virtual  String  get_base_extension ( )  const  override  {  return  m_ext ;  }                                             \
							 
						 
					
						
							
								
									
										
										
										
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								                                                                                                                    \
							 
						 
					
						
							
								
									
										
										
										
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								private :  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								class  Resource  :  public  RefCounted  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									GDCLASS ( Resource ,  RefCounted ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								public :  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									static  void  register_custom_data_to_otdb ( )  {  ClassDB : : add_resource_base_extension ( " res " ,  get_class_static ( ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									virtual  String  get_base_extension ( )  const  {  return  " res " ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								private :  
						 
					
						
							
								
									
										
										
										
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									friend  class  ResBase ; 
							 
						 
					
						
							
								
									
										
										
										
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									friend  class  ResourceCache ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									String  name ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									String  path_cache ; 
							 
						 
					
						
							
								
									
										
										
										
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									String  scene_unique_id ; 
							 
						 
					
						
							
								
									
										
										
										
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								# ifdef TOOLS_ENABLED 
  
						 
					
						
							
								
									
										
										
										
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									uint64_t  last_modified_time  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint64_t  import_last_modified_time  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
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									String  import_path ; 
							 
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									bool  local_to_scene  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
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									friend  class  SceneState ; 
							 
						 
					
						
							
								
									
										
										
										
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									Node  * local_scene  =  nullptr ; 
							 
						 
					
						
							
								
									
										
										
										
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									SelfList < Resource >  remapped_list ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								protected :  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									virtual  void  _resource_path_changed ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									static  void  _bind_methods ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									void  _set_path ( const  String  & p_path ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									void  _take_over_path ( const  String  & p_path ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								public :  
						 
					
						
							
								
									
										
										
										
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									static  Node  * ( * _get_local_scene_func ) ( ) ;  //used by editor
 
							 
						 
					
						
							
								
									
										
										
										
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									static  void  ( * _update_configuration_warning ) ( ) ;  //used by editor
 
							 
						 
					
						
							
								
									
										
										
										
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									void  update_configuration_warning ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									virtual  bool  editor_can_reload_from_file ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									virtual  void  reset_state ( ) ;  //for resources that use variable amount of properties, either via _validate_property or _get_property_list, this function needs to be implemented to correctly clear state
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									virtual  Error  copy_from ( const  Ref < Resource >  & p_resource ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									virtual  void  reload_from_file ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									void  emit_changed ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									void  connect_changed ( const  Callable  & p_callable ,  uint32_t  p_flags  =  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									void  disconnect_changed ( const  Callable  & p_callable ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									void  set_name ( const  String  & p_name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									String  get_name ( )  const ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									virtual  void  set_path ( const  String  & p_path ,  bool  p_take_over  =  false ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									String  get_path ( )  const ; 
							 
						 
					
						
							
								
									
										
										
										
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									_FORCE_INLINE_  bool  is_built_in ( )  const  {  return  path_cache . is_empty ( )  | |  path_cache . contains ( " :: " )  | |  path_cache . begins_with ( " local:// " ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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									static  String  generate_scene_unique_id ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									void  set_scene_unique_id ( const  String  & p_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									String  get_scene_unique_id ( )  const ; 
							 
						 
					
						
							
								
									
										
										
										
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									virtual  Ref < Resource >  duplicate ( bool  p_subresources  =  false )  const ; 
							 
						 
					
						
							
								
									
										
										
										
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									Ref < Resource >  duplicate_for_local_scene ( Node  * p_for_scene ,  HashMap < Ref < Resource > ,  Ref < Resource > >  & remap_cache ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									void  configure_for_local_scene ( Node  * p_for_scene ,  HashMap < Ref < Resource > ,  Ref < Resource > >  & remap_cache ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									void  set_local_to_scene ( bool  p_enable ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool  is_local_to_scene ( )  const ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									virtual  void  setup_local_to_scene ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									Node  * get_local_scene ( )  const ; 
							 
						 
					
						
							
								
									
										
										
										
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								# ifdef TOOLS_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									uint32_t  hash_edited_version ( )  const ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									virtual  void  set_last_modified_time ( uint64_t  p_time )  {  last_modified_time  =  p_time ;  } 
							 
						 
					
						
							
								
									
										
										
										
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									uint64_t  get_last_modified_time ( )  const  {  return  last_modified_time ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									virtual  void  set_import_last_modified_time ( uint64_t  p_time )  {  import_last_modified_time  =  p_time ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									uint64_t  get_import_last_modified_time ( )  const  {  return  import_last_modified_time ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									void  set_import_path ( const  String  & p_path )  {  import_path  =  p_path ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									String  get_import_path ( )  const  {  return  import_path ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									void  set_as_translation_remapped ( bool  p_remapped ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									virtual  RID  get_rid ( )  const ;  // some resources may offer conversion to RID
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								# ifdef TOOLS_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//helps keep IDs same number when loading/saving scenes. -1 clears ID and it Returns -1 when no id stored
 
							 
						 
					
						
							
								
									
										
										
										
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									void  set_id_for_path ( const  String  & p_path ,  const  String  & p_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									String  get_id_for_path ( const  String  & p_path )  const ; 
							 
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									Resource ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									~ Resource ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								class  ResourceCache  {  
						 
					
						
							
								
									
										
										
										
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									friend  class  Resource ; 
							 
						 
					
						
							
								
									
										
										
										
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									friend  class  ResourceLoader ;  //need the lock
 
							 
						 
					
						
							
								
									
										
										
										
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									static  Mutex  lock ; 
							 
						 
					
						
							
								
									
										
										
										
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									static  HashMap < String ,  Resource  * >  resources ; 
							 
						 
					
						
							
								
									
										
										
										
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								# ifdef TOOLS_ENABLED 
  
						 
					
						
							
								
									
										
										
										
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									static  HashMap < String ,  HashMap < String ,  String > >  resource_path_cache ;  // Each tscn has a set of resource paths and IDs.
 
							 
						 
					
						
							
								
									
										
										
										
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									static  RWLock  path_cache_lock ; 
							 
						 
					
						
							
								
									
										
										
										
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								# endif  // TOOLS_ENABLED
  
						 
					
						
							
								
									
										
										
										
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									friend  void  unregister_core_types ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									static  void  clear ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-01-07 18:25:37 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									friend  void  register_core_types ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											2017-03-05 16:44:50 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								public :  
						 
					
						
							
								
									
										
										
										
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									static  bool  has ( const  String  & p_path ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-06-22 13:46:46 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									static  Ref < Resource >  get_ref ( const  String  & p_path ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-03-17 07:33:00 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									static  void  get_cached_resources ( List < Ref < Resource > >  * p_resources ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2014-02-09 22:10:30 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									static  int  get_cached_resource_count ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								# endif  // RESOURCE_H