#include "assetsystem/iassetsystem.h" native static accessor g_pAssetSystem as IAssetSystem { void RecordAssetOpen( IAsset pAsset ); void RecordAssetOpen( string pAssetFileName ); IAsset FindAssetByFilename( string pFilename ); IAsset FindAssetByAssetRelativePath( string pFilename ); IAsset RegisterAssetFile( string pFilename ); void RunFrame(); void UpdateMods(); int GetAllModsCount(); inline bool RecompileAsset( IAsset asset, bool full ) { CUtlVector assets; assets.AddToTail( asset ); return g_pAssetSystem->RecompileMultipleAssets( assets, full ? COMPILE_PARENTS_AND_CHILDREN_AND_ASSOCIATES : COMPILE_AS_NEEDED ); } void UpdateGameResourceType( string title, string extension ); void LoadWorkingSetsAndTags(); }