10 k_async_op_clientloading
,
11 k_async_op_world_preloading
,
12 k_async_op_world_loading
,
13 k_async_op_world_scan
,
14 k_async_op_world_load_preview
,
15 k_workshop_form_op_loading_model
,
16 k_workshop_form_op_downloading_submission
,
17 k_workshop_form_op_publishing_update
,
18 k_workshop_op_item_scan
,
19 k_workshop_op_item_load
23 static skaterift
= { .async_op
= k_async_op_clientloading
};
26 static void skaterift_change_world( const char *world_path
);
27 static int skaterift_change_world_command( int argc
, const char *argv
[] );
30 * Start a new operation or crash if we are already running one. you can avoid
31 * crashing the game by checking the async status yourself before calling.
33 VG_STATIC
void skaterift_begin_op( enum async_operation op
)
35 if( skaterift
.async_op
!= k_async_op_none
){
36 vg_fatal_error( "Async executing op(%d), tried to start op(%d)\n",
37 skaterift
.async_op
, op
);
40 skaterift
.async_op
= op
;
41 vg_info( "Starting op( %d )\n", op
);
45 * Switch operation for those who have multiple parts
47 VG_STATIC
void skaterift_shift_op( enum async_operation op
)
49 if( skaterift
.async_op
== k_async_op_none
){
50 vg_fatal_error( "No current op, cannot shift operation (%d)\n", op
);
53 skaterift
.async_op
= op
;
54 vg_info( "Shifting to op( %d )\n", op
);
58 * Finished operation, otheres can now run
60 VG_STATIC
void skaterift_end_op(void)
62 vg_info( "Finishing op( %d )\n", skaterift
.async_op
);
63 skaterift
.async_op
= k_async_op_none
;
66 #endif /* SKATERIFT_H */