game/shared/econ/econ_item_schema.cpp
void CEconItemSchema::MaybeInitFromBuffer( IDelayedSchemaData *pDelayedSchemaData )
{
	// Use whatever our most current data block is.
	if ( m_pDelayedSchemaData )
	{
		delete m_pDelayedSchemaData;
	}

	m_pDelayedSchemaData = pDelayedSchemaData;

#ifdef CLIENT_DLL
	// If we aren't in a game we can parse immediately now.
	if ( !engine->IsInGame() )
	{
		BInitFromDelayedBuffer();
	}
#endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Set up the buffer to use to reinitialize our schema next time we can do so safely.
//-----------------------------------------------------------------------------
Set up the buffer to use to reinitialize our schema next time we can do so safely.
Set up the buffer to use to reinitialize our schema next time we can do so safely .
void CEconItemSchema::MaybeInitFromBuffer( IDelayedSchemaData *pDelayedSchemaData )
{
	if ( m_pDelayedSchemaData )
	{
		delete m_pDelayedSchemaData;
	}
	m_pDelayedSchemaData = pDelayedSchemaData;
#ifdef CLIENT_DLL
	if ( !engine->IsInGame() )
	{
		BInitFromDelayedBuffer();
	}
#endif 
}
void CEconItemSchema :: MaybeInitFromBuffer ( IDelayedSchemaData * pDelayedSchemaData ) { if ( m_pDelayedSchemaData ) { delete m_pDelayedSchemaData ; } m_pDelayedSchemaData = pDelayedSchemaData ; #ifdef CLIENT_DLL if ( ! engine -> IsInGame ( ) ) { BInitFromDelayedBuffer ( ) ; } #endif }
Set up the buffer to use to reinitialize our schema next time we can do so safely.
Set up the buffer to use to reinitialize our schema next time we can do so safely .
// Use whatever our most current data block is. // If we aren't in a game we can parse immediately now. // CLIENT_DLL