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73 lines
1.6 KiB
73 lines
1.6 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CBASE_H
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#define CBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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struct studiohdr_t;
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#include <stdio.h>
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#include <stdlib.h>
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#include "tier0/platform.h"
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#include "tier0/dbg.h"
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#include "vprof.h"
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#include "tier1/strtools.h"
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#include "vstdlib/random.h"
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#include "tier1/utlvector.h"
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#include "const.h"
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#include "string_t.h"
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// Steam uses C-runtime calls in headers, need to remap
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#ifdef strncpy
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#undef strncpy
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#define strncpy Q_strncpy
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#endif
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#ifdef _snprintf
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#undef _snprintf
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#define _snprintf Q_snprintf
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#endif
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// These two have to be included very early
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#include "predictableid.h"
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#include "predictable_entity.h"
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#include "cdll_util.h"
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#include "util_shared.h"
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#include "icvar.h"
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#include "sharedvar.h"
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#include "baseentity_shared.h"
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// This is a precompiled header. Include a bunch of common stuff.
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// This is kind of ugly in that it adds a bunch of dependency where it isn't needed.
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// But on balance, the compile time is much lower (even incrementally) once the precompiled
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// headers contain these headers.
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#include "precache_register.h"
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#include "c_basecombatweapon.h"
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#include "c_basecombatcharacter.h"
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#include "gamerules.h"
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#include "c_baseplayer.h"
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#include "itempents.h"
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#include "vphysics_interface.h"
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//#include "vphysics2_interface.h"
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#include "physics.h"
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#include "c_recipientfilter.h"
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#include "cdll_client_int.h"
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#include "worldsize.h"
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#include "engine/ivmodelinfo.h"
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#include "npcevent.h"
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#include "debugoverlay_shared.h"
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#endif // CBASE_H
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