Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //=============================================================================//
  7. #ifndef CBASE_H
  8. #define CBASE_H
  9. #ifdef _WIN32
  10. #pragma once
  11. #endif
  12. struct studiohdr_t;
  13. #include <stdio.h>
  14. #include <stdlib.h>
  15. #include <tier0/platform.h>
  16. #include <tier0/dbg.h>
  17. #include <tier1/strtools.h>
  18. #include <vstdlib/random.h>
  19. #include <utlvector.h>
  20. #include <const.h>
  21. #include "string_t.h"
  22. // These two have to be included very early
  23. #include <predictableid.h>
  24. #include <predictable_entity.h>
  25. #include "cdll_util.h"
  26. #include <util_shared.h>
  27. #include <icvar.h>
  28. #include <baseentity_shared.h>
  29. // This is a precompiled header. Include a bunch of common stuff.
  30. // This is kind of ugly in that it adds a bunch of dependency where it isn't needed.
  31. // But on balance, the compile time is much lower (even incrementally) once the precompiled
  32. // headers contain these headers.
  33. #include "precache_register.h"
  34. #include "c_basecombatweapon.h"
  35. #include "c_basecombatcharacter.h"
  36. #include "gamerules.h"
  37. #include "c_baseplayer.h"
  38. #include "itempents.h"
  39. #include "vphysics_interface.h"
  40. #include "physics.h"
  41. #include "c_recipientfilter.h"
  42. #include "cdll_client_int.h"
  43. #include "worldsize.h"
  44. #include "engine/ivmodelinfo.h"
  45. #endif // CBASE_H