Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CBASE_H
#define CBASE_H
#ifdef _WIN32
#pragma once
#endif
#ifdef _WIN32
// Silence certain warnings
#pragma warning(disable : 4244) // int or float down-conversion
#pragma warning(disable : 4305) // int or float data truncation
#pragma warning(disable : 4201) // nameless struct/union
#pragma warning(disable : 4511) // copy constructor could not be generated
#pragma warning(disable : 4675) // resolved overload was found by argument dependent lookup
#endif
#ifdef _DEBUG
#define DEBUG 1
#endif
// Misc C-runtime library headers
#include <math.h>
#include <stdio.h>
// tier 0
#include "tier0/dbg.h"
#include "tier0/platform.h"
#include "basetypes.h"
// tier 1
#include "tier1/strtools.h"
#include "utlvector.h"
#include "mathlib/vmatrix.h"
// tier 2
#include "string_t.h"
// tier 3
#include "vphysics_interface.h"
// Shared engine/DLL constants
#include "const.h"
#include "edict.h"
// Shared header describing protocol between engine and DLLs
#include "eiface.h"
#include "iserverentity.h"
#include "dt_send.h"
// Shared header between the client DLL and the game DLLs
#include "shareddefs.h"
#include "ehandle.h"
// app
#if defined(_X360)
#define DISABLE_DEBUG_HISTORY 1
#endif
#include "datamap.h"
#include "util.h"
#include "predictable_entity.h"
#include "predictableid.h"
#include "variant_t.h"
#include "takedamageinfo.h"
#include "utllinkedlist.h"
#include "touchlink.h"
#include "groundlink.h"
#include "base_transmit_proxy.h"
#include "soundflags.h"
#include "networkvar.h"
#include "baseentity_shared.h"
#include "basetoggle.h"
#include "igameevents.h"
// saverestore.h declarations
class ISave;
class IRestore;
// maximum number of targets a single multi_manager entity may be assigned.
#define MAX_MULTI_TARGETS 16
// NPCEvent.h declarations
struct animevent_t;
struct studiohdr_t;
class CStudioHdr;
extern void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
// people gib if their health is <= this at the time of death
#define GIB_HEALTH_VALUE -30
#define MAX_OLD_ENEMIES 4 // how many old enemies to remember
// used by suit voice to indicate damage sustained and repaired type to player
enum
{
itbd_Paralyze = 0,
itbd_NerveGas,
itbd_PoisonRecover,
itbd_Radiation,
itbd_DrownRecover,
itbd_Acid,
itbd_SlowBurn,
itbd_SlowFreeze,
// Must be last!
CDMG_TIMEBASED
};
// when calling KILLED(), a value that governs gib behavior is expected to be
// one of these three values
#define GIB_NORMAL 0// gib if entity was overkilled
#define GIB_NEVER 1// never gib, no matter how much death damage is done ( freezing, etc )
#define GIB_ALWAYS 2// always gib
class CAI_BaseNPC;
class CAI_ScriptedSequence;
class CSound;
#ifdef _XBOX
//#define FUNCTANK_AUTOUSE We haven't made the decision to use this yet (sjb)
#else
#undef FUNCTANK_AUTOUSE
#endif//_XBOX
// This is a precompiled header. Include a bunch of common stuff.
// This is kind of ugly in that it adds a bunch of dependency where it isn't needed.
// But on balance, the compile time is much lower (even incrementally) once the precompiled
// headers contain these headers.
#include "precache_register.h"
#include "baseanimating.h"
#include "basecombatweapon.h"
#include "basecombatcharacter.h"
#include "gamerules.h"
#include "entitylist.h"
#include "basetempentity.h"
#include "player.h"
#include "te.h"
#include "physics.h"
#include "ndebugoverlay.h"
#include "recipientfilter.h"
#endif // CBASE_H