mirror of
https://github.com/nillerusr/source-engine.git
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255 lines
6.6 KiB
C
255 lines
6.6 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef GAMECONFIG_H
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#define GAMECONFIG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#pragma warning(push, 1)
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#pragma warning(disable:4701 4702 4530)
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#include <fstream>
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#pragma warning(pop)
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#include "fgdlib/HelperInfo.h"
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#include "TokenReader.h"
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#include "fgdlib/gamedata.h"
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#include "GamePalette.h"
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#include "IEditorTexture.h"
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#include "utlvector.h"
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class MDkeyvalue;
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class KeyValues;
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#define MAX_DIRECTORY_SIZE 32
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enum MAPFORMAT
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{
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mfQuake = 0,
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mfHexen2,
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mfQuake2,
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mfHalfLife,
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mfHalfLife2,
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};
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struct MatExlcusions_s
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{
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char szDirectory[MAX_PATH]; // Where we store the material exclusion directories
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bool bUserGenerated; // If the user specified this ( default: false -- FGD defined )
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};
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class CGameConfig
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{
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public:
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CGameConfig();
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static CGameConfig *GetActiveGame(void);
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static void SetActiveGame(CGameConfig *pGame);
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inline TEXTUREFORMAT GetTextureFormat(void);
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inline void SetTextureFormat(TEXTUREFORMAT eFormat);
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inline float GetDefaultTextureScale(void);
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inline void SetDefaultTextureScale(float fScale);
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inline int GetDefaultLightmapScale(void);
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inline void SetDefaultLightmapScale(int nScale);
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inline const char *GetCordonTexture(void);
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inline void SetCordonTexture(const char *szCordonTexture);
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inline void GetSteamExe(CString &str);
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inline void GetSteamDir(CString &str);
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inline void GetSteamUserDir(CString &str);
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inline void GetSteamAppID(CString &str);
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inline MAPFORMAT GetMapFormat();
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CUtlVector< MatExlcusions_s > m_MaterialExclusions;
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DWORD dwID; // assigned on load
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char szName[128];
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int nGDFiles;
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MAPFORMAT mapformat;
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char szExecutable[128];
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char szDefaultPoint[128];
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char szDefaultSolid[128];
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char szBSP[128];
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char szLIGHT[128];
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char szVIS[128];
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char m_szGameExeDir[128];
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char szMapDir[128];
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char szBSPDir[128];
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char m_szModDir[128];
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int m_MaterialExcludeCount;
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CStringArray GDFiles;
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GameData GD; // gamedata files loaded
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CGamePalette Palette;
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BOOL Import(std::fstream &, float fVersion);
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bool Load(KeyValues *pkv);
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bool Save(KeyValues *pkv);
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void Save(std::fstream &);
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bool Save(const char *pszFileName, const char *pszSection);
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void CopyFrom(CGameConfig *pConfig);
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void LoadGDFiles(void);
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void ParseGameInfo();
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// Accessor methods to get at the mod + the game (*not* full paths)
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const char *GetMod();
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const char *GetGame();
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protected:
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TEXTUREFORMAT textureformat;
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float m_fDefaultTextureScale;
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int m_nDefaultLightmapScale;
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char m_szCordonTexture[MAX_PATH];
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// These settings are loaded from GameInfo.txt:
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char m_szSteamDir[MAX_PATH]; // The full path to steam.exe
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char m_szSteamUserDir[MAX_PATH]; // The full path to the users's directory under SteamApps
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char m_szSteamAppID[32]; // The app id to add to the command line when launching the game via Steam.
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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MAPFORMAT CGameConfig::GetMapFormat()
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{
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return mapformat;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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TEXTUREFORMAT CGameConfig::GetTextureFormat(void)
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{
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return(textureformat);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGameConfig::SetTextureFormat(TEXTUREFORMAT eFormat)
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{
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textureformat = eFormat;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CGameConfig::GetCordonTexture(void)
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{
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return(m_szCordonTexture);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGameConfig::SetCordonTexture(const char *szCordonTexture)
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{
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Q_strncpy( m_szCordonTexture, szCordonTexture, sizeof( m_szCordonTexture ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CGameConfig::GetDefaultLightmapScale(void)
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{
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return(m_nDefaultLightmapScale);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGameConfig::SetDefaultLightmapScale(int nScale)
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{
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m_nDefaultLightmapScale = nScale;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CGameConfig::GetDefaultTextureScale(void)
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{
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return(m_fDefaultTextureScale);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGameConfig::SetDefaultTextureScale(float fScale)
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{
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m_fDefaultTextureScale = fScale;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the full path to steam.exe, found by searching up from
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// whatever directory hammer is in.
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//-----------------------------------------------------------------------------
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void CGameConfig::GetSteamDir(CString &str)
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{
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str = m_szSteamDir;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the full path to steam.exe, found by searching up from
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// whatever directory hammer is in.
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//-----------------------------------------------------------------------------
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void CGameConfig::GetSteamExe(CString &str)
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{
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GetSteamDir(str);
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str += "\\steam.exe";
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the full path to steam.exe, found by searching up from
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// whatever directory hammer is in.
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//-----------------------------------------------------------------------------
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void CGameConfig::GetSteamUserDir(CString &str)
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{
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str = m_szSteamUserDir;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CGameConfig::GetSteamAppID(CString &str)
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{
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str = m_szSteamAppID;
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}
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extern GameData *pGD;
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extern CGameConfig *g_pGameConfig;
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extern float g_MAX_MAP_COORD;
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extern float g_MIN_MAP_COORD;
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#endif // GAMECONFIG_H
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