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60 lines
1.3 KiB
C
60 lines
1.3 KiB
C
//========= Copyright 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 <tier1/strtools.h>
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#include <tier1/fmtstr.h>
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#include <vstdlib/random.h>
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#include <utlvector.h>
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#include <const.h>
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#include "string_t.h"
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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 <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 "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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#endif // CBASE_H
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