//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef CBASE_H #define CBASE_H #ifdef _WIN32 #pragma once #endif struct studiohdr_t; #include <stdio.h> #include <stdlib.h> #include <tier0/platform.h> #include <tier0/dbg.h> #include <vstdlib/strtools.h> #include <vstdlib/random.h> #include <utlvector.h> #include <const.h> #include "string_t.h" // These two have to be included very early #include <predictableid.h> #include <predictable_entity.h> #include "cdll_util.h" #include <util_shared.h> #include <icvar.h> #include <baseentity_shared.h> // 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 "c_basecombatweapon.h" #include "c_basecombatcharacter.h" #include "gamerules.h" #include "c_baseplayer.h" #include "itempents.h" #include "vphysics_interface.h" #include "physics.h" #include "c_recipientfilter.h" #include "cdll_client_int.h" #include "worldsize.h" #include "engine/ivmodelinfo.h" #endif // CBASE_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |