/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __PRECOMPILED_H__ #define __PRECOMPILED_H__ #include "sys/sys_defines.h" #include "sys/sys_builddefines.h" #include "sys/sys_includes.h" #include "sys/sys_assert.h" #include "sys/sys_types.h" #include "sys/sys_intrinsics.h" #include "sys/sys_threading.h" //----------------------------------------------------- #define ID_TIME_T int64 // Signed because -1 means "File not found" and we don't want that to compare > than any other time // non-portable system services #include "../sys/sys_public.h" // id lib #include "../idlib/Lib.h" #include "sys/sys_filesystem.h" // framework #include "../framework/BuildVersion.h" #include "../framework/Licensee.h" #include "../framework/CmdSystem.h" #include "../framework/CVarSystem.h" #include "../framework/Common.h" // DG: needed for idFile_InZip in File.h #include "../framework/Unzip.h" // DG end #include "../framework/File.h" #include "../framework/File_Manifest.h" #include "../framework/File_SaveGame.h" #include "../framework/File_Resource.h" #include "../framework/FileSystem.h" #include "../framework/UsercmdGen.h" #include "../framework/Serializer.h" #include "../framework/PlayerProfile.h" // decls #include "../framework/TokenParser.h" #include "../framework/DeclManager.h" #include "../framework/DeclTable.h" #include "../framework/DeclSkin.h" #include "../framework/DeclEntityDef.h" #include "../framework/DeclFX.h" #include "../framework/DeclParticle.h" #include "../framework/DeclAF.h" #include "../framework/DeclPDA.h" // We have expression parsing and evaluation code in multiple places: // materials, sound shaders, and guis. We should unify them. const int MAX_EXPRESSION_OPS = 4096; const int MAX_EXPRESSION_REGISTERS = 4096; // renderer // RB: replaced QGL with GLEW #include "../libs/glew/include/GL/glew.h" // RB end #include "../renderer/Cinematic.h" #include "../renderer/Material.h" #include "../renderer/BufferObject.h" #include "../renderer/VertexCache.h" #include "../renderer/Model.h" #include "../renderer/ModelManager.h" #include "../renderer/RenderSystem.h" #include "../renderer/RenderWorld.h" // sound engine #include "../sound/sound.h" // user interfaces #include "../ui/ListGUI.h" #include "../ui/UserInterface.h" #include "../swf/SWF.h" // collision detection system #include "../cm/CollisionModel.h" // AAS files and manager #include "../aas/AASFile.h" #include "../aas/AASFileManager.h" // game #include "../d3xp/Game.h" // Session / Network #include "../sys/LightweightCompression.h" #include "../sys/Snapshot.h" #include "../sys/PacketProcessor.h" #include "../sys/SnapshotProcessor.h" #include "../sys/sys_savegame.h" #include "../sys/sys_session_savegames.h" #include "../sys/sys_profile.h" #include "../sys/sys_localuser.h" #include "../sys/sys_signin.h" #include "../sys/sys_stats_misc.h" #include "../sys/sys_stats.h" #include "../sys/sys_session.h" #include "../sys/sys_achievements.h" //----------------------------------------------------- #ifndef _D3SDK #ifdef GAME_DLL #include "../d3xp/Game_local.h" #else #include "../framework/DemoChecksum.h" // framework #include "../framework/Compressor.h" #include "../framework/EventLoop.h" #include "../framework/KeyInput.h" #include "../framework/EditField.h" #include "../framework/DebugGraph.h" #include "../framework/Console.h" #include "../framework/DemoFile.h" #include "../framework/Common_dialog.h" #endif /* !GAME_DLL */ #endif /* !_D3SDK */ //----------------------------------------------------- #undef min #undef max #include // for min / max / swap #endif /* !__PRECOMPILED_H__ */