mirror of
https://github.com/ioquake/jedi-academy.git
synced 2025-03-13 22:31:55 +00:00
fix #includes to compile on non windows without pch
This commit is contained in:
parent
d279049cb8
commit
2d66eb2b2b
30 changed files with 56 additions and 29 deletions
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@ -18,6 +18,8 @@
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#include "../qcommon/cm_randomterrain.h"
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#endif
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#include <string>
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class CRMPathManager;
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// directions you can proceed from cells
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@ -220,4 +222,4 @@ public:
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void GenerateRivers ( );
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};
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#endif
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#endif
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@ -5,7 +5,7 @@
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#include "cg_local.h"
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#include "../ui/ui_shared.h"
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#include "bg_saga.h"
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#include "../game/bg_saga.h"
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extern menuDef_t *menuScoreboard;
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@ -5,7 +5,7 @@
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#include "cg_local.h"
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#include "bg_saga.h"
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#include "../game/bg_saga.h"
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#include "../ui/ui_shared.h"
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#include "../ui/ui_public.h"
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@ -7,7 +7,7 @@
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Ghoul2 Insert Start
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*/
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#include "../game/q_shared.h"
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#include "../ghoul2/g2.h"
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#include "../ghoul2/G2.h"
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/*
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Ghoul2 Insert end
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*/
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@ -2,8 +2,8 @@
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//
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// cg_players.c -- handle the media and animation for player entities
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#include "cg_local.h"
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#include "../ghoul2/g2.h"
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#include "bg_saga.h"
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#include "../ghoul2/G2.h"
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#include "../game/bg_saga.h"
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extern vmCvar_t cg_thirdPersonAlpha;
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@ -10,7 +10,7 @@
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*
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*****************************************************************************/
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#include "cg_local.h"
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#include "bg_saga.h"
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#include "../game/bg_saga.h"
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int cgSiegeRoundState = 0;
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int cgSiegeRoundTime = 0;
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@ -9,7 +9,7 @@
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#if !defined(CL_LIGHT_H_INC)
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#include "cg_lights.h"
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#endif
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#include "../ghoul2/g2.h"
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#include "../ghoul2/G2.h"
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#include "../ui/ui_public.h"
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/*
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@ -1,6 +1,6 @@
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#include "cg_local.h"
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#include "../game/q_shared.h"
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#include "../ghoul2/g2.h"
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#include "../ghoul2/G2.h"
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//rww - The turret is heavily dependant on bone angles. We can't happily set that on the server, so it is done client-only.
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@ -4,7 +4,7 @@
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// for a 3D rendering
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#include "cg_local.h"
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#include "bg_saga.h"
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#include "../game/bg_saga.h"
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#if !defined(CL_LIGHT_H_INC)
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#include "cg_lights.h"
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@ -2,7 +2,7 @@
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#include "../qcommon/exe_headers.h"
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#include "client.h"
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#include "FXScheduler.h"
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#include "FxScheduler.h"
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//#define __FXCHECKER
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@ -14,17 +14,17 @@
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#include "FXExport.h"
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#endif
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#include "FXutil.h"
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#include "FxUtil.h"
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#if !defined(CROFFSYSTEM_H_INC)
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#include "../qcommon/ROFFSystem.h"
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#include "../qcommon/RoffSystem.h"
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#endif
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#ifdef _DONETPROFILE_
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#include "../qcommon/INetProfile.h"
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#endif
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#include "../renderer/tr_worldeffects.h"
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#include "../renderer/tr_WorldEffects.h"
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#ifdef VV_LIGHTING
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#include "../renderer/tr_lightmanager.h"
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@ -23,7 +23,7 @@
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#endif
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#if !defined (MINIHEAP_H_INC)
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#include "../qcommon/miniheap.h"
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#include "../qcommon/MiniHeap.h"
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#endif
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#ifdef _DONETPROFILE_
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@ -5,7 +5,7 @@
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#include "client.h"
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#include "../qcommon/stringed_ingame.h"
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#include "../ghoul2/g2_local.h"
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#include "../ghoul2/G2_local.h"
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#ifdef _DONETPROFILE_
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#include "../qcommon/INetProfile.h"
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#endif
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@ -12,6 +12,7 @@
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#include "snd_mp3.h"
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#include "snd_music.h"
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#include "client.h"
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#include "../qcommon/platform.h"
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qboolean s_shutUp = qfalse;
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@ -9,10 +9,16 @@
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#include "../mp3code/mp3struct.h"
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// Open AL Specific
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#ifdef _WIN32
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#include "openal/al.h"
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#include "openal/alc.h"
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#define HAVE_EAX
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#include "eax/eax.h"
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#include "eax/eaxman.h"
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#else
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#include <AL/al.h>
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#include <AL/alc.h>
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#endif
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// Added for Open AL to know when to mute all sounds (e.g when app. loses focus)
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void S_AL_MuteAllSounds(sboolean bMute);
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@ -7,6 +7,8 @@
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#include "snd_mp3.h"
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#include "snd_ambient.h"
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#include <string>
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// Open AL
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void S_PreProcessLipSync(sfx_t *sfx);
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extern int s_UseOpenAL;
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@ -8,6 +8,7 @@
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#include "../game/q_shared.h"
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#include "../qcommon/sstring.h"
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#include "../qcommon/platform.h"
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#pragma warning ( disable : 4663 ) //spcialize class
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#pragma warning( push, 3 )
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@ -22,6 +23,8 @@
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//#include "snd_mp3.h"
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#endif
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#include <string>
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//
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#include "snd_music.h"
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#include "snd_ambient.h"
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@ -4,6 +4,7 @@
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#define __TASK_MANAGER__
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#include <map>
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#include <string>
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#include "sequencer.h"
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class CSequencer;
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@ -70,6 +70,11 @@
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#include <stdio.h>
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#ifndef WIN32
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#include <stdint.h>
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typedef int32_t INT32;
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#endif
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/*
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* We need memory copying and zeroing functions, plus strncpy().
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* ANSI and System V implementations declare these in <string.h>.
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@ -10,6 +10,10 @@
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#include "small_header.h" // for SAMPLE and IN_OUT
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#ifndef byte
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typedef unsigned char byte;
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#endif
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typedef void (*SBT_FUNCTION) (float *sample, short *pcm, int n);
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typedef void (*XFORM_FUNCTION) (void *pcm, int igr);
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typedef IN_OUT(*DECODE_FUNCTION) (unsigned char *bs, unsigned char *pcm);
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@ -151,13 +151,6 @@ decode (standard decoder) reduction_code:
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#include "mp3struct.h"
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#include <assert.h>
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#ifndef byte
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typedef unsigned char byte;
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#endif
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typedef struct id3v1_1 {
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char id[3];
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char title[30]; // <file basename>
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@ -36,6 +36,13 @@
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#define CEILING(a) \
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((a)==(int)(a) ? (a) : (a)>0 ? 1+(int)(a) : -(1+(int)(-a)))
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#ifndef WIN32
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typedef struct {
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int x;
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int y;
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} POINT;
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#endif
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#include <stdlib.h>
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#endif
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@ -2,7 +2,7 @@
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#include "../qcommon/exe_headers.h"
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#include "tr_local.h"
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#include "tr_worldeffects.h"
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#include "tr_WorldEffects.h"
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// Patches up the loaded map to handle the parameters passed from the UI
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@ -7,7 +7,7 @@
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#include "../client/client.h" //FIXME!! EVIL - just include the definitions needed
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#ifdef _XBOX
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#include "../qcommon/miniheap.h"
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#include "../qcommon/MiniHeap.h"
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#endif
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#if !defined(TR_LOCAL_H)
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@ -7,6 +7,8 @@
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#include "glext.h"
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#endif
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#include "../qcommon/platform.h"
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#pragma warning (push, 3) //go back down to 3 for the stl include
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#include <map>
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#pragma warning (pop)
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#include "../qcommon/disablewarnings.h"
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#include "../qcommon/platform.h"
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#pragma warning (push, 3) //go back down to 3 for the stl include
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#include "../qcommon/sstring.h" // #include <string>
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//#include "../server/exe_headers.h"
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#include "tr_local.h"
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#include "tr_QuickSprite.h"
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#include "tr_quicksprite.h"
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void R_BindAnimatedImage( textureBundle_t *bundle );
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#include "../ghoul2/G2.h"
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#endif
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#include "../ghoul2/G2_local.h"
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#include "MatComp.h"
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#include "matcomp.h"
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#ifdef VV_LIGHTING
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#include "tr_lightmanager.h"
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#include "../win32/win_lighteffects.h"
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#endif
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#include "tr_QuickSprite.h"
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#include "tr_quicksprite.h"
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/*
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#include "tr_local.h"
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#include "tr_QuickSprite.h"
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#include "tr_quicksprite.h"
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#include "tr_WorldEffects.h"
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