Added include guards to all cgame headers ...

where they were missing.
This commit is contained in:
Walter Julius Hennecke 2013-09-03 22:42:30 +02:00
parent d2b765a9e3
commit ea956a8d21
5 changed files with 27 additions and 0 deletions

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@ -3,6 +3,9 @@
#include "cg_local.h"
#ifndef CG_LUA_H_
#define CG_LUA_H_
#if (defined __linux__ || defined __WIN32__) // linux or mingw
#include "../game/lua.h"
#include "../game/lauxlib.h"
@ -96,4 +99,6 @@ int32_t Luaopen_Rent(lua_State *L);
void Lua_PushRent(lua_State *L, refEntity_t *rent);
rent_t *Lua_GetRent(lua_State *L, int32_t argNum);
#endif /* CG_LUA_H_ */
#endif

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@ -2,6 +2,9 @@
// full-screen effects like beaming in/out, static from being hit, etc.
//
#ifndef CG_SCREENFX_H_
#define CG_SCREENFX_H_
enum screenfx_e
{
SCREENFX_HIT,
@ -26,3 +29,6 @@ void CG_AddFullScreenEffect(int32_t screenfx, int32_t clientNum);
void CG_DrawFullScreenFX(void);
#endif /* CG_SCREENFX_H_ */

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@ -1,4 +1,7 @@
#ifndef FX_LOCAL_H_
#define FX_LOCAL_H_
#define DEFAULT_DEVIATION 0.5
/*
@ -178,3 +181,4 @@ void FX_qFlash( centity_t* cent, vec3_t org, int32_t timeIndex );
*/
void fxRandCircumferencePos(vec3_t center, vec3_t normal, float radius, vec3_t out);
#endif /* FX_LOCAL_H_ */

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@ -2,6 +2,9 @@
//
// bg_local.h -- local definitions for the bg (both games) files
#ifndef BG_LOCAL_H_
#define BG_LOCAL_H_
#define MIN_WALK_NORMAL 0.7 // can't walk on very steep slopes
#define STEPSIZE 18
@ -46,5 +49,7 @@ void PM_AddEvent( int newEvent );
qboolean PM_SlideMove( qboolean gravity );
void PM_StepSlideMove( qboolean gravity );
#endif /* BG_LOCAL_H_ */

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@ -7,6 +7,9 @@
// these definitions also need to be in q_shared.h!
#ifndef SURFACEFLAGS_H_
#define SURFACEFLAGS_H_
#define CONTENTS_NONE 0
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_LAVA 8
@ -64,3 +67,7 @@
#define SURF_WOOD 0x400000 //!< wood, use grass footsteps etc.
//RPG-X | GSIO01 | 20/05/2009 | END MOD
#endif /* SURFACEFLAGS_H_ */