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https://github.com/ZDoom/qzdoom.git
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d86f03e2e0
- instead add a list of SpecialInits to VMScriptFunction so this can be done transparently when setting up and popping the stack frame. The only drawback is that this requires permanent allocation of stack objects for the entire lifetime of a function but this is a relatively small tradeoff for significantly reduced maintenance work throughout. - removed most #include "vm.h", because nearly all files already pull this in through dobject.h.
52 lines
1.3 KiB
C++
52 lines
1.3 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "a_sharedglobal.h"
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#include "a_hexenglobal.h"
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#include "i_system.h"
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#include "gi.h"
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#include "g_level.h"
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#include "p_enemy.h"
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#include "a_weaponpiece.h"
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#include "doomstat.h"
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#include "p_lnspec.h"
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#include "p_terrain.h"
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#include "m_bbox.h"
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#include "ravenshared.h"
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#include "v_palette.h"
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#include "g_game.h"
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#include "p_blockmap.h"
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#include "r_utility.h"
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#include "p_maputl.h"
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#include "p_spec.h"
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#include "serializer.h"
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// Include all the Hexen stuff here to reduce compile time
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#include "a_blastradius.cpp"
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#include "a_boostarmor.cpp"
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#include "a_clericflame.cpp"
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#include "a_clericholy.cpp"
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#include "a_clericmace.cpp"
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#include "a_clericstaff.cpp"
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#include "a_fighteraxe.cpp"
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#include "a_fighterhammer.cpp"
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#include "a_fighterplayer.cpp"
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#include "a_fighterquietus.cpp"
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#include "a_flechette.cpp"
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#include "a_flies.cpp"
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#include "a_healingradius.cpp"
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#include "a_heresiarch.cpp"
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#include "a_hexenspecialdecs.cpp"
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#include "a_iceguy.cpp"
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#include "a_korax.cpp"
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#include "a_magecone.cpp"
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#include "a_magelightning.cpp"
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#include "a_magestaff.cpp"
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#include "a_pig.cpp"
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#include "a_serpent.cpp"
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#include "a_spike.cpp"
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#include "a_summon.cpp"
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#include "a_teleportother.cpp"
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