Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
73 lines
2.3 KiB
C++
73 lines
2.3 KiB
C++
// stdafx.h : include file for standard system include files,
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// or project specific include files that are used frequently, but
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// are changed infrequently
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//
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#if !defined(AFX_STDAFX_H__59C63849_0FB2_4393_A39A_DFBD718EEF1D__INCLUDED_)
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#define AFX_STDAFX_H__59C63849_0FB2_4393_A39A_DFBD718EEF1D__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#define VC_EXTRALEAN // Exclude rarely-used stuff from Windows headers
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#include <afxwin.h> // MFC core and standard components
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#include <afxext.h> // MFC extensions
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#include <afxdisp.h> // MFC Automation classes
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#include <afxdtctl.h> // MFC support for Internet Explorer 4 Common Controls
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#ifndef _AFX_NO_AFXCMN_SUPPORT
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#include <afxcmn.h> // MFC support for Windows Common Controls
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#endif // _AFX_NO_AFXCMN_SUPPORT
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#include <GameOS\ToolOS.hpp>
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#include <Stuff\Stuff.hpp>
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using namespace Stuff;
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#include <MLR\MLR.hpp>
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#include <MLR\MLRState.hpp>
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#include <MLR\MLRTexturePool.hpp>
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#include <MLR\MLRTexture.hpp>
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#include <MLR\MLRPointLight.hpp>
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#include <MLR\MLRLightMap.hpp>
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#include <MLR\MLRAmbientLight.hpp>
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#include <MLR\MLRInfiniteLight.hpp>
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#include <MLR\MLRSpotLight.hpp>
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#include <MLR\MLRLookUpLight.hpp>
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using namespace MidLevelRenderer;
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#include <GosFx\GosFx.hpp>
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#include <GosFx\Effect.hpp>
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#include <GosFx\EffectCloud.hpp>
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#include <GosFx\CardCloud.hpp>
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#include <GosFx\PertCloud.hpp>
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#include <GosFx\PointCloud.hpp>
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#include <GosFx\PointLight.hpp>
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#include <GosFx\Tube.hpp>
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#include <GosFx\Card.hpp>
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#include <GosFx\Shape.hpp>
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#include <GosFx\Beam.hpp>
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#include <GosFx\Flare.hpp>
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#include <GosFx\ShapeCloud.hpp>
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#include <GosFx\ShardCloud.hpp>
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#include <GosFx\SpriteCloud.hpp>
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#include <GosFx\ShardCloud.hpp>
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#include <GosFx\DebrisCloud.hpp>
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#include <GosFx\EffectLibrary.hpp>
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using namespace gosFX;
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#include <ElementRenderer\ElementRenderer.hpp>
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#include <ElementRenderer\GosFxElement.hpp>
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#include <ElementRenderer\CameraElement.hpp>
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#include <ElementRenderer\StateChange.hpp>
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#include <ElementRenderer\GroupElement.hpp>
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using namespace ElementRenderer;
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_STDAFX_H__59C63849_0FB2_4393_A39A_DFBD718EEF1D__INCLUDED_)
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