Files
firestorm/Gameleap/code/mw4/Tools/PixelWhipPro/StdAfx.h
T
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
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.
2026-06-24 21:28:16 -05:00

73 lines
2.3 KiB
C++

// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#if !defined(AFX_STDAFX_H__59C63849_0FB2_4393_A39A_DFBD718EEF1D__INCLUDED_)
#define AFX_STDAFX_H__59C63849_0FB2_4393_A39A_DFBD718EEF1D__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define VC_EXTRALEAN // Exclude rarely-used stuff from Windows headers
#include <afxwin.h> // MFC core and standard components
#include <afxext.h> // MFC extensions
#include <afxdisp.h> // MFC Automation classes
#include <afxdtctl.h> // MFC support for Internet Explorer 4 Common Controls
#ifndef _AFX_NO_AFXCMN_SUPPORT
#include <afxcmn.h> // MFC support for Windows Common Controls
#endif // _AFX_NO_AFXCMN_SUPPORT
#include <GameOS\ToolOS.hpp>
#include <Stuff\Stuff.hpp>
using namespace Stuff;
#include <MLR\MLR.hpp>
#include <MLR\MLRState.hpp>
#include <MLR\MLRTexturePool.hpp>
#include <MLR\MLRTexture.hpp>
#include <MLR\MLRPointLight.hpp>
#include <MLR\MLRLightMap.hpp>
#include <MLR\MLRAmbientLight.hpp>
#include <MLR\MLRInfiniteLight.hpp>
#include <MLR\MLRSpotLight.hpp>
#include <MLR\MLRLookUpLight.hpp>
using namespace MidLevelRenderer;
#include <GosFx\GosFx.hpp>
#include <GosFx\Effect.hpp>
#include <GosFx\EffectCloud.hpp>
#include <GosFx\CardCloud.hpp>
#include <GosFx\PertCloud.hpp>
#include <GosFx\PointCloud.hpp>
#include <GosFx\PointLight.hpp>
#include <GosFx\Tube.hpp>
#include <GosFx\Card.hpp>
#include <GosFx\Shape.hpp>
#include <GosFx\Beam.hpp>
#include <GosFx\Flare.hpp>
#include <GosFx\ShapeCloud.hpp>
#include <GosFx\ShardCloud.hpp>
#include <GosFx\SpriteCloud.hpp>
#include <GosFx\ShardCloud.hpp>
#include <GosFx\DebrisCloud.hpp>
#include <GosFx\EffectLibrary.hpp>
using namespace gosFX;
#include <ElementRenderer\ElementRenderer.hpp>
#include <ElementRenderer\GosFxElement.hpp>
#include <ElementRenderer\CameraElement.hpp>
#include <ElementRenderer\StateChange.hpp>
#include <ElementRenderer\GroupElement.hpp>
using namespace ElementRenderer;
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_STDAFX_H__59C63849_0FB2_4393_A39A_DFBD718EEF1D__INCLUDED_)