//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef CBASE_H #define CBASE_H #ifdef _WIN32 #pragma once #endif struct studiohdr_t; #include #include #include "tier0/platform.h" #include "tier0/dbg.h" #include "vprof.h" #include "tier1/strtools.h" #include "vstdlib/random.h" #include "tier1/utlvector.h" #include "const.h" #include "string_t.h" // These two have to be included very early #include "predictableid.h" #include "predictable_entity.h" #include "cdll_util.h" #include "util_shared.h" #include "icvar.h" #include "sharedvar.h" #include "baseentity_shared.h" // This is a precompiled header. Include a bunch of common stuff. // This is kind of ugly in that it adds a bunch of dependency where it isn't needed. // But on balance, the compile time is much lower (even incrementally) once the precompiled // headers contain these headers. #include "precache_register.h" #include "c_basecombatweapon.h" #include "c_basecombatcharacter.h" #include "gamerules.h" #include "c_baseplayer.h" #include "itempents.h" #include "vphysics_interface.h" //#include "vphysics2_interface.h" #include "physics.h" #include "c_recipientfilter.h" #include "cdll_client_int.h" #include "worldsize.h" #include "engine/ivmodelinfo.h" #include "npcevent.h" #include "debugoverlay_shared.h" #endif // CBASE_H