// Defines #include "system/detect.h" // Types (include all files to expose them in the disassembler) // external types (c-ified) #include "external/d3d9/caps.h" #include "external/d3d9/device.h" #include "external/lua/lua.h" #include "async/object.h" #include "async/queue.h" #include "bc/main.h" #include "camera/camera.h" #include "cmd/option.h" #include "common/array.h" #include "common/handle.h" #include "common/instance.h" #include "common/datarecycler.h" #include "common/status.h" #include "common/refcount.h" #include "common/rcstring.h" #include "console/hardware.h" #include "console/default_settings.h" #include "console/command.h" #include "console/line.h" #include "console/var.h" #include "console/types.h" #include "cursor/types.h" #include "event/types.h" #include "event/context.h" #include "event/handler.h" #include "event/id_table.h" #include "event/keydown.h" #include "event/message.h" #include "event/timer.h" #include "framescript/object.h" #include "framescript/event_object.h" #include "gx/batch.h" #include "gx/buffer.h" #include "gx/caps.h" #include "gx/device.h" #include "gx/format.h" #include "gx/matrix_stack.h" #include "gx/monitor_mode.h" #include "gx/opengl.h" #include "gx/shader.h" #include "gx/state_bom.h" #include "gx/string.h" #include "gx/stringbatch.h" #include "gx/texture.h" #include "gx/types.h" #include "gx/batch.h" #include "gx/d3d9.h" #include "gx/query.h" #include "m2/cache.h" #include "m2/data.h" #include "m2/light.h" #include "m2/lighting.h" #include "m2/model.h" #include "m2/ribbon.h" #include "m2/scene.h" #include "m2/shadereffect.h" #include "m2/shared.h" #include "m2/types.h" #include "screen/layer.h" #include "storm/array.h" #include "storm/big.h" #include "storm/cmd.h" #include "storm/list.h" #include "storm/hash.h" #include "storm/queue.h" #include "storm/region.h" #include "storm/thread.h" #include "storm/log.h" #include "tempest/box.h" #include "tempest/matrix.h" #include "tempest/plane.h" #include "tempest/quaternion.h" #include "tempest/range.h" #include "tempest/rect.h" #include "tempest/sphere.h" #include "tempest/vector.h" #include "text/font.h" #include "texture/blp.h" #include "texture/texture.h" #include "texture/tga.h" #include "ui/backdropgenerator.h" #include "ui/framestrata.h" #include "ui/layoutframe.h" #include "ui/renderbatch.h" #include "ui/scriptobject.h" #include "ui/scriptregion.h" #include "ui/simplebatchedmesh.h" #include "ui/simpleframe.h" #include "ui/simpleregion.h" #include "ui/simpletexture.h" #include "ui/simpletop.h" // include files that define the use of template classes for standard library types // template classes for whoa types should be entered immediately after where the type is #include "storm/array/pointer_to_void.h" #include "storm/array/uint8_t.h" #include "storm/array/uint32_t.h" #include "storm/array/float.h" #include "storm/array/c2ivector.h" #include "storm/queue/timer_priority_uint32_t.h" // template types that are defined in our headers, should be declared immediately after the base type // and not used anywhere else