mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-23 10:09:43 +01:00
Remove unnecessary includes from header files
Including a header file inside another header file means a bunch of files are going to be unnecessarily recompiled whenever that inner header file is changed. So I minimized the amount of header files included in a header file, and only included the ones that were necessary (system includes don't count, I'm only talking about includes from within this project). Then the includes are only in the .cpp files themselves. This also minimizes problems such as a NO_CUSTOM_LEVELS build failing because some file depended on an include that got included in editor.h, which is another benefit of removing unnecessary includes from header files.
This commit is contained in:
parent
d455e38715
commit
b5ff65c84e
38 changed files with 81 additions and 65 deletions
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@ -1,5 +1,8 @@
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#include "Ent.h"
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#include "Game.h"
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#include "Graphics.h"
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entclass::entclass()
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{
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invis = false;
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@ -1,7 +1,7 @@
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#ifndef ENT_H
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#define ENT_H
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#include "Graphics.h"
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#include <SDL.h>
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#define rn( rx, ry) ((rx) + ((ry) * 100))
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@ -1,6 +1,10 @@
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#include "Entity.h"
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#include "editor.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "Map.h"
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#include "Music.h"
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#include "UtilityClass.h"
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bool entityclass::checktowerspikes(int t)
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@ -4,6 +4,7 @@
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#include "Maths.h"
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#include "Ent.h"
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#include "BlockV.h"
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#include "Game.h"
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#include <vector>
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#include <string>
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@ -1,5 +1,3 @@
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#include "FileSystemUtils.h"
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#include <vector>
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#include <string>
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@ -8,6 +6,7 @@
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#include <string.h>
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#include "Graphics.h"
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#include "UtilityClass.h"
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#include <iterator>
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#include <algorithm>
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@ -231,6 +230,8 @@ void FILESYSTEM_unmountassets()
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FILESYSTEM_assetsmounted = false;
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}
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void FILESYSTEM_freeMemory(unsigned char **mem);
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void FILESYSTEM_loadFileToMemory(
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const char *name,
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unsigned char **mem,
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@ -2,6 +2,10 @@
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#include "MakeAndPlay.h"
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#include "Game.h"
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#include "Entity.h"
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#include "UtilityClass.h"
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const short* finalclass::loadlevel(int rx, int ry)
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{
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int t;
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@ -1,9 +1,6 @@
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#ifndef FINALCLASS_H
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#define FINALCLASS_H
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#include "Game.h"
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#include "Entity.h"
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#include <string>
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class finalclass
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@ -1,10 +1,13 @@
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#include "Enums.h"
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#include "editor.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "Entity.h"
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#include "Map.h"
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#include "Music.h"
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#include "Script.h"
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#include "UtilityClass.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <vector>
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#include <string>
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#include <SDL.h>
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#include "Maths.h"
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#include "UtilityClass.h"
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#include "GraphicsUtil.h"
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struct MenuOption
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{
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@ -1,9 +1,11 @@
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#include "Graphics.h"
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#include "Maths.h"
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#include "editor.h"
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#include "Entity.h"
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#include "Map.h"
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#include "Music.h"
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#include "Screen.h"
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#include "FileSystemUtils.h"
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#include "UtilityClass.h"
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#include <utf8/unchecked.h>
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#include <stdio.h>
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#include <stdlib.h>
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@ -9,8 +9,6 @@
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#include "Maths.h"
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#include "Textbox.h"
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#include "UtilityClass.h"
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#include "Game.h"
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#include <string>
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@ -1,4 +1,3 @@
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#include "Input.h"
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#include "Logic.h"
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#include "Script.h"
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#include "Credits.h"
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#include "FileSystemUtils.h"
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#include "editor.h"
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#include "Entity.h"
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#include "Enums.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "KeyPoll.h"
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#include "Map.h"
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#include "Music.h"
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void updatebuttonmappings(int bind)
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{
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for (
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#ifndef INPUT_H
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#define INPUT_H
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#include "KeyPoll.h"
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#include "Graphics.h"
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#include "Game.h"
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#include "Entity.h"
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#include "UtilityClass.h"
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#include "Music.h"
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#include "Map.h"
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void titleinput();
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void gameinput();
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#include "KeyPoll.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "Music.h"
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#include <stdio.h>
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@ -7,8 +7,6 @@
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#include <SDL.h>
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#include "Screen.h"
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enum Kybrd
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{
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KEYBOARD_UP = SDLK_UP,
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@ -2,6 +2,10 @@
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#include "MakeAndPlay.h"
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#include "Game.h"
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#include "Entity.h"
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#include "UtilityClass.h"
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const short* labclass::loadlevel(int rx, int ry)
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{
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int t;
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#ifndef LABCLASS_H
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#define LABCLASS_H
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#include "Game.h"
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#include "Entity.h"
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#include <string>
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class labclass
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#include "Logic.h"
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#include "Script.h"
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#include "Network.h"
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#include "FileSystemUtils.h"
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#include "Credits.h"
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#include "editor.h"
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#include "Entity.h"
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#include "Enums.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "Map.h"
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#include "Music.h"
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#include "UtilityClass.h"
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void titleupdatetextcol()
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{
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graphics.col_tr = map.r - (help.glow / 4) - int(fRandom() * 4);
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#ifndef LOGIC_H
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#define LOGIC_H
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#include "Graphics.h"
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#include "Game.h"
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#include "Entity.h"
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#include "UtilityClass.h"
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#include "Music.h"
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#include "Map.h"
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void titleupdatetextcol();
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void titlelogic();
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#include "MakeAndPlay.h"
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#include "editor.h"
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#include "Entity.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "Music.h"
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#include "UtilityClass.h"
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mapclass::mapclass()
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{
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//Start here!
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#include "Labclass.h"
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#include "Spacestation2.h"
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#include "Otherlevel.h"
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#include "Entity.h"
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#include "Graphics.h"
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#include <vector>
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#include "Music.h"
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#include "editor.h"
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#include "Maths.h"
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struct Roomtext
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{
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#include "Music.h"
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#include "BinaryBlob.h"
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#include "Map.h"
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#include "UtilityClass.h"
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void songend();
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#include "Network.h"
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#include <stdint.h>
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#define UNUSED(expr) (void)(expr)
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#include "MakeAndPlay.h"
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#include "Game.h"
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#include "Entity.h"
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const short* otherlevelclass::loadlevel(int rx, int ry)
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{
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int t;
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#ifndef OTHERLEVEL_H
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#define OTHERLEVEL_H
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#include "Game.h"
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#include "Entity.h"
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#include <string>
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class otherlevelclass
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#include "Render.h"
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#include "editor.h"
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#include "Graphics.h"
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#include "UtilityClass.h"
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#include "Maths.h"
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#include "Entity.h"
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#include "Map.h"
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#include "Music.h"
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#include "Script.h"
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#include "FileSystemUtils.h"
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#include "Credits.h"
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#ifndef RENDER_H
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#define RENDER_H
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#include "Graphics.h"
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#include "UtilityClass.h"
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#include "Maths.h"
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#include "Entity.h"
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#include "Map.h"
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#include "Script.h"
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void titlerender();
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void gamerender();
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#include "Script.h"
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#include "Graphics.h"
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#include "editor.h"
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#include "Entity.h"
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#include "Enums.h"
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#include "Music.h"
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#include "KeyPoll.h"
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#include "Map.h"
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#include "UtilityClass.h"
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scriptclass::scriptclass()
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{
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#include <string>
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#include <vector>
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#include "Enums.h"
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#define filllines(lines) commands.insert(commands.end(), lines, lines + sizeof(lines)/sizeof(lines[0]))
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#include "MakeAndPlay.h"
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#include "Game.h"
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#include "Entity.h"
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#include "UtilityClass.h"
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const short* spacestation2class::loadlevel(int rx, int ry)
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{
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int t;
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#ifndef SPACESTATION2_H
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#define SPACESTATION2_H
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#include "Game.h"
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#include "Entity.h"
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#include <string>
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class spacestation2class
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#include "MakeAndPlay.h"
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#include "Game.h"
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#include "Entity.h"
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#include "UtilityClass.h"
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const short* warpclass::loadlevel(int rx, int ry)
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{
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int t;
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#ifndef WARPCLASS_H
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#define WARPCLASS_H
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#include "Game.h"
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#include "Entity.h"
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#include <string>
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class warpclass
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#include "KeyPoll.h"
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#include "Map.h"
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#include "Script.h"
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#include "UtilityClass.h"
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#include "time.h"
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#include <tinyxml2.h>
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#include <vector>
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#include <string>
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#include "Script.h"
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#include "Graphics.h"
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#include <SDL.h>
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// Text entry field type
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enum textmode {
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#include "SoundSystem.h"
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#include "UtilityClass.h"
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#include "Enums.h"
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#include "Entity.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "KeyPoll.h"
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#include "Labclass.h"
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#include "Finalclass.h"
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#include "Map.h"
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#include "Music.h"
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#include "Screen.h"
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#include "preloader.h"
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#include "Enums.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "UtilityClass.h"
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int pre_fakepercent=0, pre_transition=30;
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bool pre_startgame=false;
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#ifndef PRELOADER_H
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#define PRELOADER_H
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#include "Graphics.h"
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#include "Game.h"
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#include "UtilityClass.h"
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void preloaderrender();
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void preloaderlogic();
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