//================================================================================================= // // This is the precompiled header // //================================================================================================= #pragma once // Tier0 #include "tier0/basetypes.h" #include "tier0/dbg.h" #ifndef GAME_SDK2013 #include "tier0/logging.h" #endif #ifdef GAME_SDK2013 #include "compat/compat_sdk2013.h" #endif #include "compat/branch_overrides.h" // STD // Ensure cmath is included everywhere // so we get those sweet overloaded maths functions #include #include // STL #include #include #include #include #include #include // Mathlib #include "mathlib/mathlib.h" #include "mathlib/vector.h" // Tier1 #include "tier1/tier1.h" #include "tier1/strtools.h" #include "tier1/interface.h" #include "tier1/KeyValues.h" #include "tier1/UtlStringMap.h" #include "tier1/utlbuffer.h" // Misc #ifdef JPH_DEBUG_RENDERER #include "engine/ivdebugoverlay.h" #endif #include "bspfile.h" #include "cmodel.h" #include "const.h" #include "isaverestore.h" #include "vcollide_parse.h" // VPhysics Interface #include "vphysics_interface.h" #include "vphysics/collision_set.h" #include "vphysics/constraints.h" #include "vphysics/friction.h" #include "vphysics/object_hash.h" #include "vphysics/performance.h" #include "vphysics/player_controller.h" #include "vphysics/stats.h" #include "vphysics/vehicles.h" #include "vphysics/virtualmesh.h" // Jolt #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // Ourselves #include "vjolt_interface.h" #include "vjolt_util.h"