Removed some header files from header files.
Changed SoundGroupTable to use the right string type for the comparison. Also changed from CStr8 to CStr because I prefer that spelling (and it's more consistent with most other code). This was SVN commit r4771.
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@ -4,7 +4,7 @@
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class CModel;
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class CSkeletonAnim;
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class CObjectBase;
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class CMeshManager;
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class CObjectManager;
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struct SPropPoint;
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#include <map>
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@ -14,8 +14,6 @@ struct SPropPoint;
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#include "ps/CStr.h"
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#include "ps/Overlay.h"
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class CObjectManager;
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class CObjectEntry
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{
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public:
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@ -16,6 +16,8 @@
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#include "Unit.h"
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#include "ObjectManager.h"
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#include "ObjectEntry.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "simulation/Entity.h"
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#include "simulation/LOSManager.h"
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@ -13,10 +13,12 @@
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#include "graphics/UnitManager.h"
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#include "lib/ogl.h"
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#include "lib/sdl.h"
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#include "network/NetMessage.h"
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#include "ps/Game.h"
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#include "ps/Interact.h"
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#include "network/NetMessage.h"
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#include "ps/Player.h"
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#include "ps/Profile.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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#include "scripting/GameEvents.h"
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@ -47,7 +47,6 @@ MORE INFO
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#include "ps/Pyrogenesis.h"
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#include "ps/ThreadUtil.h"
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#include "ps/Singleton.h"
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#include "StreamSocket.h"
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@ -6,7 +6,5 @@
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#include "tools/atlas/GameInterface/Messages.h"
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#include "ps/CStr.h"
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#include "ps/Errors.h"
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#include "graphics/GameView.h"
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#endif // HAVE_PCH
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@ -1,13 +1,9 @@
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#ifndef _FONT_H
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#define _FONT_H
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#include "ps/Singleton.h"
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#include "ps/CStr.h"
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#include "lib/res/handle.h"
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#include <map>
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#include <string>
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class CStrW;
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/*
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@ -49,6 +49,8 @@ CGame::CGame():
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m_Time(0),
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m_SimRate(1.0f)
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{
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// Need to set the CObjectManager references after various objects have
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// been initialised, so do it here rather than via the initialisers above.
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m_World->GetUnitManager().SetObjectManager(m_GameView->GetObjectManager());
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}
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@ -11,6 +11,8 @@
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#include "AlphaMapCalculator.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "maths/MathUtil.h"
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#include "simulation/LOSManager.h"
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#include "graphics/Patch.h"
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@ -22,6 +22,7 @@
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "ps/Pyrogenesis.h" // MICROLOG
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#include "ps/World.h"
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#include "simulation/LOSManager.h"
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@ -36,12 +36,12 @@ public:
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CPlayer* m_player; // Which player this template is for, or null for the no-player template
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// used to read unmodified values for upgrades and such.
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CEntityTemplate( CPlayer* player );
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CEntityTemplate(CPlayer* player);
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~CEntityTemplate();
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// Load from XML
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bool loadXML( const CStr& filename );
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bool loadXML(const CStr& filename);
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// Load a tree of properties from an XML (XMB) node.
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void XMLLoadProperty( const CXeromyces& XeroFile, const XMBElement& Source, const CStrW& BasePropertyName );
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void XMLLoadProperty(const CXeromyces& XeroFile, const XMBElement& Source, const CStrW& BasePropertyName);
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// Base stats
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CEntityTemplate* m_base;
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@ -64,7 +64,7 @@ public:
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CBoundingObject::EBoundingType m_bound_type;
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// Sound properties
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typedef STL_HASH_MAP<CStr8, CStr8, CStrW_hash_compare> SoundGroupTable;
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typedef STL_HASH_MAP<CStr, CStr, CStr_hash_compare> SoundGroupTable;
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SoundGroupTable m_SoundGroupTable;
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//SP properties
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@ -165,9 +165,9 @@ public:
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// Script-bound functions
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// Get script execution contexts - always run in the context of the entity that fired it.
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JSObject* GetScriptExecContext( IEventTarget* target );
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JSObject* GetScriptExecContext(IEventTarget* target);
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jsval ToString( JSContext* cx, uintN argc, jsval* argv );
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jsval ToString(JSContext* cx, uintN argc, jsval* argv);
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static void ScriptingInit();
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@ -16,11 +16,6 @@
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#ifndef LOS_MANAGER_INCLUDED
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#define LOS_MANAGER_INCLUDED
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#include "ps/Singleton.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "ps/Player.h"
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class CUnit;
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class CEntity;
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class CPlayer;
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@ -9,7 +9,6 @@
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#include "maths/Vector3D.h"
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#include "ps/Vector2D.h"
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#include "ps/Singleton.h"
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#include "scripting/ScriptableObject.h"
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#include "scripting/DOMEvent.h"
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#include "ScriptObject.h"
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@ -12,6 +12,7 @@
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#include "ps/Game.h"
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#include "ps/GameAttributes.h"
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#include "ps/Loader.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "simulation/LOSManager.h"
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#include "simulation/Simulation.h"
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