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Initial Prey Game integration support.
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#pragma once
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#include "math/prey_math.h"
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#include "math/prey_interpolate.h"
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#include "MsgQueue.h"
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#include "containers/PreyStack.h"
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// Profiling not enabled, compile it out
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#define PROFILE_START(n, m)
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#define PROFILE_STOP(n, m)
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#define PROFILE_SCOPE(n, m)
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#define PROFILE_START_EXPENSIVE(n, m)
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#define PROFILE_STOP_EXPENSIVE(n, m)
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#define PROFILE_SCOPE_EXPENSIVE(n, m)
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#define SINGLE_MAP_BUILD 1 // For single map external builds
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#define PARTICLE_BOUNDS 1 // rdr - New type of particle bounds calc
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#define SOUND_TOOLS_BUILD 1 // Turn on for making builds for Ed to change reverbs, should be 0 in gold build
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#define GUIS_IN_DEMOS 1 // Include guis in demo streams
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#define MUSICAL_LEVELLOADS 1 // Allow music playback during level loads
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#define GAMEPORTAL_PVS 0 // Allow PVS to flow through game portals
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#define GAMEPORTAL_SOUND 0 // Allow sound to flow through game portals (requires GAMEPORTAL_PVS)
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#define GAME_PLAYERDEFNAME "player_tommy"
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#define GAME_PLAYERDEFNAME_MP "player_tommy_mp"
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#define AUTOMAP 0
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#define EDITOR_HELP_LOCATOR "http://www.3drealms.com/prey/wiki"
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#define PREY_SITE_LOCATOR "http://www.prey.com"
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#define CREATIVE_DRIVER_LOCATOR "http://www.creative.com/language.asp?sDestUrl=/support/downloads"
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#define TRITON_LOCATOR "http://www.playtriton.com/prey"
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#define NVIDIA_DRIVER_LOCATOR "www.nvidia.com"
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#define ATI_DRIVER_LOCATOR "www.ati.com"
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#define _HH_RENDERDEMO_HACKS 0 //rww - if 1 enables hacks to make renderdemos work through whatever nefarious means necessary
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#define _HH_CLIP_FASTSECTORS 1 //rww - much faster method for clip sector checking
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#define NEW_MESH_TRANSFORM 1 //bjk - SSE new vert transform
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#define SIMD_SHADOW 0 //bjk - simd shadow calculations
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#define MULTICORE 0 // Multicore optimizations
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#define DEBUG_SOUND_LOG 0 // Write out a debug log, remove from final build
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#ifdef _USE_SECUROM_ // mdl: Only enable securom for certain builds
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#define _HH_SECUROM 1 //rww - enables securom api hooks
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#else
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#define _HH_SECUROM 0
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#endif
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#define _HH_INLINED_PROC_CLIPMODELS 0 //rww - enables crazy last-minute proc geometry clipmodel support
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#ifdef ID_DEDICATED
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#define _HH_MYGAMES_SAVES 0
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#else
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#define _HH_MYGAMES_SAVES 1 //HUMANHEAD PCF rww 05/10/06 - use My Games for saves
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#endif
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#ifdef ID_DEMO_BUILD
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#define INGAME_DEBUGGER_ENABLED 0
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#define INGAME_PROFILER_ENABLED 0
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#else
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#define INGAME_DEBUGGER_ENABLED 0
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#define INGAME_PROFILER_ENABLED 0
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#endif
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#ifndef _NODONGLE_
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#define __HH_DONGLE__ 0 // always require a dongle somewhere on the net
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#endif
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#ifdef _GERMAN_BUILD_
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# define GERMAN_VERSION 1
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#else
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# define GERMAN_VERSION 0 // Set to 1 to disable gore
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#endif
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#define FLOAT_IS_INVALID(x) (FLOAT_IS_NAN(x) || FLOAT_IS_DENORMAL(x))
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#define FLOAT_SET_NAN( x ) (*(unsigned long *)&x) |= 0x7f800000
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const float USERCMD_ONE_OVER_HZ = (1.0f / USERCMD_HZ); // HUMANHEAD JRM
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#ifndef ID_VERSIONTAG
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#define ID_VERSIONTAG ""
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//#define ID_VERSIONTAG ".MP"
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#endif
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#include "../framework/DeclPreyBeam.h"
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