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