Files
DoomRTX/neo/prey/idLib/preylib.h
T
2026-05-05 15:01:01 -07:00

81 lines
3.0 KiB
C

#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"