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2026-06-01 12:46:52 +02:00

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C++

// stdafx.h : 자주 사용하지만 자주 변경되지는 않는
// 표준 시스템 포함 파일 및 프로젝트 관련 포함 파일이
// 들어 있는 포함 파일입니다.
//
#pragma once
#define WIN32_LEAN_AND_MEAN // 거의 사용되지 않는 내용은 Windows 헤더에서 제외합니다.
#pragma warning( disable:4819 )
#pragma warning( disable:4996 )
// Windows 헤더 파일입니다.
#include <windows.h>
// C의 런타임 헤더 파일입니다.
#include <stdio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>
#include <ctype.h>
#include <WindowsX.h>
#include <time.h>
#include <ShellAPI.h>
#include <WTypes.h>
#include <assert.h>
#include <locale>
#include <math.h>
#include <MMSystem.h>
// STL
#include <vector>
#include <list>
#include <queue>
#include <map>
#include <hash_map>
#include <set>
#include <string>
#include <iostream>
#include <fstream>
#include <algorithm>
#include <utility>
#include <functional>
// ==========================================================================================
// Game Common & utils
#include <mmo/ArType.h>
#include <toolkit/XEnv.h>
#include <toolkit/XStringUtil.h>
#include <toolkit/ILock.h>
#include <toolkit/khash.h>
#include <toolkit/XConsole.h>
#include <toolkit/XBossWorker.h>
#include <toolkit/XDirectoryScanner.h>
#include <toolkit/nsl.h>
#include <toolkit/nsluni.h>
#include <toolkit/SafeTickCount.h>
#include <toolkit/bits_scramble.h>
#include <network/XNetworkUtil.h>
#include "./Localization/LocalizationCommon.h"
#include "SLog.h"
#include "Util.h"
#include "CommonUtil.h"
#include <dump/XException.h>
//JPG lib
#include <il/il.h>
#include <il/ilu.h>
// ==========================================================================================
// Engine & about Engine
// dx
#include <d3d9types.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <ddraw.h>
#include "D3dx9math.h"
//#include <geometry/X2DBasicTypes.h>
//#include <geometry/X2DPolygon.h>
//#include <geometry/X2DQuadTree.h>
//#include <geometry/X2DPolygon.h>
//#include <geometry/X2DLeakyPolygon.h>
//#include <geometry/X2DRectAllocator.h>
//#include <renderer/XFreeType.h>
#include <kfile/KStream.h>
#include <kfile/KFiler.h>
#include <kfile/XFileBasedFS.h>
#include <kfile/KFileManager.h>
#include "KTypes.h"
#include "MapDefine.h"
#include "K3DTypes.h"
#include "K3DBound.h"
#include "KSortVector.h"
#include "ArcadiaClient.h"
#include "SStateMachine.h"
#include "KDeviceManager.h"
#include "KRenderDeviceDX.h"
#include "SSpeedTreeManager.h"
#include "KPrimitiveSpriteMng.h"
#include "KSeqModel.h"
#include <kfile/SFileRoot.h>
#include "PVSObject.h"
#include <kfile/KBinaryFiler.h>
#include "KRenderObject.h"
#include "KRenderObjectBone.h"
#include "KRenderObjectMesh.h"
#include "K3DCamera.h"
#include "KPrimitive.h"
#include "KRenderObjectEtc.h"
#include "SGameCamera.h"
#include "KNX3Loader.h"
#include "KSpriteLoader.h"
#include "KThreadLoader.h"
//Speed Tree
#include <SpeedTreeRT/SpeedTreeRT.h>
#include "SSpeedTreeConfig.h"
#include "KSeqSpeedTree.h"
// SpeedGrass
#include "KSeqSpeedGrass.h"
// terrain
#include "TerrainTextureInfo.h"
#include "TerrainPropInfo.h"
#include "TerrainPrimitive.h"
#include "TerrainMapEngine.h"
#include "TerrainLowQualityWaterInfo.h"
// Sound & Effect
#include "SGameSound.h"
#include "SGameMilesSoundMgr.h"
#include "SGameCircleShadowFX.h"
// UI
#include "KUIDefine.h"
#include "SUIUtil.h"
#include "KTextPhrase.h"
#include "KUIWnd.h"
#include "KUIGenWnd.h"
#include "KUIWndManager.h"
#include "KUIControl.h"
#include "KUIControlStatic.h"
#include "KUIControl3DStatic.h"
#include "KUIControlGauge.h"
#include "KUIControlButton.h"
#include "KUITabControl.h"
#include "KUIControlEdit.h"
#include "KUIControlList.h"
#include "KUIControlListItem.h"
#include "KUIControlScroll.h"
#include "KUIControlCombo.h"
#include "KUIControlNumber.h"
#include "KUIControlSlider.h"
#include "KUIMsgControl.h"
#include "KUIControlEffectText.h"
#include "SUIWnd.h"
#include "SGameMessageUI.h"
// ==========================================================================================
//Game common content
#include "GameType.h"
#include "ItemBase.h"
#include "KObject.h"
#include "SCobManager.h"
#include "SGameCursor.h"
#include "SkillBase.h"
#include "ContentStruct.h"
#include "GameDefine.h"
#include "SGameAniType.h"
//hm....
#include "SGameManager.h"
// ==========================================================================================
//Game Data
#include "SBasicStat.h"
#include "SBanWordDB.h"
#include "SStringDB.h"
#include "SItemDB.h"
#include "SNpcResourceDB.h"
#include "SMonsterDB.h"
#include "SPetDB.h"
#include "SCreatureDB.h"
#include "SCreatureEnhanceDB.h"
#include "SCreatureFarmDB.h"
#include "SSkillDB.h"
#include "STenacityDB.h"
#include "SQuestDB.h"
#include "SQuestLinkDB.h"
#include "SCombineDB.h"
#include "SDecomposeDB.h"
#include "SItemEffectResourceDB.h"
#include "SDefaultTextureResourceDB.h"
#include "SDefaultTextureIconResourceDB.h"
#include "SMixCategoryDB.h"
//#include "SEnhanceFXDB.h"
#include "SExpDB.h"
#include "SFieldPropResourceDB.h"
#include "SMotionDB.h"
#include "SWorldLocationDB.h"
#include "SLowQualityWaterDB.h"
#include "SBattleArenaBeginAreaDB.h"
#include "SSoundResourceDB.h"
#include "SLocalCommandDB.h"
#include "STitleDB.h"
#include "SJobDB.h"
#include "SHuntaHolicResourceDB.h"
#include "SDungeonResourceDB.h"
#include "SModelEffectResourceDB.h"
#pragma comment(lib , "winmm.lib")
//#pragma comment(lib , "comsupp.lib")
#ifdef _SPECULAR_EDITING_
enum
{
TYPE_0D1S2SC = 0,
TYPE_0D1S2X,
TYPE_0D1X2X,
TYPE_0S1X2SC,
TYPE_0S1S2SC,
TYPE_0S1X2X
};
extern int g_testTextureUseType;
#endif