Use precompiled headers, fix weak data issues

This commit is contained in:
LagoLunatic
2025-08-19 17:15:39 -04:00
parent a32174dff6
commit 217775af4e
629 changed files with 646 additions and 445 deletions
-1
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@@ -5,7 +5,6 @@
#include "d/d_bg_w.h"
#include "f_op/f_op_actor.h"
class daMtoge_c : public fopAc_ac_c {
public:
inline BOOL draw();
-1
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@@ -8,7 +8,6 @@
#include "f_op/f_op_actor.h"
#include "m_Do/m_Do_hostIO.h"
class daNpc_Bs1_c : public fopAc_ac_c {
public:
typedef BOOL (daNpc_Bs1_c::*ActionFunc)(void*);
-2
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@@ -7,8 +7,6 @@
#include "f_op/f_op_actor.h"
#include "m_Do/m_Do_hostIO.h"
class SwMail2_c {
public:
typedef void (SwMail2_c::*SwMail_Func)();
-2
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@@ -5,8 +5,6 @@
#include "f_op/f_op_actor.h"
#include "m_Do/m_Do_hostIO.h"
class daNpc_Km1_c : public fopNpc_npc_c {
public:
typedef int (daNpc_Km1_c::*ActionFunc)(void*);
-1
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@@ -4,7 +4,6 @@
#include "f_op/f_op_actor.h"
#include "d/d_bg_s_movebg_actor.h"
namespace daObjOjtree {
class Act_c : public dBgS_MoveBgActor {
public:
-1
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@@ -3,7 +3,6 @@
#include "f_op/f_op_actor.h"
class JPABaseEmitter;
class JPABaseParticle;
-1
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@@ -8,7 +8,6 @@
#include "JSystem/J2DGraph/J2DScreen.h"
#include "SSystem/SComponent/c_phase.h"
class dDlst_Gameover_CAPTURE_c : public dDlst_base_c {
public:
virtual ~dDlst_Gameover_CAPTURE_c() {}
+10
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@@ -0,0 +1,10 @@
#ifndef DOLZEL_H
#define DOLZEL_H
#ifdef __MWERKS__
#include "pch/dolzel.mch"
#else
#include "d/dolzel.pch"
#endif
#endif /* DOLZEL_H */
+10
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@@ -0,0 +1,10 @@
#ifndef DOLZEL_PCH
#define DOLZEL_PCH
#include "math.h" // IWYU pragma: export
#include "JSystem/J3DGraphBase/J3DMatBlock.h" // IWYU pragma: export
#include "JSystem/J3DGraphAnimator/J3DJoint.h" // IWYU pragma: export
#include "weak_bss_936_to_1036.h" // IWYU pragma: keep
#include "weak_bss_3569.h" // IWYU pragma: keep
#endif /* DOLZEL_PCH */