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CBurstFire: Tidy up includes

Includes all necessary headers and uses a forward declaration where
applicable. Ensures inclusion changes in other headers don't break the compilation
of these headers and source files.
This commit is contained in:
Lioncash
2019-09-22 09:26:46 -04:00
parent 2e8eec91ea
commit adf9610138
4 changed files with 48 additions and 22 deletions

View File

@@ -1,15 +1,24 @@
#pragma once
#include <Runtime/Weapon/CBurstFire.hpp>
#include <memory>
#include <optional>
#include <string_view>
#include "CPhysicsActor.hpp"
#include "CDamageInfo.hpp"
#include "CDamageVulnerability.hpp"
#include "Weapon/CProjectileInfo.hpp"
#include "Weapon/CBurstFire.hpp"
#include "Runtime/Weapon/CBurstFire.hpp"
#include "Runtime/Weapon/CProjectileInfo.hpp"
#include "Runtime/World/CDamageInfo.hpp"
#include "Runtime/World/CDamageVulnerability.hpp"
#include "Runtime/World/CPhysicsActor.hpp"
#include <zeus/CAABox.hpp>
#include <zeus/CVector3f.hpp>
namespace urde {
class CCollisionActorManager;
class CElementGen;
enum class EStateMsg;
class CScriptGunTurretData {
float x0_intoDeactivateDelay;
float x4_intoActivateDelay;
@@ -220,6 +229,7 @@ public:
const zeus::CTransform& xf, CModelData&& mData, const zeus::CAABox& aabb, const CHealthInfo& hInfo,
const CDamageVulnerability& dVuln, const CActorParameters& aParms,
const CScriptGunTurretData& turretData);
~CScriptGunTurret() override;
void Accept(IVisitor&) override;
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;