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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef _MaxComponent_Pch_inc_
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#define _MaxComponent_Pch_inc_
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/**
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* \file Pch.h
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* \brief Precompiled Header for MaxComponent
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*/
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// Standard Library
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#include <algorithm>
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#include <map>
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#include <set>
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#include <string>
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#include <vector>
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// Core Plasma
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#include "HeadSpin.h"
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#include "plAudible.h"
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#include "plCreatableIndex.h"
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#include "plgDispatch.h"
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#include "plFile/hsFiles.h"
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#include "hsGeometry3.h"
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#include "plLoadMask.h"
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#include "hsMatrix44.h"
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#include "plPhysical.h"
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#include "plQuality.h"
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#include "hsResMgr.h"
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#include "hsStream.h"
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#include "hsStringTokenizer.h"
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#include "hsTemplates.h"
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#include "hsThread.h"
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#include "plTweak.h"
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// Windows
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#include "hsWindows.h"
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#include <commdlg.h>
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#include <shlwapi.h>
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#include <windowsx.h>
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// These MaxComponent headers will trigger a rebuild if they are changed
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// So it's probably best to precompile them anyway.
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// Some of these may include 3dsm headers, so ensure they come after hsWindows.h
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#include "plComponent.h"
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#include "plComponentProcBase.h"
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#include "plComponentReg.h"
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#include "plActivatorBaseComponent.h"
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#include "plAnimEventComponent.h"
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#include "plAnimComponent.h"
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#include "plAudioComponents.h"
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#include "plBehavioralComponents.h"
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#include "plPhysicalComponents.h"
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#include "plMiscComponents.h"
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#include "plResponderComponent.h"
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#include "resource.h"
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// Useful Stuff from MaxMain
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// Changing any of this would likely cause a rebuild, regardless of it being here.
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#include "MaxMain/MaxCompat.h"
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#include "MaxMain/plMaxNode.h"
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#include "MaxMain/plMaxNodeData.h"
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// 3ds Max SDK
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// This stuff should ALWAYS come after hsWindows.h
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#include <bmmlib.h>
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#include <CS/bipexp.h>
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#include <decomp.h>
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#include <dummy.h>
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#include <iparamm2.h>
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#include <meshdlib.h>
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#include <notetrck.h>
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#include <notify.h>
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#include <stdmat.h>
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#if MAX_VERSION_MAJOR >= 13
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# include <INamedSelectionSetManager.h>
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#endif
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#endif // _MaxComponent_Pch_inc_
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