/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ void DummyCodeIncludeFunc(); //Anim Comp void DummyCodeIncludeFuncActive(); //Activator Comp void DummyCodeIncludeFuncResponder(); //Responder Comp void DummyCodeIncludeFuncAudio(); //Audio Comps void DummyCodeIncludeFuncA(); //Player Comp void DummyCodeIncludeFuncCollection(); // ??? Isn't used! ??? Why is it here? ??? void DummyCodeIncludeFuncTypes(); //Type Comps (Portal, StartingPoint, etc...) void DummyCodeIncludeFuncMisc(); //Misc Comps (Interesting, PageInfo, Room, etc..) void DummyCodeIncludeFuncPhys(); //Physical Comps void DummyCodeIncludeFuncParticles(); //Particle Comps void DummyCodeIncludeAvatarFunc(); //Avatar Comps void DummyCodeIncludeFuncSmooth(); //Smoot Comp void DummyCodeIncludeFuncClickable(); //Clickable Comp void DummyCodeIncludeFuncSeekPoint(); //Avatar Seekpoint Comp void DummyCodeIncludeFuncSingleSht(); //OneShot Comp void DummyCodeIncludeFuncAGComp(); //Avatar Anim Comp void DummyCodeIncludeFuncClickDrag(); //click-draggable gadget void DummyCodeIncludeFuncInventStuff(); //InventoryObj Comp void DummyCodeIncludeFuncVolumeGadget();// phys volume activator //void DummyCodeIncludeFuncActivatorGadget();// activator activator void DummyCodeIncludeFuncImpactGadget(); // collision activator void DummyCodeIncludeFuncSoftVolume(); // Soft Volume void DummyCodeIncludeFuncPhysConst(); // Phys Constraints void DummyCodeIncludeFuncCameras(); // new cameras void DummyCodeIncludePythonFileFunc(); void DummyCodeIncludeFuncDistrib(); // Geometry distribution functions void DummyCodeIncludeFuncCluster(); // Geometry clustering functions void DummyCodeIncludeFuncExcludeRegion(); void DummyCodeIncludeFuncGUI(); // User Interface components void DummyCodeIncludeFuncIgnore(); // User Interface components void DummyCodeIncludeFuncBlow(); // Procedural wind modifier void DummyCodeIncludeFuncWater(); // All things wet. void DummyCodeIncludeFuncLightMap(); // LightMap void DummyCodeIncludeFuncXImposter(); // Like a billboard, but exier. void DummyCodeIncludeFuncRepComp(); // Different representations void DummyCodeIncludeFuncLineFollow(); // Things that follow a line void DummyCodeIncludeFuncMorph(); // Like putty in my hands void DummyCodeIncludeFuncLODFade(); // Alpha blending lod transition void DummyCodeIncludeFuncBehaviors(); // Av Behaviors, like Sitting void DummyCodeIncludeFuncNavigablesRegion(); //Ladder Climbing... void DummyCodeIncludeFuncTemplate(); void DummyCodeIncludeFuncClothing(); void DummyCodeIncludeFuncMultistageBeh(); void DummyCodeIncludeFuncAnimDetector(); void DummyCodeIncludeFuncShadow(); // Components controlling shadow generation. void DummyCodeIncludeFuncFootstepSound(); void DummyCodeIncludeFuncFootPrint(); // dynamic decals void DummyCodeIncludFuncNPCSpawn(); // npc spawners void DummyCodeIncludeFuncClimbTrigger(); void DummyCodeIncludeFuncObjectFlocker(); void DummyCodeIncludeFuncGrassShader();