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refactor: Replace all header include guards with pragma once (TheSuperHackers#1722)
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Core/GameEngine/Include/Common/ArchiveFile.h

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@@ -28,9 +28,6 @@
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#pragma once
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#ifndef __ARCHIVEFILE_H
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#define __ARCHIVEFILE_H
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#include "Lib/BaseType.h"
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#include "Common/AsciiString.h"
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#include "Common/ArchiveFileSystem.h"
@@ -73,5 +70,3 @@ class ArchiveFile
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File *m_file; ///< file pointer to the archive file on disk. Kept open so we don't have to continuously open and close the file all the time.
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DetailedArchivedDirectoryInfo m_rootDirectory;
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};
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#endif // __ARCHIVEFILE_H

Core/GameEngine/Include/Common/ArchiveFileSystem.h

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#pragma once
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#ifndef __ARCHIVEFILESYSTEM_H_
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#define __ARCHIVEFILESYSTEM_H_
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#define MUSIC_BIG "Music.big"
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//----------------------------------------------------------------------------
@@ -180,5 +177,3 @@ extern ArchiveFileSystem *TheArchiveFileSystem;
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//----------------------------------------------------------------------------
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// Inlining
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//----------------------------------------------------------------------------
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#endif // __ARCHIVEFILESYSTEM_H_

Core/GameEngine/Include/Common/AsciiString.h

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#pragma once
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#ifndef ASCIISTRING_H
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#define ASCIISTRING_H
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#include <stdarg.h>
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#include <stdio.h>
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#include <string.h>
@@ -599,5 +596,3 @@ inline Bool operator>=(const AsciiString& s1, const char* s2)
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{
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return strcmp(s1.str(), s2) >= 0;
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}
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#endif // ASCIISTRING_H

Core/GameEngine/Include/Common/AudioAffect.h

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// EA Pacific
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// John McDonald, Jr
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// Do not distribute
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#pragma once
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#ifndef _AUDIOAFFECT_H_
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#define _AUDIOAFFECT_H_
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#pragma once
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#include <Lib/BaseType.h>
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@@ -44,5 +42,3 @@ enum AudioAffect CPP_11(: Int)
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AudioAffect_SystemSetting = 0x10,
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};
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#endif // _AUDIOAFFECT_H_

Core/GameEngine/Include/Common/AudioEventInfo.h

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// Author: John K. McDonald, March 2002
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#pragma once
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#ifndef _H_AUDIOEVENTINFO_
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#define _H_AUDIOEVENTINFO_
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#include "Common/AsciiString.h"
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#include "Common/GameMemory.h"
@@ -135,5 +133,3 @@ struct AudioEventInfo : public MemoryPoolObject
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static const FieldParse m_audioEventInfo[]; ///< the parse table for INI definition
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const FieldParse *getFieldParse( void ) const { return m_audioEventInfo; }
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};
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#endif /* _H_AUDIOEVENTINFO_ */

Core/GameEngine/Include/Common/AudioEventRTS.h

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// Author: John K. McDonald, March 2002
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#pragma once
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#ifndef _H_AUDIOEVENTRTS_
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#define _H_AUDIOEVENTRTS_
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#include "Common/AsciiString.h"
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#include "Common/GameAudio.h"
@@ -212,6 +210,3 @@ class DynamicAudioEventRTS : public MemoryPoolObject
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AudioEventRTS m_event;
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};
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EMPTY_DTOR(DynamicAudioEventRTS)
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#endif /* _H_AUDIOEVENTRTS_ */
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Core/GameEngine/Include/Common/AudioHandleSpecialValues.h

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#pragma once
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#ifndef _AUDIOHANDLESPECIALVALUES_H_
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#define _AUDIOHANDLESPECIALVALUES_H_
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enum AudioHandleSpecialValues CPP_11(: Int)
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{
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AHSV_Error = 0x00,
@@ -41,5 +38,3 @@ enum AudioHandleSpecialValues CPP_11(: Int)
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AHSV_StopTheMusicFade,
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AHSV_FirstHandle
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};
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#endif // _AUDIOHANDLESPECIALVALUES_H_

Core/GameEngine/Include/Common/AudioRandomValue.h

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#pragma once
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#ifndef _AUDIO_RANDOM_VALUE_H_
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#define _AUDIO_RANDOM_VALUE_H_
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#include "Lib/BaseType.h"
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// do NOT use these functions directly, rather use the macros below
@@ -43,5 +40,3 @@ extern Real GetGameAudioRandomValueReal( Real lo, Real hi, const char *file, int
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#define GameAudioRandomValueReal( lo, hi ) GetGameAudioRandomValueReal( lo, hi, __FILE__, __LINE__ )
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//--------------------------------------------------------------------------------------------------------------
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#endif // _AUDIO_RANDOM_VALUE_H_

Core/GameEngine/Include/Common/AudioRequest.h

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#pragma once
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#ifndef _AUDIOREQUEST_H_
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#define _AUDIOREQUEST_H_
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#include "Common/GameAudio.h"
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#include "Common/GameMemory.h"
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@@ -57,5 +54,3 @@ struct AudioRequest : public MemoryPoolObject
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Bool m_usePendingEvent;
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Bool m_requiresCheckForSample;
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};
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#endif // _AUDIOREQUEST_H_

Core/GameEngine/Include/Common/AudioSettings.h

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#pragma once
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#ifndef _AUDIOSETTINGS_H_
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#define _AUDIOSETTINGS_H_
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#include "Common/AsciiString.h"
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enum { MAX_HW_PROVIDERS = 4 };
@@ -103,5 +100,3 @@ struct AudioSettings
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//between 75% and 100%, not 100% to 125%!
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Real m_zoomSoundVolumePercentageAmount; //The amount of sound volume dedicated to zooming.
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};
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#endif // _AUDIOSETTINGS_H_

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