//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//

#ifndef CBASE_H
#define CBASE_H
#ifdef _WIN32
#pragma once
#endif

struct studiohdr_t;

#include <stdio.h>
#include <stdlib.h>

#include <tier0/platform.h>
#include <tier0/dbg.h>

#include <tier1/strtools.h>
#include <vstdlib/random.h>
#include <utlvector.h>

#include <const.h>

#include "string_t.h"

// These two have to be included very early
#include <predictableid.h>
#include <predictable_entity.h>

#include "cdll_util.h"
#include <util_shared.h>

#include <icvar.h>
#include <baseentity_shared.h>

#ifdef MAPBASE
#include "tier1/mapbase_con_groups.h"
#endif


// This is a precompiled header.  Include a bunch of common stuff.
// This is kind of ugly in that it adds a bunch of dependency where it isn't needed.
// But on balance, the compile time is much lower (even incrementally) once the precompiled
// headers contain these headers.
#include "precache_register.h"
#include "c_basecombatweapon.h"
#include "c_basecombatcharacter.h"
#include "gamerules.h"
#include "c_baseplayer.h"
#include "itempents.h"
#include "vphysics_interface.h"
#include "physics.h"
#include "c_recipientfilter.h"
#include "cdll_client_int.h"
#include "worldsize.h"
#include "engine/ivmodelinfo.h"

#endif // CBASE_H
