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mirror of https://github.com/rwengine/openrw.git synced 2024-09-03 09:09:47 +02:00

Removed redundant include dirs for framework2

This commit is contained in:
Daniel Evans 2013-12-20 14:03:32 +00:00
parent 7c13efdc92
commit 5dc40cb07b
69 changed files with 135 additions and 135 deletions

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@ -1,5 +1,5 @@
#include <renderwure/BinaryStream.hpp>
#include <renderwure/TextureArchive.hpp>
#include <BinaryStream.hpp>
#include <TextureArchive.hpp>
#include <SFML/Graphics.hpp>

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@ -2,10 +2,10 @@
#include <iostream>
#include <fstream>
#include <algorithm>
#include <renderwure/BinaryStream.hpp>
#include <renderwure/loaders/LoaderCOL.hpp>
#include <renderwure/loaders/LoaderIFP.hpp>
#include <renderwure/loaders/rwbinarystream.h>
#include <BinaryStream.hpp>
#include <loaders/LoaderCOL.hpp>
#include <loaders/LoaderIFP.hpp>
#include <loaders/rwbinarystream.h>
using RW::BSSectionHeader;
using RW::BSFrameList;

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@ -2,7 +2,7 @@
#ifndef _TEXTUREARCHIVE_HPP_
#define _TEXTUREARCHIVE_HPP_
#include <renderwure/BinaryStream.hpp>
#include <BinaryStream.hpp>
#include <vector>

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@ -3,7 +3,7 @@
#define _AIGRAPH_HPP_
#include <vector>
#include <glm/gtc/quaternion.hpp>
#include <renderwure/data/PathData.hpp>
#include <data/PathData.hpp>
struct GTAInstance;
struct GTAAINode;

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@ -1,7 +1,7 @@
#pragma once
#ifndef _GTADEFAULTAICONTROLLER_HPP_
#define _GTADEFAULTAICONTROLLER_HPP_
#include "renderwure/ai/GTAAIController.hpp"
#include "ai/GTAAIController.hpp"
#include <random>
struct GTAAINode;

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@ -1,7 +1,7 @@
#pragma once
#ifndef _GTAPLAYERAICONTROLLER_HPP_
#define _GTAPLAYERAICONTROLLER_HPP_
#include "renderwure/ai/GTAAIController.hpp"
#include "ai/GTAAIController.hpp"
class GTAPlayerAIController : public GTAAIController
{

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@ -2,15 +2,15 @@
#ifndef _GTADATA_HPP_
#define _GTADATA_HPP_
#include <renderwure/engine/GTATypes.hpp>
#include <renderwure/loaders/LoaderIMG.hpp>
#include <renderwure/loaders/TextureLoader.hpp>
#include <renderwure/loaders/LoaderDFF.hpp>
#include <renderwure/loaders/LoaderIDE.hpp>
#include <renderwure/loaders/LoaderIFP.hpp>
#include <renderwure/loaders/WeatherLoader.hpp>
#include <renderwure/objects/VehicleInfo.hpp>
#include <renderwure/data/CollisionModel.hpp>
#include <engine/GTATypes.hpp>
#include <loaders/LoaderIMG.hpp>
#include <loaders/TextureLoader.hpp>
#include <loaders/LoaderDFF.hpp>
#include <loaders/LoaderIDE.hpp>
#include <loaders/LoaderIFP.hpp>
#include <loaders/WeatherLoader.hpp>
#include <objects/VehicleInfo.hpp>
#include <data/CollisionModel.hpp>
#include <memory>

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@ -2,11 +2,11 @@
#ifndef _GTAENGINE_HPP_
#define _GTAENGINE_HPP_
#include <renderwure/engine/GTAData.hpp>
#include <renderwure/render/GTARenderer.hpp>
#include <renderwure/loaders/LoaderIPL.hpp>
#include <renderwure/ai/GTAAINode.hpp>
#include <renderwure/ai/AIGraph.hpp>
#include <engine/GTAData.hpp>
#include <render/GTARenderer.hpp>
#include <loaders/LoaderIPL.hpp>
#include <ai/GTAAINode.hpp>
#include <ai/AIGraph.hpp>
class GTAObject;
class GTACharacter;

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@ -2,9 +2,9 @@
#ifndef _GTAOBJECT_HPP_
#define _GTAOBJECT_HPP_
#include <renderwure/engine/GTATypes.hpp>
#include <renderwure/loaders/LoaderIDE.hpp>
#include <renderwure/loaders/LoaderIPL.hpp>
#include <engine/GTATypes.hpp>
#include <loaders/LoaderIDE.hpp>
#include <loaders/LoaderIPL.hpp>
#include <glm/gtc/quaternion.hpp>
#include <memory>

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@ -4,7 +4,7 @@
#include <vector>
#include <memory>
#include <glm/glm.hpp>
#include <renderwure/data/CollisionModel.hpp>
#include <data/CollisionModel.hpp>
/**
* @class LoaderCOL

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@ -5,7 +5,7 @@
#define GLEW_STATIC
#include <GL/glew.h>
#include <renderwure/loaders/rwbinarystream.h>
#include <loaders/rwbinarystream.h>
#include <vector>
#include <string>

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@ -6,8 +6,8 @@
#include <vector>
#include <memory>
#include <glm/glm.hpp>
#include <renderwure/data/ObjectData.hpp>
#include <renderwure/data/PathData.hpp>
#include <data/ObjectData.hpp>
#include <data/PathData.hpp>
class LoaderIDE
{

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@ -1,6 +1,6 @@
#ifndef _LOADERIPL_HPP_
#define _LOADERIPL_HPP_
#include <renderwure/data/InstanceData.hpp>
#include <data/InstanceData.hpp>
#include <iostream>
#include <vector>

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@ -5,7 +5,7 @@
#define GLEW_STATIC
#include <GL/glew.h>
#include <renderwure/loaders/rwbinarystream.h>
#include <loaders/rwbinarystream.h>
#include <string>
#include <map>

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@ -2,7 +2,7 @@
#ifndef _WEATHERLOADER_HPP_
#define _WEATHERLOADER_HPP_
#include <renderwure/engine/GTATypes.hpp>
#include <engine/GTATypes.hpp>
#include <string>
#include <sstream>

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@ -1,7 +1,7 @@
#pragma once
#ifndef _GTACHARACTER_HPP_
#define _GTACHARACTER_HPP_
#include <renderwure/engine/GTAObject.hpp>
#include <engine/GTAObject.hpp>
#include <bullet/BulletDynamics/Character/btKinematicCharacterController.h>
#include <bullet/btBulletCollisionCommon.h>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>

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#pragma once
#ifndef _GTAINSTANCE_HPP_
#define _GTAINSTANCE_HPP_
#include <renderwure/engine/GTAObject.hpp>
#include <engine/GTAObject.hpp>
/**
* @struct GTAInstance

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@ -1,10 +1,10 @@
#pragma once
#ifndef _GTAVEHICLE_HPP_
#define _GTAVEHICLE_HPP_
#include <renderwure/engine/GTAObject.hpp>
#include <engine/GTAObject.hpp>
#include <bullet/btBulletDynamicsCommon.h>
#include <map>
#include <renderwure/objects/VehicleInfo.hpp>
#include <objects/VehicleInfo.hpp>
/**
* @class GTAVehicle

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#include <memory>
#include <vector>
#include <renderwure/render/ViewCamera.hpp>
#include <render/ViewCamera.hpp>
class Model;
class GTAEngine;

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@ -7,7 +7,7 @@
#include <glm/glm.hpp>
#include <GL/glew.h>
#include <renderwure/loaders/rwbinarystream.h>
#include <loaders/rwbinarystream.h>
class Model
{

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#include <renderwure/BinaryStream.hpp>
#include <BinaryStream.hpp>
#include <cstring>
#include <iostream>

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#include <renderwure/TextureArchive.hpp>
#include <TextureArchive.hpp>
#include <cstring>
#include <iostream>

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#include "renderwure/ai/AIGraph.hpp"
#include "renderwure/objects/GTAInstance.hpp"
#include "renderwure/ai/GTAAINode.hpp"
#include "ai/AIGraph.hpp"
#include "objects/GTAInstance.hpp"
#include "ai/GTAAINode.hpp"
void AIGraph::createPathNodes(const glm::vec3& position, const glm::quat& rotation, PathData& path)
{

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@ -1,5 +1,5 @@
#include "renderwure/ai/GTAAIController.hpp"
#include <renderwure/objects/GTACharacter.hpp>
#include <ai/GTAAIController.hpp>
#include <objects/GTACharacter.hpp>
GTAAIController::GTAAIController(GTACharacter* character)
: character(character)

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#include "renderwure/ai/GTAAINode.hpp"
#include "ai/GTAAINode.hpp"

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#include "renderwure/ai/GTADefaultAIController.hpp"
#include <renderwure/objects/GTACharacter.hpp>
#include <renderwure/engine/GTAEngine.hpp>
#include <renderwure/engine/Animator.hpp>
#include <renderwure/objects/GTAVehicle.hpp>
#include "ai/GTADefaultAIController.hpp"
#include <objects/GTACharacter.hpp>
#include <engine/GTAEngine.hpp>
#include <engine/Animator.hpp>
#include <objects/GTAVehicle.hpp>
void GTADefaultAIController::update(float dt)
{

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#include "renderwure/ai/GTAPlayerAIController.hpp"
#include <renderwure/objects/GTACharacter.hpp>
#include <renderwure/objects/GTAVehicle.hpp>
#include <renderwure/engine/GTAEngine.hpp>
#include "ai/GTAPlayerAIController.hpp"
#include <objects/GTACharacter.hpp>
#include <objects/GTAVehicle.hpp>
#include <engine/GTAEngine.hpp>
#include <glm/gtc/matrix_transform.hpp>
GTAPlayerAIController::GTAPlayerAIController(GTACharacter* character)

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#include <renderwure/engine/Animator.hpp>
#include <renderwure/loaders/LoaderDFF.hpp>
#include <renderwure/loaders/LoaderIFP.hpp>
#include <renderwure/render/Model.hpp>
#include <engine/Animator.hpp>
#include <loaders/LoaderDFF.hpp>
#include <loaders/LoaderIFP.hpp>
#include <render/Model.hpp>
Animator::Animator()
: animation(nullptr), model(nullptr), time(0.f), serverTime(0.f), lastServerTime(0.f), repeat(true)

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#include <renderwure/engine/GTAData.hpp>
#include <renderwure/engine/GTAEngine.hpp>
#include <renderwure/loaders/LoaderIPL.hpp>
#include <renderwure/loaders/LoaderDFF.hpp>
#include <renderwure/loaders/LoaderIDE.hpp>
#include <renderwure/render/TextureAtlas.hpp>
#include <renderwure/loaders/LoaderCOL.hpp>
#include <engine/GTAData.hpp>
#include <engine/GTAEngine.hpp>
#include <loaders/LoaderIPL.hpp>
#include <loaders/LoaderDFF.hpp>
#include <loaders/LoaderIDE.hpp>
#include <render/TextureAtlas.hpp>
#include <loaders/LoaderCOL.hpp>
#include <iostream>
#include <fstream>

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#include <renderwure/engine/GTAEngine.hpp>
#include <renderwure/loaders/LoaderIPL.hpp>
#include <renderwure/loaders/LoaderIDE.hpp>
#include <renderwure/ai/GTADefaultAIController.hpp>
#include <engine/GTAEngine.hpp>
#include <loaders/LoaderIPL.hpp>
#include <loaders/LoaderIDE.hpp>
#include <ai/GTADefaultAIController.hpp>
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <renderwure/render/Model.hpp>
#include <render/Model.hpp>
// 3 isn't enough to cause a factory.
#include <renderwure/objects/GTACharacter.hpp>
#include <renderwure/objects/GTAInstance.hpp>
#include <renderwure/objects/GTAVehicle.hpp>
#include <objects/GTACharacter.hpp>
#include <objects/GTAInstance.hpp>
#include <objects/GTAVehicle.hpp>
GTAEngine::GTAEngine(const std::string& path)
: gameTime(0.f), gameData(path), renderer(this), randomEngine(rand())

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#include <renderwure/engine/GTAObject.hpp>
#include <renderwure/loaders/LoaderIFP.hpp>
#include <renderwure/loaders/LoaderDFF.hpp>
#include <renderwure/engine/GTAEngine.hpp>
#include <engine/GTAObject.hpp>
#include <loaders/LoaderIFP.hpp>
#include <loaders/LoaderDFF.hpp>
#include <engine/GTAEngine.hpp>
void GTAObject::setPosition(const glm::vec3& pos)
{

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#include "renderwure/loaders/LoaderCOL.hpp"
#include "loaders/LoaderCOL.hpp"
#include <string>
#include <fstream>

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#include <renderwure/loaders/LoaderDFF.hpp>
#include <renderwure/engine/GTAData.hpp>
#include <renderwure/render/Model.hpp>
#include <loaders/LoaderDFF.hpp>
#include <engine/GTAData.hpp>
#include <render/Model.hpp>
#include <iostream>
#include <algorithm>

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#include <renderwure/loaders/LoaderIDE.hpp>
#include <loaders/LoaderIDE.hpp>
#include <fstream>
#include <string>

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#include <renderwure/loaders/LoaderIFP.hpp>
#include <loaders/LoaderIFP.hpp>
#include <algorithm>
#include <iostream>

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#include <renderwure/loaders/LoaderIMG.hpp>
#include <loaders/LoaderIMG.hpp>
#include <cstring>

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#include <renderwure/loaders/LoaderIPL.hpp>
#include <loaders/LoaderIPL.hpp>
#include <fstream>
#include <string>

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#include <renderwure/loaders/TextureLoader.hpp>
#include <renderwure/engine/GTAData.hpp>
#include <renderwure/render/TextureAtlas.hpp>
#include <loaders/TextureLoader.hpp>
#include <engine/GTAData.hpp>
#include <render/TextureAtlas.hpp>
#include <fstream>
#include <iostream>

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#include <renderwure/loaders/WeatherLoader.hpp>
#include <loaders/WeatherLoader.hpp>
#include <iostream>
#include <sstream>

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#include <renderwure/objects/GTACharacter.hpp>
#include <renderwure/ai/GTAAIController.hpp>
#include <renderwure/engine/GTAEngine.hpp>
#include <renderwure/engine/Animator.hpp>
#include <renderwure/objects/GTAVehicle.hpp>
#include <objects/GTACharacter.hpp>
#include <ai/GTAAIController.hpp>
#include <engine/GTAEngine.hpp>
#include <engine/Animator.hpp>
#include <objects/GTAVehicle.hpp>
#include <boost/concept_check.hpp>
GTACharacter::GTACharacter(GTAEngine* engine, const glm::vec3& pos, const glm::quat& rot, Model* model, std::shared_ptr<CharacterData> data)

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#include <renderwure/objects/GTAInstance.hpp>
#include <renderwure/engine/GTAEngine.hpp>
#include <renderwure/data/CollisionModel.hpp>
#include <objects/GTAInstance.hpp>
#include <engine/GTAEngine.hpp>
#include <data/CollisionModel.hpp>
GTAInstance::GTAInstance(
GTAEngine* engine,

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@ -1,9 +1,9 @@
#include <renderwure/objects/GTAVehicle.hpp>
#include <renderwure/objects/GTACharacter.hpp>
#include <renderwure/engine/GTAEngine.hpp>
#include <objects/GTAVehicle.hpp>
#include <objects/GTACharacter.hpp>
#include <engine/GTAEngine.hpp>
#include <BulletDynamics/Vehicle/btRaycastVehicle.h>
#include <sys/stat.h>
#include <renderwure/data/CollisionModel.hpp>
#include <data/CollisionModel.hpp>
GTAVehicle::GTAVehicle(GTAEngine* engine, const glm::vec3& pos, const glm::quat& rot, Model* model, std::shared_ptr<CarData> data, const VehicleInfo& info, const glm::vec3& prim, const glm::vec3& sec)
: GTAObject(engine, pos, rot, model),

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#include "renderwure/render/DebugDraw.hpp"
#include "render/DebugDraw.hpp"
#define GLEW_STATIC
#include <GL/glew.h>

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#include <renderwure/render/GTARenderer.hpp>
#include <renderwure/engine/GTAEngine.hpp>
#include <renderwure/engine/Animator.hpp>
#include <renderwure/render/TextureAtlas.hpp>
#include <renderwure/render/Model.hpp>
#include <render/GTARenderer.hpp>
#include <engine/GTAEngine.hpp>
#include <engine/Animator.hpp>
#include <render/TextureAtlas.hpp>
#include <render/Model.hpp>
#include <renderwure/objects/GTACharacter.hpp>
#include <renderwure/objects/GTAInstance.hpp>
#include <renderwure/objects/GTAVehicle.hpp>
#include <renderwure/ai/GTAAIController.hpp>
#include <objects/GTACharacter.hpp>
#include <objects/GTAInstance.hpp>
#include <objects/GTAVehicle.hpp>
#include <ai/GTAAIController.hpp>
#include <deque>
#include <cmath>

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#include "renderwure/render/Model.hpp"
#include "render/Model.hpp"
#include <GL/glew.h>
Model::Geometry::Geometry()

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#include <renderwure/render/TextureAtlas.hpp>
#include <render/TextureAtlas.hpp>
#include <algorithm>
TextureAtlas::TextureAtlas(size_t w, size_t h)

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#define GLEW_STATIC
#include <GL/glew.h>
#include <renderwure/engine/GTAEngine.hpp>
#include <renderwure/loaders/LoaderDFF.hpp>
#include <renderwure/render/DebugDraw.hpp>
#include <renderwure/ai/GTAAIController.hpp>
#include <renderwure/ai/GTAPlayerAIController.hpp>
#include <renderwure/objects/GTACharacter.hpp>
#include <renderwure/objects/GTAVehicle.hpp>
#include <engine/GTAEngine.hpp>
#include <loaders/LoaderDFF.hpp>
#include <render/DebugDraw.hpp>
#include <ai/GTAAIController.hpp>
#include <ai/GTAPlayerAIController.hpp>
#include <objects/GTACharacter.hpp>
#include <objects/GTAVehicle.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>

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#include <boost/test/unit_test.hpp>
#include <renderwure/render/TextureAtlas.hpp>
#include <render/TextureAtlas.hpp>
/*BOOST_AUTO_TEST_SUITE(TextureAtlasTests)

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#define _TESTGLOBABLS_HPP_
#include <SFML/Window.hpp>
#include <renderwure/engine/GTAEngine.hpp>
#include <engine/GTAEngine.hpp>
// Many tests require OpenGL be functional, seems like a reasonable solution.

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#include <boost/test/unit_test.hpp>
#include "test_globals.hpp"
#include <renderwure/objects/GTAInstance.hpp>
#include <renderwure/engine/GTAEngine.hpp>
#include <objects/GTAInstance.hpp>
#include <engine/GTAEngine.hpp>
BOOST_AUTO_TEST_SUITE(ObjectUnitTests)

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#include <boost/test/unit_test.hpp>
#include <renderwure/engine/GTAEngine.hpp>
#include <engine/GTAEngine.hpp>
BOOST_AUTO_TEST_SUITE(WorldTests)

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#define GLEW_STATIC
#include <GL/glew.h>
#include <renderwure/engine/GTAEngine.hpp>
#include <renderwure/loaders/LoaderDFF.hpp>
#include <renderwure/render/DebugDraw.hpp>
#include <renderwure/ai/GTAAIController.hpp>
#include <renderwure/ai/GTAPlayerAIController.hpp>
#include <renderwure/objects/GTACharacter.hpp>
#include <renderwure/objects/GTAVehicle.hpp>
#include <engine/GTAEngine.hpp>
#include <loaders/LoaderDFF.hpp>
#include <render/DebugDraw.hpp>
#include <ai/GTAAIController.hpp>
#include <ai/GTAPlayerAIController.hpp>
#include <objects/GTACharacter.hpp>
#include <objects/GTAVehicle.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>