ReC98/Pipeline
nmlgc b61e612fdf [Maintenance] #include each header's dependencies within the header itself
OK, this is the big one. We still keep using `#include` guards only
where we absolutely need to, but with each header now being valid in
isolation, this can now actually help *minimize* the length of each
translation unit's `#include` list. Turns out that after removing all
the duplicates, we only *actually* need to guard 29 headers across all
5 games.

Part of P0285, funded by [Anonymous] and iruleatgames.
2024-07-09 08:46:42 +02:00
..
bmp2arr.c [Build] [Pipeline] Compile with optimization flags 2024-06-30 05:53:13 +02:00
bmp2arrl.c [Maintenance] #include each header's dependencies within the header itself 2024-07-09 08:46:42 +02:00
bmp2arrl.h [Pipeline] bmp2arr: Emit 16- and 32-bit arrays in C++ mode 2022-07-17 19:48:40 +02:00
comcstm.c [Build] [Pipeline] Compile with optimization flags 2024-06-30 05:53:13 +02:00
common.h [Build] Move ZUN.COM generation code into the `Pipeline/` directory 2024-06-30 05:53:13 +02:00
cstmstub.asm [Build] Move ZUN.COM generation code into the `Pipeline/` directory 2024-06-30 05:53:13 +02:00
grzview.cpp [Maintenance] master.hpp: Split off all PC-98 graphics-related declarations 2024-07-09 08:41:33 +02:00
rules.lua [Build] Compile bmp2arr with Turbo C++, using MS-DOS Player on 64-bit systems 2024-07-09 08:38:39 +02:00
zun_stub.asm [Build] Move ZUN.COM generation code into the `Pipeline/` directory 2024-06-30 05:53:13 +02:00
zungen.c [Build] [Pipeline] Compile with optimization flags 2024-06-30 05:53:13 +02:00