// stdafx.cpp : 只包括标准包含文件的源文件 // ClientGame.pch 将成为预编译头 // stdafx.obj 将包含预编译类型信息 #include "stdafx.h" // TODO: 在 STDAFX.H 中 //引用任何所需的附加头文件,而不是在此文件中引用 #if NIMETRICS const char SYClientMetrics::ms_acNames [SYClientMetrics::NUM_METRICS][NIMETRICS_NAMELENGTH] = { "Frame Time", "Net update", "TerrDraw", "TerrCull", "TerrUpdate" "SceneDraw", "SceneUpdate", "SceneCull", "ShadowDrawTime", "LoadMap", }; float SYClientMetrics::ms_afPerFrameTimes[NUM_METRICS]; #endif #pragma comment(lib, "NiSystem.lib") #pragma comment(lib, "NiMain.lib") #pragma comment(lib, "NiInput.lib") #pragma comment(lib, "NiApplication.lib") #pragma comment(lib, "NiCollision.lib") #pragma comment(lib, "NiAnimation.lib") #pragma comment(lib, "NiDX9Renderer.lib") #pragma comment(lib, "NiParticle.lib") #pragma comment(lib, "dxguid.lib") #pragma comment(lib, "d3d9.lib") #pragma comment(lib, "NiVisualTracker.lib") #ifdef NDEBUG namespace boost { void throw_exception( const std::exception& e ) { } } #endif