port 2A step 2: copy the 40250 header closure into the port mirror
76 closure headers (EterBase, EterLocale, EterPack, EterLib, GameLib, MilesLib, EffectLib, SphereLib, EterImageLib) copied by the new port_copy.py (CP949->UTF-8, LF, include-path case only); platform-class headers go to the mirror path too, as the interface platform/ implements. Six manual `// PORT:` edits (Random, Singleton, Pool, Stl, Utils, FlyTarget). - common/D3D8Types.h: D3D8 value types with SDK values/layout, opaque COM interfaces - common/shim/sdk (d3d8/d3dx8/mss) on every platform, common/shim/win32 off Windows - Win32Types/Win32Crt: HRESULT, GUID, LARGE_INTEGER, LOGFONT/TEXTMETRIC, _atoi64, CRITICAL_SECTION on std::recursive_mutex - header gate prepends each library's StdAfx.h (40250's precompiled header) port_gate: macOS, Android, iOS, Windows (mingw) PASS; Linux BLOCKED (no toolchain). ScriptLib/EterPythonLib/UserInterface wait for 2P (their StdAfx includes Python). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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#pragma once
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//#include <crtdbg.h>
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#include "../EterBase/StdAfx.h"
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#include "../EterBase/Utils.h"
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#include "../EterBase/Timer.h"
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#include "../EterBase/CRC32.h"
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#include "../EterBase/Debug.h"
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#include "../EterLib/StdAfx.h"
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#include "../EterLib/TextFileLoader.h"
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#include "../MilesLib/Stdafx.h"
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/*
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#include "FrameController.h"
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#include "EffectElementBase.h"
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#include "EffectElementBaseInstance.h"
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#include "ParticleProperty.h"
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#include "ParticleInstance.h"
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#include "EmitterProperty.h"
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#include "ParticleSystemData.h"
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#include "ParticleSystemInstance.h"
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#include "EffectMesh.h"
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#include "EffectMeshInstance.h"
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#include "SimpleLightData.h"
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#include "SimpleLightInstance.h"
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#include "EffectData.h"
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#include "EffectInstance.h"
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#include "EffectManager.h"
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*/
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