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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#ifndef __INC_YMIR_GAMELIB__
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#define __INC_YMIR_GAMELIB__
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#ifndef _CRT_SECURE_NO_WARNINGS
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#pragma warning(disable:4710) // not inlined
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#pragma warning(disable:4786) // character 255 넘어가는거 끄기
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#pragma warning(disable:4244) // type conversion possible lose of data
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#pragma warning(disable:4018)
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#pragma warning(disable:4245)
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#pragma warning(disable:4512)
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#pragma warning(disable:4201)
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#if _MSC_VER >= 1400
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#pragma warning(disable:4201 4512 4238 4239)
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#endif
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#include "../EterBase/Utils.h"
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#include "../EterBase/CRC32.h"
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#include "../EterBase/Random.h"
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#include "../EterLib/StdAfx.h"
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#include "../MilesLib/Stdafx.h"
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#include "../EffectLib/StdAfx.h"
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#include "GameType.h"
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#include "GameUtil.h"
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#include "MapType.h"
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#include "MapUtil.h"
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#include "Interface.h"
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//#include "FlyingObjectManager.h"
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//#include "FlyingData.h"
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//#include "FlyingInstance.h"
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// Octree
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//#include "Octree.h"
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// Item
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//#include "ItemData.h"
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//#include "ItemManager.h"
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// Actor
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//#include "WeaponTrace.h"
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//#include "PhysicsObject.h"
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//#include "RaceMotionData.h"
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//#include "RaceData.h"
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//#include "ActorInstance.h"
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//#include "RaceManager.h"
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// Property
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//#include "Property.h"
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//#include "PropertyManager.h"
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//#include "PropertyLoader.h"
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// Map
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//#include "Area.h"
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// Path Finder
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//#include "PathFinder.h"
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// Game Event Manager
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//#include "GameEventManager.h"
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#endif
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