text: 
  
  #pragma once
  
  #pragma comment(lib, "gdiplus.lib")
  #pragma comment(lib, "winmm.lib")
  
  
  #pragma warning(disable: 26812)
  #pragma warning(disable: 26451)
  #pragma warning(disable: 26495)
  #pragma warning(disable: 4003)
  #pragma warning(disable: 4715)
  
  #include <Windows.h>
  #include <gdiplus.h>
  #include <iostream>
  #include <vector>
  #include <thread>
  #include <cstdlib>
  #include <chrono>
  #include <string>
  #include <cmath>
  #include <algorithm>
  #include <iterator>
  #include <fstream>
  #include <sstream>
  #include <type_traits>
  #include <array>
  #include <functional>
  #include <string_view>
  
  #define l(x) std::cout << x << "\n"
  
  #define byte(x) sizeof(x)
  
  #define Error(x) MessageBoxA(NULL,x,"Error", MB_ICONERROR);\
  exit(-1)
  
  #define Color(r,g,b) (DWORD)(((((255)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff))) // From DirectX
  
  #define assert(con,rt) if(con)\
  return rt
  
  #define eassert(con,mes) if(con){ Error(mes);}
  
  //There are no errors in the code but the optimization could make some problems. Just use this if you are in Release mode.
  #define _OPTIMIZATION_PROTECTION if(other->id == 0 || other->GetName() == "invalid") return;
  
  
  #define _milliseconds(x) x
  #define _seconds(x) x * 1000
  #define _minutes(x) x * 60000
  
  #define PREFAB
  #define GAMEOBJECT
  #define SINGLE
  
  using namespace std::this_thread;
  using namespace std::chrono;
  
  
  
  
  
  #include "../Classes/Datatypes.h"
  #include "CrossKnown.h"
  #include "../Classes/Array.h"
  #include "../Classes/Classes.h"
  #include "../Classes/3D_Objects.h"
  #include "../Lua/SurLua.h"
  #include "../Classes/Audio.h"
  //#include "functional.h" <- included in main so I don't get linker errors
  
  constexpr i32 RO = 0;	//currently useless
  constexpr i32 CO = 0;	//currently useless
  
  extern sur::Vec2 _window_size;
  extern sur::Vec2 _aspect;
  extern HWND _hwnd;
  extern HWND _consolehwnd;
  extern sur::Maps _map;
  extern bool _debug;
  extern std::string _resource_path;
  extern std::string _sound_path;