#define COLLISIONINFO_H
#include <pg/Vector2.h>
+using namespace pg;
/// ***** Header Class *****
#define EFFECT_H
#include <pg/Vector2.h>
+using namespace pg;
// Mutual headers ...
#define GRAVITY_H
#include <pg/Vector2.h>
+using namespace pg;
#include "Effect.h"
#define GRAVITYWELL_H
#include <pg/Vector2.h>
+using namespace pg;
#include "Effect.h"
#define SCREEN_H
#include <pg/Vector2.h>
+using namespace pg;
#include "Effect.h"
#include <pg/debug.h>
#include <pg/Vector2.h>
+using namespace pg;
#include "graphics/graphics.h"
#define BALL_H
#include <pg/Vector2.h>
+using namespace pg;
#include "PhysicsEntity.h"
#include "Entity.h"
#include <pg/Vector2.h>
+using namespace pg;
/// ***** Constructors/Destructors *****
#define ENTITY_H
#include <pg/Vector2.h>
+using namespace pg;
/// ***** Header Class *****
#include "Line.h"
#include <pg/Vector2.h>
+using namespace pg;
/// ***** Constructors/Destructors *****
#define LINE_H
#include <pg/Vector2.h>
+using namespace pg;
#include "Particle.h"
#include "Particle.h"
#include <pg/Vector2.h>
+using namespace pg;
/// ***** Constructors/Destructors *****
#define PARTICLE_H
#include <pg/Vector2.h>
+using namespace pg;
#include "Entity.h"
#include <pg/debug.h>
#include <pg/Vector2.h>
+using namespace pg;
#include "effectManager.h"
#define PHYSICS_H
#include <pg/Vector2.h>
+using namespace pg;
#include "Entity.h"
#include "Point.h"
#include <pg/Vector2.h>
+using namespace pg;
/// ***** Constructors/Destructors *****
#define POINT_H
#include <pg/Vector2.h>
+using namespace pg;
#include "Particle.h"
#include <pg/debug.h>
#include <pg/Vector2.h>
+using namespace pg;
#include "graphics/graphics.h"
#define POLYGON_H
#include <pg/Vector2.h>
+using namespace pg;
#include "PhysicsEntity.h"
#include "WindParticle.h"
#include <pg/Vector2.h>
+using namespace pg;
/// ***** Constructors/Destructors *****
#define WINDPARTICLE_H
#include <pg/Vector2.h>
+using namespace pg;
#include "Point.h"
#include <pg/debug.h>
#include <pg/Vector2.h>
#include <pg/mathw.h>
+using namespace pg;
#include "Entities/Ball.h"
#include "Entities/Polygon.h"
#include "config.h"
#include <pg/debug.h>
+using namespace pg;
#include <SDL/SDL.h>
#include "keys.h"
#include "keys.h"
#include <pg/debug.h>
+using namespace pg;
#include <SDL/SDL.h>
#define KEYS_H
#include <pg/debug.h>
+using namespace pg;
#include <SDL/SDL.h>
#include "reader.h"
#include <pg/debug.h>
+using namespace pg;
#include <iostream>
using std::cerr;
#include "effectManager.h"
#include <pg/Vector2.h>
+using namespace pg;
#include <set>
#define EFFECTMANAGER_H
#include <pg/Vector2.h>
+using namespace pg;
#include "Entities/PhysicsEntity.h"
#define ENTITYCREATOR_H
#include <pg/Vector2.h>
+using namespace pg;
/// ***** Header Methods *****
namespace creator
#include <pg/debug.h>
#include <pg/Mutex.h>
#include <pg/Autolock.h>
+using namespace pg;
#include <set>
#include <SDL/SDL.h>
#include "game.h"
#include <pg/debug.h>
+using namespace pg;
#include <vector>
using std::vector;
#include <pg/debug.h>
#include <pg/mathw.h>
+using namespace pg;
#include <GL/gl.h>
#include <GL/glu.h>
#define GRAPHICS_H
#include <pg/Vector2.h>
+using namespace pg;
#include <vector>
#include "inputManager.h"
#include <pg/debug.h>
+using namespace pg;
#include <SDL/SDL.h>
#define INPUT_H
#include <pg/Vector2.h>
+using namespace pg;
#include <SDL/SDL.h>
*/
#include <pg/debug.h>
+using namespace pg;
#include <GL/gl.h>
#include <GL/glu.h>