# このファイルはメモリ設定用のファイルです。
#
# 注意: 開発中にはこのファイルを使っても良いですが、マスターの時に必ずハードコードでやってください。
#
# CTR実機は memory.ini がビルド時に nativeLiteフォルダへコピーされ、そちらを参照します。
#
# PCエミュレーション Allocator section.
#
[Allocators: Win32_Develop] # PCでMT_DEVELOP
{
GLOBAL = MtScalableAllocator(Global, TYPE_PHYSICAL, 8MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
TEMPORARY = MtScalableAllocator(Temp, TYPE_PHYSICAL, 128MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
RESOURCE = MtScalableAllocator(Resource, TYPE_PHYSICAL, 128MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
SOUND_BUF = MtScalableAllocator(SoundBuffer, TYPE_PHYSICAL, 56MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1) # 音声波形
SOUND = MtScalableAllocator(Sound, TYPE_PHYSICAL, 16MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
SYSTEM = MtScalableAllocator(System, TYPE_PHYSICAL, 10MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
UNIT = MtScalableAllocator(Unit, TYPE_PHYSICAL, 7MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
AREA = MtScalableAllocator(Area, TYPE_PHYSICAL, 1MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
ARRAY = MtScalableAllocator(Array/String, TYPE_PHYSICAL, 16MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
COLLISION = MtScalableAllocator(Collision, TYPE_PHYSICAL, 4MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
DMPGL = MtScalableAllocator(DMPGL, TYPE_PHYSICAL, 2MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1) # DMPGLのヘッダ等
DEVELOP = MtScalableAllocator(Develop, TYPE_PHYSICAL, 16MB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_64KB, 1)
COLLADA = RESOURCE;
DRAW_RESOURCE = RESOURCE;
CUBE_MAP = RESOURCE;
NETWORK = SYSTEM;
PHYSICS = SYSTEM;
EFFECT = UNIT;
AI = UNIT;
GUI = UNIT;
STRING = ARRAY;
UI = DEVELOP;
UNDEFINED = DEFAULT;
}
[Allocators: Win32] # PCデフォルト…
{
GLOBAL = MtScalableAllocator(Global, TYPE_PHYSICAL, 8MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
TEMPORARY = MtScalableAllocator(Temp, TYPE_PHYSICAL, 128MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
RESOURCE = MtScalableAllocator(Resource, TYPE_PHYSICAL, 128MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
SOUND_BUF = MtScalableAllocator(SoundBuffer, TYPE_PHYSICAL, 56MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1) # 音声波形
SOUND = MtScalableAllocator(Sound, TYPE_PHYSICAL, 16MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1) # 音声波形
SYSTEM = MtScalableAllocator(System, TYPE_PHYSICAL, 10MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
UNIT = MtScalableAllocator(Unit, TYPE_PHYSICAL, 7MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
AREA = MtScalableAllocator(Area, TYPE_PHYSICAL, 1MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
ARRAY = MtScalableAllocator(Array/String, TYPE_PHYSICAL, 16MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
COLLISION = MtScalableAllocator(Collision, TYPE_PHYSICAL, 4MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
DMPGL = MtScalableAllocator(DMPGL, TYPE_PHYSICAL, 2MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1) # DMPGLのヘッダ等
DEVELOP = MtScalableAllocator(Develop, TYPE_PHYSICAL, 16MB, ATTR_JOBSAFE | ATTR_THREADSAFE, ALLOC_POOL_64KB, 1)
DRAW_RESOURCE = RESOURCE;
CUBE_MAP = RESOURCE;
NETWORK = SYSTEM;
PHYSICS = SYSTEM;
EFFECT = UNIT;
AI = UNIT;
GUI = UNIT;
STRING = ARRAY;
UI = DEVELOP;
}
#
# 実機 Allocator section.
#
# main.cppのnninitStartUp()でTYPE_DEVICE, TYPE_HEAPのサイズが決まります。
# ROMの場合 TYPE_DEVICE = 41M, TYPE_HEAP = 64M - 41M - プログラムサイズ(8Mぐらい?) = 15M
# 開発時の場合 TYPE_DEVICE = 48M, TYPE_HEAP = 96M - 48M - プログラムサイズ(8Mぐらい?) = 40M
# サイズ指定に四則演算は使えません。 1M = 1024K
[Allocators: CTR_Develop] # CTR MT_DEVELOP
{
GLOBAL = MtScalableAllocator(Global, TYPE_HEAP, 768KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
TEMPORARY = MtScalableAllocator(Temp, TYPE_DEVICE, 1792KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
RESOURCE = MtScalableAllocator(Resource, TYPE_DEVICE, 37632KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1) # 描画以外のリソース
SOUND_BUF = MtScalableAllocator(SoundBuffer, TYPE_DEVICE, 256KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
SOUND = MtScalableAllocator(Sound, TYPE_DEVICE, 2560KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
#43MB
SYSTEM = MtScalableAllocator(System, TYPE_HEAP, 2240KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
UNIT = MtScalableAllocator(Unit/Area, TYPE_HEAP, 4864KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
ARRAY = MtScalableAllocator(Array/String, TYPE_HEAP, 1024KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
COLLISION = MtScalableAllocator(Collision, TYPE_HEAP, 896KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
#10MB
DMPGL = MtScalableAllocator(DMPGL, TYPE_HEAP, 1472KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1) # DMPGLのヘッダ等
#3MB
NEX = MtScalableAllocator(Nex, TYPE_HEAP, 768KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
# デバッグ用メモリ
DEVELOP = MtScalableAllocator(Develop, TYPE_DEVICE, 4480KB, ATTR_THREADSAFE | ATTR_JOBSAFE | ATTR_DEBUG | ATTR_DEV_FAIL_ASSERT | ATTR_DEV_VALIDATE_MEM, ALLOC_POOL_NONE, 1)
AREA = UNIT;
COLLADA = RESOURCE;
DRAW_RESOURCE = RESOURCE;
CUBE_MAP = RESOURCE;
NETWORK = SYSTEM;
PHYSICS = SYSTEM;
EFFECT = UNIT;
AI = UNIT;
GUI = UNIT;
STRING = ARRAY;
UI = DEVELOP;
UNDEFINED = DEFAULT;
}
[Allocators: CTR] # CTR _ROM
{
GLOBAL = MtScalableAllocator(Global, TYPE_HEAP, 768KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
TEMPORARY = MtScalableAllocator(Temp, TYPE_DEVICE, 1792KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
RESOURCE = MtScalableAllocator(Resource, TYPE_DEVICE, 37632KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1) # 描画以外のリソース
SOUND_BUF = MtScalableAllocator(SoundBuffer, TYPE_DEVICE, 256KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
SOUND = MtScalableAllocator(Sound, TYPE_DEVICE, 2560KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
SYSTEM = MtScalableAllocator(System, TYPE_HEAP, 2240KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
UNIT = MtScalableAllocator(Unit/Area, TYPE_HEAP, 4864KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
ARRAY = MtScalableAllocator(Array/String, TYPE_HEAP, 1024KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
COLLISION = MtScalableAllocator(Collision, TYPE_HEAP, 896KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
DMPGL = MtScalableAllocator(DMPGL, TYPE_HEAP, 1472KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1) # DMPGLのヘッダ等
NEX = MtScalableAllocator(Nex, TYPE_HEAP, 768KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
# デバッグ用メモリ:デバッグ表示分あれば良い
DEVELOP = MtScalableAllocator(Develop, TYPE_DEVICE, 384KB, ATTR_THREADSAFE | ATTR_JOBSAFE, ALLOC_POOL_NONE, 1)
AREA = UNIT;
DRAW_RESOURCE = RESOURCE;
CUBE_MAP = RESOURCE;
NETWORK = SYSTEM;
PHYSICS = SYSTEM;
EFFECT = UNIT;
AI = UNIT;
GUI = UNIT;
STRING = ARRAY;
UI = DEVELOP;
}
#
# Index Section
#
[Indices] # Default
{
# ↓--- ここからはMTのインデックスです ---↓---------------------------------------------------
# MTデフォルトのインデックス。
MtUI = UI;
MtArray = ARRAY;
MtTree = ARRAY;
MtMap = ARRAY;
MtDtiArray = ARRAY;
MtDtiSelecter = ARRAY;
MtCollada = COLLADA;
MtCollision = COLLISION;
MtGeometry = COLLISION;
MtCollisionGjk = COLLISION;
MtCollisionMpr = COLLISION;
MtCollisionEpa = COLLISION;
MtCollisionUI = UI;
MtCollisionTree = COLLISION;
MtUIGraphics = UI;
MtCollisionUtil = COLLISION;
MtPropertyList = ARRAY;
MtAllocator = DEFAULT;
MtAllocationProfiler = DEFAULT;
MtStream = GLOBAL;
MtThread = GLOBAL;
MtFile = GLOBAL;
MtHistory = DEVELOP;
MtPerformance = GLOBAL;
MtPerformanceCounter = GLOBAL;
MtPerformanceTimer = GLOBAL;
# MtFCurve : フェイシャルリソースで使用するため、RESOURCEアロケータに設定
MtFCurve = RESOURCE;
MtNetObject = NETWORK;
# こちらで入れさせていただきました(大井 2010.11.12)
MtMenuAddonInfo = DEVELOP;
MtPreProcessor = GLOBAL;
MtPreProcessor::Include = GLOBAL;
MtPropertyObject = GLOBAL;
MtRegistry = GLOBAL;
# ↑--- ここまではMTのインデックスです ---↑---------------------------------------------------
# ↓--- ここからはフレームワークのインデックスです ---↓---------------------------------------
cDraw = GLOBAL;
# Frameworkデフォルトのインデックス。
cResource = RESOURCE;
cSystem = SYSTEM;
cUnit = UNIT;
cArea = AREA;
# sMainとsAppだけはDEFAULTです。
sMain = DEFAULT;
sApp = DEFAULT;
sResource::RemoteInfo = DEFAULT;
nDraw = RESOURCE;
nDraw::GpuAllocator = SYSTEM;
cPrimObj = SYSTEM;
nPrim::PrimVertex = UNIT;
cSwingParameters = RESOURCE;
cSwing = UNIT;
cInstancingDynamic = UNIT;
cInstancingFromNulls = UNIT;
cInstancingFromMatrices = UNIT;
cSCGPlusInstancing = UNIT;
cMMapDrawer = UI;
cGrassPlacer = UNIT;
nGraphComponent::Base = RESOURCE;
nPhysics = PHYSICS;
cShadowPriorityState = SYSTEM;
# cBVHCollision :リソース組み込みを前提とするため、RESOURCEアロケータに設定
# cGridCollision :リソース組み込みを前提とするため、RESOURCEアロケータに設定
# cDynamicBVHCollison :リアルタイム処理に使用することを前提とするクラスであるため、COLLISIONアロケータに設定
# nCollision :リアルタイム処理に使用することを前提とするネームスペースであるため、COLLISIONアロケータに設定
# nCollisionUtil :リアルタイム処理に使用することを前提とするネームスペースであるため、COLLISIONアロケータに設定
sCollision = SYSTEM;
cBVHCollision = RESOURCE;
cGridCollision = RESOURCE;
cDynamicBVHCollision = COLLISION;
nCollision = COLLISION;
nCollisionUtil = COLLISION;
nCollisionUI = UI;
cRemoteProcedure = NETWORK;
cRemoteCall = NETWORK;
nNetwork = NETWORK;
cRemoteStatistics = UI;
nAI = AI;
nAITool = UI;
cAIObject = AI;
cAIResource = RESOURCE;
nLua = UNIT;
cLua = UNIT;
cResourceData = RESOURCE;
cWind = SYSTEM;
cParticleManager = EFFECT;
uBaseEffect = EFFECT;
uEffect2D = EFFECT;
uSimpleEffect = EFFECT;
uEffectEmitter = EFFECT;
uMultiFilter = EFFECT;
uSynchroColorCorrectFilter = EFFECT;
uSynchroPointLight = EFFECT;
uSynchroSpotLight = EFFECT;
uSynchroLightShaft = EFFECT;
uSynchroModel = EFFECT;
uSynchroGrassWindPoint = EFFECT;
uSynchroGrassWindDirection = EFFECT;
uSynchroGrassWindLine = EFFECT;
uSynchroAdhesion = EFFECT;
sEffect::ResourceSearch = SYSTEM;
sEffect::Profiler::List = UI;
rEffectAnimXml::SeqPatEdit = RESOURCE;
rEffectAnimXml::SeqIndexEdit = RESOURCE;
EffectStripParts = RESOURCE;
rNullsXml::NullObj = RESOURCE;
tResourceSearch::Condition = UI;
tResourceSearch::ResourceInfo = UI;
tResourceSearch::Node = UI;
sApp::Item = SYSTEM;
nPad = SYSTEM;
nApplet = SYSTEM;
nCec = SYSTEM;
nGUI = GUI;
uGUI = GUI;
cGUIObject = GUI;
cGUIMessageAnalyzer = GUI;
cGUIInstance = GUI;
cGUIVariable = GUI;
cGUIFontFilter = GUI;
rGUIIconInfoXml::IconInfo = RESOURCE;
tGUIParamProperty = GUI;
tGUIParamArrayProperty = GUI;
nGUITool::AnimationOptimizer::LogData = DEVELOP;
nZone = RESOURCE;
cZoneListener = UNIT;
cZoneContents = UNIT;
cZoneLayout = SYSTEM;
cZoneDebugDraw = UI;
cMessageCapability = UI;
nZoneUI = UI;
sToolBase = DEVELOP;
cMetaSetPropertyData = RESOURCE;
cGadgetFolder = DEVELOP;
cGadget = DEVELOP;
cKeyword = GLOBAL;
cSoundLayoutInfo = RESOURCE;
uSoundZoneBase::cGroupManager = UNIT;
nHID = RESOURCE;
nYuv = RESOURCE;
# VRAMへのDMA転送用 一時バッファ
nDraw::DMABuffer = RESOURCE;
cBlendState = GLOBAL;
# こちらで入れさせていただきました(大井 2010.11.12)
# DirectXのクラスを継承
BlendState = DEFAULT;
SamplerState = DEFAULT;
# ちょっと内容がわからないのでDEFAULTから変更しません
Draw = DEFAULT;
Language = DEFAULT;
# 内包しているクラスによって決定してます
cStateMachineBase::StateBase = NETWORK;
cUUID = RESOURCE;
# ↑--- ここまではフレームワークのインデックスです ---↑---------------------------------------
# ↓--- ここからはスケルトンのインデックスです ---↓-------------------------------------------
# ↑--- ここまではスケルトンのインデックスです ---↑-------------------------------------------
# サウンド用リソース
rLtSoundBank = SOUND;
rLtSoundRequest = SOUND;
rLtSoundSource = SOUND;
rLtSoundStreamRequest = SOUND;
rSoundCurveSet = SOUND;
rSoundDirectionalSet = SOUND;
rSoundSequence = SOUND;
rSoundAttributeSe = SOUND;
rSoundEngine = SOUND;
rSoundEngineValue = SOUND;
rSoundMotionSe = SOUND;
rSoundSeGenerator = SOUND;
rSoundSequenceSe = SOUND;
rSoundSubMixer = SOUND;
rSoundSubMixerMultiStack = SOUND;
rSoundZoneGroupUI = DEVELOP;
#=======================================================
# アプリクラスの設定。
#=======================================================
# リソース系。
cUnitVisibility = RESOURCE;
cPlaneVisibility = RESOURCE;
cSwitchParam = RESOURCE;
cSkillEffect = RESOURCE;
# システム系。
cArrangeInfoBase = SYSTEM;
cArrangeListParam = SYSTEM;
cFsmAction = SYSTEM;
cScopedResource<T> = SYSTEM;
cScopedResource<cResource> = SYSTEM;
cGameFlags<System> = SYSTEM;
cGameFlags<Common> = SYSTEM;
cGameFlags<Player> = SYSTEM;
cGameFlags<Enemy> = SYSTEM;
cGameFlags<Mission> = SYSTEM;
cGameFlags<Event> = SYSTEM;
cGameFlags<Positive> = SYSTEM;
cSkillEffect = SYSTEM;
cKillCount = SYSTEM;
cActionCommand = SYSTEM;
cBioItemPack = SYSTEM;
cSkillManager = SYSTEM;
cSkillPack = SYSTEM;
cDyingControl = SYSTEM;
# ユニット系。
cCharaStateManager = UNIT;
cObjectAdjust = UNIT;
cStageAdjust = UNIT;
cFightCollision = UNIT;
cHitInfoPool = UNIT;
cAttackParam = UNIT;
cSwitchParts = UNIT;
cSkipModel = UNIT;
cCharaEffect = UNIT;
cZoneUser = UNIT;
cCameraCumberControl = UNIT;
cCharaStateBase = UNIT;
cMtObjectHolder = UNIT;
cPlMtObjectHolder = UNIT;
cRecoilProperty = UNIT;
cCameraBase = UNIT;
cNeckControl = UNIT;
cPlayerActionOffset = UNIT;
cMajiniStateBaseNet = UNIT;
cMajiniStateSideMoveBaseNet = UNIT;
cMajiniStateDamageBaseNet = UNIT;
cMajiniStateGeoMoveBaseNet = UNIT;
cMerceBuiKichwaStateBaseNet = UNIT;
cMerceChainSawStateBaseNet = UNIT;
cMerceChainSawStateDamageNet = UNIT;
cMerceChickenStateBaseNet = UNIT;
cMerceGarradorStateBaseNet = UNIT;
cMerceGatlinggunStateBaseNet = UNIT;
cMercePopokarimuStateNet = UNIT;
cMercePunisherStateBaseNet = UNIT;
cVitalControl = UNIT;
OM_NetParam = UNIT;
cNetInterpMove = UNIT;
MoveActionParam = UNIT;
ActionCommandParam = UNIT;
cEventCollision = COLLISION;
cCollisionListParam = COLLISION;
cCollisionTree = COLLISION;
# エリア系。
cFlowStateBase = AREA;
cFlowStateParam = AREA;
# デバッグ系。
cDebugDisplay = DEVELOP;
cDebugStage = DEVELOP;
cDebugCollision = DEVELOP;
cDebugPlayer = DEVELOP;
cDebugEnemy = DEVELOP;
cDebugItem = DEVELOP;
cDebugNav = DEVELOP;
cDebugDeath = DEVELOP;
cDebugFsm = DEVELOP;
cDebugMission = DEVELOP;
cDebugObj = DEVELOP;
cDebugGui = DEVELOP;
cLocalProfiler = DEVELOP;
cDebugMenuFlag = DEVELOP;
cDebugMenuCamera = DEVELOP;
cDebugMenuPlayer = DEVELOP;
cDebugMenuEnemy = DEVELOP;
cDebugMenuGoTitle = DEVELOP;
cDebugMenuMission = DEVELOP;
cDebugMenuMission::cParameter = DEVELOP;
cDebugMenuCollision = DEVELOP;
cDebugMenuArrange = DEVELOP;
cDebugMenuNetwork = DEVELOP;
cDebugMenuUnlock = DEVELOP;
cDebugMenuAchievement = DEVELOP;
cDebugMenuSample = DEVELOP;
cDebugMenuMissionJump = DEVELOP;
cDebugMenuSceneJump = DEVELOP;
}