remove NPAPI stuff from build

This commit is contained in:
Fix 2023-07-09 20:25:38 +02:00
parent ebd84b01d4
commit 6a45573658
3 changed files with 0 additions and 13 deletions

View file

@ -477,7 +477,6 @@ ELSE()
# engine/client/sys_droid.c
# engine/client/sys_linux.c
# engine/client/sys_morphos.c
# engine/client/sys_npfte.c
# engine/client/sys_plugfte.c
# engine/client/sys_sdl.c
# engine/client/sys_xdk.c

View file

@ -236,9 +236,6 @@ export NATIVE_PLUGINS="qi ezhud xmpp irc"
if [ "$BUILD_ANDROID" != "n" ]; then
NATIVE_PLUGINS="$PLUGINS_DROID" build "Android" android droid-rel
fi
#if [ "$BUILD_WIN32" != "n" ]; then
# build "NPFTE" npfte npfte-rel
#fi
if [ "$BUILD_DOS" == "y" ]; then
#no networking makes dedicated servers useless. and only a crappy sw renderer is implemented right now.
#the qcc might be useful to someone though!

View file

@ -1394,12 +1394,6 @@ ifeq (win,$(findstring win,$(FTE_TARGET))$(findstring _SDL,$(FTE_TARGET)))
GLB_DIR=gl_mgw$(BITS)
GLCL_DIR=glcl_mgw$(BITS)
NPFTE_OBJS=httpclient.o image.o sys_win_threads.o sys_npfte.o sys_axfte.o sys_plugfte.o $(LTO_END) npplug.o ../../ftequake/npapi.def $(LTO_START)
NPFTE_DLL_NAME=../npfte$(BITS).dll
NPFTE_LDFLAGS=-Wl,--enable-stdcall-fixup $(IMAGELDFLAGS) -ldxguid -lws2_32 -lwinmm -lgdi32 -lole32 -loleaut32 -luuid -lstdc++ -shared -Wl,--subsystem,windows
NPFTE_CFLAGS=$(NPFTECFLAGS) $(W32_CFLAGS) -DMULTITHREAD
NPFTEB_DIR=npfte_mgw$(BITS)
MCL_OBJS=$(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SOFTWARE_OBJS) $(D3DQUAKE_OBJS) gl_vidnt.o gl_videgl.o $(WINDOWS_OBJS)
M_EXE_NAME=../$(EXE_NAME)$(BITS)$(EXEPOSTFIX)
MCL_EXE_NAME=../$(EXE_NAME)cl$(BITS)$(EXEPOSTFIX)
@ -1841,9 +1835,6 @@ $(OUT_DIR)/resources.o : winquake.rc
$(DO_WINDRES)
$(OUT_DIR)/fteqcc.o : fteqcc.rc
$(DO_WINDRES)
#npAPI stuff requires some extra resources
$(OUT_DIR)/npplug.o : ftequake/npplug.rc
$(DO_WINDRES)
#$(OUT_DIR)/%.d: %.c