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https://github.com/nzp-team/fteqw.git
synced 2024-11-21 19:41:14 +00:00
remove NPAPI stuff from build
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parent
ebd84b01d4
commit
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3 changed files with 0 additions and 13 deletions
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@ -477,7 +477,6 @@ ELSE()
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# engine/client/sys_droid.c
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# engine/client/sys_droid.c
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# engine/client/sys_linux.c
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# engine/client/sys_linux.c
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# engine/client/sys_morphos.c
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# engine/client/sys_morphos.c
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# engine/client/sys_npfte.c
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# engine/client/sys_plugfte.c
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# engine/client/sys_plugfte.c
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# engine/client/sys_sdl.c
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# engine/client/sys_sdl.c
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# engine/client/sys_xdk.c
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# engine/client/sys_xdk.c
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@ -236,9 +236,6 @@ export NATIVE_PLUGINS="qi ezhud xmpp irc"
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if [ "$BUILD_ANDROID" != "n" ]; then
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if [ "$BUILD_ANDROID" != "n" ]; then
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NATIVE_PLUGINS="$PLUGINS_DROID" build "Android" android droid-rel
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NATIVE_PLUGINS="$PLUGINS_DROID" build "Android" android droid-rel
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fi
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fi
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#if [ "$BUILD_WIN32" != "n" ]; then
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# build "NPFTE" npfte npfte-rel
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#fi
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if [ "$BUILD_DOS" == "y" ]; then
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if [ "$BUILD_DOS" == "y" ]; then
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#no networking makes dedicated servers useless. and only a crappy sw renderer is implemented right now.
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#no networking makes dedicated servers useless. and only a crappy sw renderer is implemented right now.
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#the qcc might be useful to someone though!
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#the qcc might be useful to someone though!
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@ -1394,12 +1394,6 @@ ifeq (win,$(findstring win,$(FTE_TARGET))$(findstring _SDL,$(FTE_TARGET)))
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GLB_DIR=gl_mgw$(BITS)
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GLB_DIR=gl_mgw$(BITS)
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GLCL_DIR=glcl_mgw$(BITS)
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GLCL_DIR=glcl_mgw$(BITS)
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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 $(LTO_START)
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NPFTE_DLL_NAME=../npfte$(BITS).dll
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NPFTE_LDFLAGS=-Wl,--enable-stdcall-fixup $(IMAGELDFLAGS) -ldxguid -lws2_32 -lwinmm -lgdi32 -lole32 -loleaut32 -luuid -lstdc++ -shared -Wl,--subsystem,windows
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NPFTE_CFLAGS=$(NPFTECFLAGS) $(W32_CFLAGS) -DMULTITHREAD
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NPFTEB_DIR=npfte_mgw$(BITS)
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MCL_OBJS=$(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SOFTWARE_OBJS) $(D3DQUAKE_OBJS) gl_vidnt.o gl_videgl.o $(WINDOWS_OBJS)
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MCL_OBJS=$(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SOFTWARE_OBJS) $(D3DQUAKE_OBJS) gl_vidnt.o gl_videgl.o $(WINDOWS_OBJS)
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M_EXE_NAME=../$(EXE_NAME)$(BITS)$(EXEPOSTFIX)
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M_EXE_NAME=../$(EXE_NAME)$(BITS)$(EXEPOSTFIX)
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MCL_EXE_NAME=../$(EXE_NAME)cl$(BITS)$(EXEPOSTFIX)
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MCL_EXE_NAME=../$(EXE_NAME)cl$(BITS)$(EXEPOSTFIX)
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@ -1841,9 +1835,6 @@ $(OUT_DIR)/resources.o : winquake.rc
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$(DO_WINDRES)
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$(DO_WINDRES)
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$(OUT_DIR)/fteqcc.o : fteqcc.rc
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$(OUT_DIR)/fteqcc.o : fteqcc.rc
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$(DO_WINDRES)
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$(DO_WINDRES)
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#npAPI stuff requires some extra resources
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$(OUT_DIR)/npplug.o : ftequake/npplug.rc
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$(DO_WINDRES)
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#$(OUT_DIR)/%.d: %.c
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#$(OUT_DIR)/%.d: %.c
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