mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-22 12:01:44 +00:00
0d5fb492cd
Fix GCC 6 misleading-indentation warning add SECURITY.md OpenGL2: Restore adding fixed ambient light when HDR is enabled Few LCC memory fixes. fix a few potential buffer overwrite in Game VM Enable compiler optimization on all macOS architectures Don't allow qagame module to create "botlib.log" at ANY filesystem location Make FS_BuildOSPath for botlib.log consistent with typical usage tiny readme thing Remove extra plus sign from Huff_Compress() Fix VMs being able to change CVAR_PROTECTED cvars Don't register fs_game cvar everywhere just to get the value Don't let VMs change engine latch cvars immediately Fix fs_game '..' reading outside of home and base path Fix VMs forcing engine latch cvar to update to latched value Revert my recent cvar latch changes Revert "Don't let VMs change engine latch cvars immediately" Partially revert "Fix fs_game '..' reading outside of home and base path" Revert "Fix VMs forcing engine latch cvar to update to latched value" Fix exploit to bypass filename restrictions on Windows Changes to systemd q3a.service Fix Q_vsnprintf for mingw-w64 Fix timelimit causing an infinite map ending loop Fix invalid access to cluster 0 in AAS_AreaRouteToGoalArea() Fix negative frag/capturelimit causing an infinite map end loop OpenGL2: Fix dark lightmap on shader in mpteam6 Make FS_InvalidGameDir() consider subdirectories invalid [qcommon] Remove dead serialization code [qcommon] Make several zone variables and functions static. Fix MAC_OS_X_VERSION_MIN_REQUIRED for macOS 10.10 and later Increase q3_ui .arena filename list buffer size to 4096 bytes OpenGL2: Fix crash when BSP has deluxe maps and vertex lit surfaces Support Unicode characters greater than 0xFF in cl_consoleKeys Fix macOS app bundle with space in name OpenGL1: Use glGenTextures instead of hardcoded values Remove CON_FlushIn function and where STDIN needs flushing, use tcflush POSIX function Update libogg from 1.3.2 to 1.3.3 Rename (already updated) libogg-1.3.2 to libogg-1.3.3 Update libvorbis from 1.3.5 to 1.3.6 * Fix CVE-2018-5146 - out-of-bounds write on codebook decoding. * Fix CVE-2017-14632 - free() on unitialized data * Fix CVE-2017-14633 - out-of-bounds read Rename (already updated) libvorbis-1.3.5 to libvorbis-1.3.6 Update opus from 1.1.4 to 1.2.1 Rename (already updated) opus-1.1.4 to opus-1.2.1 Update opusfile from 0.8 to 0.9 Rename (already updated) opusfile-0.8 to opusfile-0.9 First swing at a CONTRIBUTING.md Allow loading system OpenAL library on macOS again Remove duplicate setting of FREETYPE_CFLAGS in Makefile Fix exploit to reset player by sending wrong serverId Fix "Going to CS_ZOMBIE for [clientname]" developer message Fix MSG_Read*String*() functions not being able to read last byte from message
375 lines
12 KiB
Bash
Executable file
375 lines
12 KiB
Bash
Executable file
#!/bin/bash
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# Let's make the user give us a target to work with.
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# architecture is assumed universal if not specified, and is optional.
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# if arch is defined, it we will store the .app bundle in the target arch build directory
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if [ $# == 0 ] || [ $# -gt 2 ]; then
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echo "Usage: $0 target <arch>"
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echo "Example: $0 release x86"
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echo "Valid targets are:"
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echo " release"
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echo " debug"
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echo
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echo "Optional architectures are:"
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echo " x86"
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echo " x86_64"
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echo " ppc"
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echo
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exit 1
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fi
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# validate target name
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if [ "$1" == "release" ]; then
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TARGET_NAME="release"
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elif [ "$1" == "debug" ]; then
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TARGET_NAME="debug"
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else
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echo "Invalid target: $1"
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echo "Valid targets are:"
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echo " release"
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echo " debug"
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exit 1
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fi
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CURRENT_ARCH=""
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# validate the architecture if it was specified
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if [ "$2" != "" ]; then
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if [ "$2" == "x86" ]; then
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CURRENT_ARCH="x86"
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elif [ "$2" == "x86_64" ]; then
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CURRENT_ARCH="x86_64"
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elif [ "$2" == "ppc" ]; then
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CURRENT_ARCH="ppc"
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else
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echo "Invalid architecture: $2"
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echo "Valid architectures are:"
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echo " x86"
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echo " x86_64"
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echo " ppc"
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echo
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exit 1
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fi
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fi
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# symlinkArch() creates a symlink with the architecture suffix.
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# meant for universal binaries, but also handles the way this script generates
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# application bundles for a single architecture as well.
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function symlinkArch()
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{
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EXT="dylib"
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SEP="${3}"
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SRCFILE="${1}"
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DSTFILE="${2}${SEP}"
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DSTPATH="${4}"
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if [ ! -e "${DSTPATH}/${SRCFILE}.${EXT}" ]; then
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echo "**** ERROR: missing ${SRCFILE}.${EXT} from ${MACOS}"
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exit 1
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fi
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if [ ! -d "${DSTPATH}" ]; then
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echo "**** ERROR: path not found ${DSTPATH}"
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exit 1
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fi
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pushd "${DSTPATH}" > /dev/null
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IS32=`file "${SRCFILE}.${EXT}" | grep "i386"`
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IS64=`file "${SRCFILE}.${EXT}" | grep "x86_64"`
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ISPPC=`file "${SRCFILE}.${EXT}" | grep "ppc"`
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if [ "${IS32}" != "" ]; then
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if [ ! -L "${DSTFILE}x86.${EXT}" ]; then
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ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86.${EXT}"
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fi
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elif [ -L "${DSTFILE}x86.${EXT}" ]; then
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rm "${DSTFILE}x86.${EXT}"
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fi
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if [ "${IS64}" != "" ]; then
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if [ ! -L "${DSTFILE}x86_64.${EXT}" ]; then
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ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86_64.${EXT}"
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fi
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elif [ -L "${DSTFILE}x86_64.${EXT}" ]; then
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rm "${DSTFILE}x86_64.${EXT}"
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fi
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if [ "${ISPPC}" != "" ]; then
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if [ ! -L "${DSTFILE}ppc.${EXT}" ]; then
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ln -s "${SRCFILE}.${EXT}" "${DSTFILE}ppc.${EXT}"
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fi
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elif [ -L "${DSTFILE}ppc.${EXT}" ]; then
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rm "${DSTFILE}ppc.${EXT}"
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fi
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popd > /dev/null
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}
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SEARCH_ARCHS=" \
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x86 \
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x86_64 \
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ppc \
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"
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HAS_LIPO=`command -v lipo`
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HAS_CP=`command -v cp`
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# if lipo is not available, we cannot make a universal binary, print a warning
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if [ ! -x "${HAS_LIPO}" ] && [ "${CURRENT_ARCH}" == "" ]; then
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CURRENT_ARCH=`uname -m`
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if [ "${CURRENT_ARCH}" == "i386" ]; then CURRENT_ARCH="x86"; fi
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echo "$0 cannot make a universal binary, falling back to architecture ${CURRENT_ARCH}"
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fi
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# if the optional arch parameter is used, replace SEARCH_ARCHS to only work with one
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if [ "${CURRENT_ARCH}" != "" ]; then
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SEARCH_ARCHS="${CURRENT_ARCH}"
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fi
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AVAILABLE_ARCHS=""
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IOQ3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
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IOQ3_CLIENT_ARCHS=""
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IOQ3_SERVER_ARCHS=""
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IOQ3_RENDERER_GL1_ARCHS=""
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IOQ3_RENDERER_GL2_ARCHS=""
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IOQ3_CGAME_ARCHS=""
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IOQ3_GAME_ARCHS=""
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IOQ3_UI_ARCHS=""
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IOQ3_MP_CGAME_ARCHS=""
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IOQ3_MP_GAME_ARCHS=""
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IOQ3_MP_UI_ARCHS=""
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BASEDIR="baseq3"
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MISSIONPACKDIR="missionpack"
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CGAME="cgame"
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GAME="qagame"
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UI="ui"
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RENDERER_OPENGL="renderer_opengl"
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DEDICATED_NAME="ioq3ded"
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CGAME_NAME="${CGAME}.dylib"
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GAME_NAME="${GAME}.dylib"
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UI_NAME="${UI}.dylib"
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RENDERER_OPENGL1_NAME="${RENDERER_OPENGL}1.dylib"
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RENDERER_OPENGL2_NAME="${RENDERER_OPENGL}2.dylib"
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ICNSDIR="misc"
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ICNS="quake3_flat.icns"
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PKGINFO="APPLIOQ3"
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OBJROOT="build"
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#BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
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PRODUCT_NAME="ioquake3"
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WRAPPER_EXTENSION="app"
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WRAPPER_NAME="${PRODUCT_NAME}.${WRAPPER_EXTENSION}"
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CONTENTS_FOLDER_PATH="${WRAPPER_NAME}/Contents"
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UNLOCALIZED_RESOURCES_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/Resources"
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EXECUTABLE_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/MacOS"
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EXECUTABLE_NAME="${PRODUCT_NAME}"
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# loop through the architectures to build string lists for each universal binary
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for ARCH in $SEARCH_ARCHS; do
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CURRENT_ARCH=${ARCH}
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BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
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IOQ3_CLIENT="${EXECUTABLE_NAME}.${CURRENT_ARCH}"
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IOQ3_SERVER="${DEDICATED_NAME}.${CURRENT_ARCH}"
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IOQ3_RENDERER_GL1="${RENDERER_OPENGL}1_${CURRENT_ARCH}.dylib"
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IOQ3_RENDERER_GL2="${RENDERER_OPENGL}2_${CURRENT_ARCH}.dylib"
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IOQ3_CGAME="${CGAME}${CURRENT_ARCH}.dylib"
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IOQ3_GAME="${GAME}${CURRENT_ARCH}.dylib"
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IOQ3_UI="${UI}${CURRENT_ARCH}.dylib"
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if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
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CURRENT_ARCH=""
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BUILT_PRODUCTS_DIR=""
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continue
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fi
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# executables
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if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ]; then
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IOQ3_CLIENT_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ${IOQ3_CLIENT_ARCHS}"
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VALID_ARCHS="${ARCH} ${VALID_ARCHS}"
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else
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continue
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ]; then
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IOQ3_SERVER_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ${IOQ3_SERVER_ARCHS}"
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fi
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# renderers
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if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ]; then
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IOQ3_RENDERER_GL1_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ${IOQ3_RENDERER_GL1_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ]; then
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IOQ3_RENDERER_GL2_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ${IOQ3_RENDERER_GL2_ARCHS}"
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fi
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# game
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if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ]; then
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IOQ3_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ${IOQ3_CGAME_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ]; then
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IOQ3_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ${IOQ3_GAME_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ]; then
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IOQ3_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ${IOQ3_UI_ARCHS}"
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fi
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# missionpack
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if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ]; then
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IOQ3_MP_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_CGAME} ${IOQ3_MP_CGAME_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ]; then
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IOQ3_MP_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_GAME} ${IOQ3_MP_GAME_ARCHS}"
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fi
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if [ -e ${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ]; then
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IOQ3_MP_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${MISSIONPACKDIR}/${IOQ3_UI} ${IOQ3_MP_UI_ARCHS}"
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fi
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#echo "valid arch: ${ARCH}"
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done
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# final preparations and checks before attempting to make the application bundle
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cd `dirname $0`
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if [ ! -f Makefile ]; then
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echo "$0 must be run from the ioquake3 build directory"
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exit 1
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fi
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if [ "${IOQ3_CLIENT_ARCHS}" == "" ]; then
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echo "$0: no ioquake3 binary architectures were found for target '${TARGET_NAME}'"
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exit 1
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fi
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# set the final application bundle output directory
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if [ "${2}" == "" ]; then
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BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-universal"
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if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
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mkdir -p ${BUILT_PRODUCTS_DIR} || exit 1;
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fi
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else
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BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
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fi
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BUNDLEBINDIR="${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
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# here we go
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echo "Creating bundle '${BUILT_PRODUCTS_DIR}/${WRAPPER_NAME}'"
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echo "with architectures:"
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for ARCH in ${VALID_ARCHS}; do
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echo " ${ARCH}"
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done
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echo ""
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# make the application bundle directories
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if [ ! -d "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR" ]; then
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mkdir -p "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR" || exit 1;
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fi
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if [ ! -d "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR" ]; then
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mkdir -p "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$MISSIONPACKDIR" || exit 1;
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fi
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if [ ! -d "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}" ]; then
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mkdir -p "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}" || exit 1;
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fi
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# copy and generate some application bundle resources
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cp code/libs/macosx/*.dylib "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
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cp ${ICNSDIR}/${ICNS} "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/$ICNS" || exit 1;
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echo -n ${PKGINFO} > "${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/PkgInfo" || exit 1;
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echo "<?xml version=\"1.0\" encoding=\"UTF-8\"?>
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<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
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<plist version=\"1.0\">
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>en</string>
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<key>CFBundleExecutable</key>
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<string>${EXECUTABLE_NAME}</string>
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<key>CFBundleIconFile</key>
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<string>quake3_flat</string>
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<key>CFBundleIdentifier</key>
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<string>org.ioquake.${PRODUCT_NAME}</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleName</key>
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<string>${PRODUCT_NAME}</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>${IOQ3_VERSION}</string>
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<key>CFBundleSignature</key>
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<string>????</string>
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<key>CFBundleVersion</key>
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<string>${IOQ3_VERSION}</string>
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<key>CGDisableCoalescedUpdates</key>
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<true/>
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<key>LSMinimumSystemVersion</key>
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<string>${MACOSX_DEPLOYMENT_TARGET}</string>
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<key>NSHumanReadableCopyright</key>
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<string>QUAKE III ARENA Copyright © 1999-2000 id Software, Inc. All rights reserved.</string>
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<key>NSPrincipalClass</key>
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<string>NSApplication</string>
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</dict>
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</plist>
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" > "${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Info.plist"
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# action takes care of generating universal binaries if lipo is available
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# otherwise, it falls back to using a simple copy, expecting the first item in
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# the second parameter list to be the desired architecture
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function action()
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{
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COMMAND=""
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if [ -x "${HAS_LIPO}" ]; then
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COMMAND="${HAS_LIPO} -create -o"
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$HAS_LIPO -create -o "${1}" ${2} # make sure $2 is treated as a list of files
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elif [ -x ${HAS_CP} ]; then
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COMMAND="${HAS_CP}"
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SRC="${2// */}" # in case there is a list here, use only the first item
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$HAS_CP "${SRC}" "${1}"
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else
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"$0 cannot create an application bundle."
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exit 1
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fi
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#echo "${COMMAND}" "${1}" "${2}"
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}
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#
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# the meat of universal binary creation
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# destination file names do not have architecture suffix.
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# action will handle merging universal binaries if supported.
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# symlink appropriate architecture names for universal (fat) binary support.
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#
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# executables
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action "${BUNDLEBINDIR}/${EXECUTABLE_NAME}" "${IOQ3_CLIENT_ARCHS}"
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action "${BUNDLEBINDIR}/${DEDICATED_NAME}" "${IOQ3_SERVER_ARCHS}"
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# renderers
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action "${BUNDLEBINDIR}/${RENDERER_OPENGL1_NAME}" "${IOQ3_RENDERER_GL1_ARCHS}"
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action "${BUNDLEBINDIR}/${RENDERER_OPENGL2_NAME}" "${IOQ3_RENDERER_GL2_ARCHS}"
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symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEBINDIR}"
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symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEBINDIR}"
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# game
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action "${BUNDLEBINDIR}/${BASEDIR}/${CGAME_NAME}" "${IOQ3_CGAME_ARCHS}"
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action "${BUNDLEBINDIR}/${BASEDIR}/${GAME_NAME}" "${IOQ3_GAME_ARCHS}"
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action "${BUNDLEBINDIR}/${BASEDIR}/${UI_NAME}" "${IOQ3_UI_ARCHS}"
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symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
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symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
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symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${BASEDIR}"
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# missionpack
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action "${BUNDLEBINDIR}/${MISSIONPACKDIR}/${CGAME_NAME}" "${IOQ3_MP_CGAME_ARCHS}"
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action "${BUNDLEBINDIR}/${MISSIONPACKDIR}/${GAME_NAME}" "${IOQ3_MP_GAME_ARCHS}"
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action "${BUNDLEBINDIR}/${MISSIONPACKDIR}/${UI_NAME}" "${IOQ3_MP_UI_ARCHS}"
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symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
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symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
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symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${MISSIONPACKDIR}"
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