mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-11-10 07:12:01 +00:00
* run "boostrap clean" to *really* clean up the source tree,
should be as good as doing a pristine checkout * I've got the xatrix and rogue modpacks building, but their license is dubious. game.h has been updated with the 2 extra lines that the xatrix and rogue game.h's had, and the Makefile.ams will build the code if you unpack them into the dirs (with a little modification because of -Wall -Werror ;-)
This commit is contained in:
parent
a1d6631267
commit
8e79055eef
7 changed files with 37 additions and 29 deletions
22
bootstrap
22
bootstrap
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@ -4,7 +4,21 @@
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# bootstrap the build when checking out from CVS
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# bootstrap the build when checking out from CVS
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aclocal
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if [ "$1" == "clean" ]; then
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autoheader
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# clean up junk
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automake --foreign --add-missing --copy
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autoconf
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if [ -f Makefile ]; then
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make distclean
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fi
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find . -name Makefile.in -print0 | xargs -0 rm -f
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rm -f config.h.in aclocal.m4 install-sh missing mkinstalldirs \
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stamp-h.in tags configure
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else
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aclocal
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autoheader
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automake --foreign --add-missing --copy
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autoconf
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fi
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@ -1,3 +1,4 @@
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# $Id$
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# $Id$
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SUBDIRS = baseq2 ctf
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#SUBDIRS = baseq2 ctf
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SUBDIRS = baseq2 ctf xatrix rogue
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@ -52,6 +52,6 @@ game_so_SOURCES = g_ai.c \
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q_shared.c \
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q_shared.c \
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m_flash.c
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m_flash.c
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AM_CFLAGS = -fPIC
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AM_CFLAGS = -fPIC -Wall -Werror -pipe
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AM_CPPFLAGS = -I../../src -I..
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AM_CPPFLAGS = -I../../src -I..
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LDFLAGS = -shared
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LDFLAGS = -shared
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@ -1,10 +1,5 @@
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# $Id$
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# $Id$
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#############################################################################
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# CTF
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#############################################################################
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bin_PROGRAMS = game.so
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bin_PROGRAMS = game.so
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game_so_SOURCES = \
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game_so_SOURCES = \
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g_ai.c \
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g_ai.c \
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@ -34,6 +29,6 @@ game_so_SOURCES = \
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p_weapon.c \
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p_weapon.c \
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q_shared.c
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q_shared.c
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AM_CFLAGS = -fPIC
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AM_CFLAGS = -fPIC -Wall -Werror -pipe
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AM_CPPFLAGS = -I../../src -I..
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AM_CPPFLAGS = -I../../src -I.. -Dstricmp=strcasecmp
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LDFLAGS = -shared
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LDFLAGS = -shared
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24
game/game.h
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game/game.h
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@ -34,12 +34,17 @@
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#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
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#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
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#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision
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#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision
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#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision
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#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision
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/* ZOID
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//ROGUE -- added for things that are damageable, but not monsters
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// right now, only the tesla has this
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#define SVF_DAMAGEABLE 0x00000008
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//ROGUE end
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// ZOID
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#define SVF_PROJECTILE 0x00000008 // entity is a simple projectile, used for network optimisation
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#define SVF_PROJECTILE 0x00000008 // entity is a simple projectile, used for network optimisation
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if an entity is projectile, the model index/x/y/z/pitch/yaw are sent, encoded into
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/* ZOID
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seven (or eight) bytes. This is to speed up projectiles. Currently, only the
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if an entity is projectile, the model index/x/y/z/pitch/yaw are sent, encoded
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hyperblaster makes use of this. use for items that are moving with a constant
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into seven (or eight) bytes. This is to speed up projectiles. Currently,
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velocity that don't change direction or model
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only the hyperblaster makes use of this. use for items that are moving with
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a constant velocity that don't change direction or model
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ZOID */
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ZOID */
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// edict->solid values
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// edict->solid values
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@ -116,17 +121,10 @@ struct edict_s
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typedef struct
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typedef struct
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{
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{
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// special messages
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// special messages
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#if 0
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void (*bprintf) (int printlevel, char *fmt, ...) __attribute__((format(printf,2,3)));
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void (*dprintf) (char *fmt, ...) __attribute__((format(printf,1,2)));
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void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...) __attribute__((format(printf,3,4)));
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void (*centerprintf) (edict_t *ent, char *fmt, ...) __attribute__((format(printf,2,3)));
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#else
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void (*bprintf) (int printlevel, char *fmt, ...);
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void (*bprintf) (int printlevel, char *fmt, ...);
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void (*dprintf) (char *fmt, ...);
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void (*dprintf) (char *fmt, ...);
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void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
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void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
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void (*centerprintf) (edict_t *ent, char *fmt, ...);
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void (*centerprintf) (edict_t *ent, char *fmt, ...);
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#endif
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void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
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void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
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void (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
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void (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
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@ -137,7 +135,7 @@ typedef struct
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void (*configstring) (int num, char *string);
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void (*configstring) (int num, char *string);
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//void (*error) (char *fmt, ...) __attribute__((noreturn, format(printf,1,2)));
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//void (*error) (char *fmt, ...) __attribute__((noreturn, format(printf,1,2)));
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void (*error) (char *fmt, ...) __attribute__((noreturn));
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void (*error)(char *fmt, ...) __attribute__((noreturn));
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// the *index functions create configstrings and some internal server state
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// the *index functions create configstrings and some internal server state
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int (*modelindex) (char *name);
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int (*modelindex) (char *name);
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@ -65,6 +65,6 @@ game_so_SOURCES = \
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p_weapon.c \
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p_weapon.c \
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q_shared.c
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q_shared.c
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AM_CFLAGS = -fPIC
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AM_CFLAGS = -fPIC -Wall -Werror -pipe
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AM_CPPFLAGS = -I../../src -I..
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AM_CPPFLAGS = -I../../src -I..
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LDFLAGS = -shared
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LDFLAGS = -shared
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@ -55,6 +55,6 @@ game_so_SOURCES = \
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p_weapon.c \
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p_weapon.c \
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q_shared.c
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q_shared.c
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AM_CFLAGS = -fPIC
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AM_CFLAGS = -fPIC -Wall -Werror -pipe
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AM_CPPFLAGS = -I../../src -I..
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AM_CPPFLAGS = -I../../src -I.. -Dstricmp=strcasecmp
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LDFLAGS = -shared
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LDFLAGS = -shared
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