* 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:
Jamie Wilkinson 2002-04-04 13:44:56 +00:00
parent a1d6631267
commit 8e79055eef
7 changed files with 37 additions and 29 deletions

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@ -4,7 +4,21 @@
# bootstrap the build when checking out from CVS # bootstrap the build when checking out from CVS
aclocal if [ "$1" == "clean" ]; then
autoheader # clean up junk
automake --foreign --add-missing --copy
autoconf if [ -f Makefile ]; then
make distclean
fi
find . -name Makefile.in -print0 | xargs -0 rm -f
rm -f config.h.in aclocal.m4 install-sh missing mkinstalldirs \
stamp-h.in tags configure
else
aclocal
autoheader
automake --foreign --add-missing --copy
autoconf
fi

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@ -1,3 +1,4 @@
# $Id$ # $Id$
SUBDIRS = baseq2 ctf #SUBDIRS = baseq2 ctf
SUBDIRS = baseq2 ctf xatrix rogue

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@ -52,6 +52,6 @@ game_so_SOURCES = g_ai.c \
q_shared.c \ q_shared.c \
m_flash.c m_flash.c
AM_CFLAGS = -fPIC AM_CFLAGS = -fPIC -Wall -Werror -pipe
AM_CPPFLAGS = -I../../src -I.. AM_CPPFLAGS = -I../../src -I..
LDFLAGS = -shared LDFLAGS = -shared

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@ -1,10 +1,5 @@
# $Id$ # $Id$
#############################################################################
# CTF
#############################################################################
bin_PROGRAMS = game.so bin_PROGRAMS = game.so
game_so_SOURCES = \ game_so_SOURCES = \
g_ai.c \ g_ai.c \
@ -34,6 +29,6 @@ game_so_SOURCES = \
p_weapon.c \ p_weapon.c \
q_shared.c q_shared.c
AM_CFLAGS = -fPIC AM_CFLAGS = -fPIC -Wall -Werror -pipe
AM_CPPFLAGS = -I../../src -I.. AM_CPPFLAGS = -I../../src -I.. -Dstricmp=strcasecmp
LDFLAGS = -shared LDFLAGS = -shared

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@ -34,12 +34,17 @@
#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects #define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision #define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision
#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision #define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision
/* ZOID //ROGUE -- added for things that are damageable, but not monsters
// right now, only the tesla has this
#define SVF_DAMAGEABLE 0x00000008
//ROGUE end
// ZOID
#define SVF_PROJECTILE 0x00000008 // entity is a simple projectile, used for network optimisation #define SVF_PROJECTILE 0x00000008 // entity is a simple projectile, used for network optimisation
if an entity is projectile, the model index/x/y/z/pitch/yaw are sent, encoded into /* ZOID
seven (or eight) bytes. This is to speed up projectiles. Currently, only the if an entity is projectile, the model index/x/y/z/pitch/yaw are sent, encoded
hyperblaster makes use of this. use for items that are moving with a constant into seven (or eight) bytes. This is to speed up projectiles. Currently,
velocity that don't change direction or model only the hyperblaster makes use of this. use for items that are moving with
a constant velocity that don't change direction or model
ZOID */ ZOID */
// edict->solid values // edict->solid values
@ -116,17 +121,10 @@ struct edict_s
typedef struct typedef struct
{ {
// special messages // special messages
#if 0
void (*bprintf) (int printlevel, char *fmt, ...) __attribute__((format(printf,2,3)));
void (*dprintf) (char *fmt, ...) __attribute__((format(printf,1,2)));
void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...) __attribute__((format(printf,3,4)));
void (*centerprintf) (edict_t *ent, char *fmt, ...) __attribute__((format(printf,2,3)));
#else
void (*bprintf) (int printlevel, char *fmt, ...); void (*bprintf) (int printlevel, char *fmt, ...);
void (*dprintf) (char *fmt, ...); void (*dprintf) (char *fmt, ...);
void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...); void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
void (*centerprintf) (edict_t *ent, char *fmt, ...); void (*centerprintf) (edict_t *ent, char *fmt, ...);
#endif
void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs); void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
void (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs); void (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
@ -137,7 +135,7 @@ typedef struct
void (*configstring) (int num, char *string); void (*configstring) (int num, char *string);
//void (*error) (char *fmt, ...) __attribute__((noreturn, format(printf,1,2))); //void (*error) (char *fmt, ...) __attribute__((noreturn, format(printf,1,2)));
void (*error) (char *fmt, ...) __attribute__((noreturn)); void (*error)(char *fmt, ...) __attribute__((noreturn));
// the *index functions create configstrings and some internal server state // the *index functions create configstrings and some internal server state
int (*modelindex) (char *name); int (*modelindex) (char *name);

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@ -65,6 +65,6 @@ game_so_SOURCES = \
p_weapon.c \ p_weapon.c \
q_shared.c q_shared.c
AM_CFLAGS = -fPIC AM_CFLAGS = -fPIC -Wall -Werror -pipe
AM_CPPFLAGS = -I../../src -I.. AM_CPPFLAGS = -I../../src -I..
LDFLAGS = -shared LDFLAGS = -shared

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@ -55,6 +55,6 @@ game_so_SOURCES = \
p_weapon.c \ p_weapon.c \
q_shared.c q_shared.c
AM_CFLAGS = -fPIC AM_CFLAGS = -fPIC -Wall -Werror -pipe
AM_CPPFLAGS = -I../../src -I.. AM_CPPFLAGS = -I../../src -I.. -Dstricmp=strcasecmp
LDFLAGS = -shared LDFLAGS = -shared