* 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
if [ "$1" == "clean" ]; then
# clean up junk
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 @@
# $Id$
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 \
m_flash.c
AM_CFLAGS = -fPIC
AM_CFLAGS = -fPIC -Wall -Werror -pipe
AM_CPPFLAGS = -I../../src -I..
LDFLAGS = -shared

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@ -1,10 +1,5 @@
# $Id$
#############################################################################
# CTF
#############################################################################
bin_PROGRAMS = game.so
game_so_SOURCES = \
g_ai.c \
@ -34,6 +29,6 @@ game_so_SOURCES = \
p_weapon.c \
q_shared.c
AM_CFLAGS = -fPIC
AM_CPPFLAGS = -I../../src -I..
AM_CFLAGS = -fPIC -Wall -Werror -pipe
AM_CPPFLAGS = -I../../src -I.. -Dstricmp=strcasecmp
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_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER 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
if an entity is projectile, the model index/x/y/z/pitch/yaw are sent, encoded into
seven (or eight) bytes. This is to speed up projectiles. Currently, 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
if an entity is projectile, the model index/x/y/z/pitch/yaw are sent, encoded
into seven (or eight) bytes. This is to speed up projectiles. Currently,
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 */
// edict->solid values
@ -116,17 +121,10 @@ struct edict_s
typedef struct
{
// 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 (*dprintf) (char *fmt, ...);
void (*cprintf) (edict_t *ent, int printlevel, 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 (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);

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

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