mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-11 21:31:30 +00:00
5188644e75
This gives QF a consistent qualilty PRNG on all platforms. The implementation is slightly different from the standard, but gives the same results for the same speed (details in mersenne.c).
27 lines
1.4 KiB
Makefile
27 lines
1.4 KiB
Makefile
AUTOMAKE_OPTIONS = foreign
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pkgincludedir = $(includedir)/QF
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nobase_pkginclude_HEADERS = \
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alloc.h bspfile.h cbuf.h cdaudio.h checksum.h clip_hull.h cmd.h \
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console.h crc.h csqc.h cvar.h dstring.h draw.h gib.h hash.h hl.h \
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idparse.h image.h in_event.h info.h input.h iqm.h joystick.h keys.h \
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link.h llist.h locs.h mathlib.h mdfour.h mersenne.h model.h modelgen.h \
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msg.h object.h pak.h pakfile.h pcx.h png.h plugin.h pr_comp.h pr_debug.h \
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pr_obj.h progs.h qargs.h qdefs.h qendian.h qfplist.h qtypes.h quakefs.h \
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quakeio.h render.h riff.h ruamoko.h set.h screen.h script.h sizebuf.h \
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skin.h sound.h spritegn.h sys.h teamplay.h tga.h uint32.h va.h \
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ver_check.h vid.h vrect.h view.h wad.h wadfile.h winding.h zone.h \
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\
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GL/ati.h GL/defines.h GL/extensions.h GL/funcs.h GL/qf_draw.h \
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GL/qf_explosions.h GL/qf_funcs_list.h GL/qf_iqm.h GL/qf_lightmap.h \
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GL/qf_rlight.h GL/qf_rmain.h GL/qf_rsurf.h GL/qf_sky.h GL/qf_textures.h \
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GL/qf_vid.h GL/types.h \
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\
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GLSL/defines.h GLSL/funcs.h GLSL/qf_alias.h GLSL/qf_bsp.h GLSL/qf_draw.h \
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GLSL/qf_funcs_list.h GLSL/qf_iqm.h GLSL/qf_lightmap.h GLSL/qf_particles.h \
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GLSL/qf_textures.h GLSL/qf_vid.h GLSL/types.h \
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\
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math/dual.h math/half.h math/matrix3.h math/matrix4.h math/quaternion.h \
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math/vector.h \
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\
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plugin/cd.h plugin/console.h plugin/general.h plugin/input.h \
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plugin/snd_output.h plugin/snd_render.h plugin/vid_render.h
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