# # Quake3 Unix Makefile # # Currently build for the following: # Linux i386 (full client) # Linux Alpha (dedicated server only) # SGI IRIX (full client) # # Nov '98 by Zoid # # GNU Make required # PLATFORM=$(shell uname|tr A-Z a-z) PLATFORM_ARCH=$(shell uname -m | sed -e s/i.86/i386/) ### ### These paths are where you probably want to change things ### # Where we are building from (where the source code should be!) MOUNT_DIR=.. ############################################################################# ## ## You shouldn't have to touch anything below here ## ############################################################################# BD=debug$(ARCH)$(GLIBC) BR=release$(ARCH)$(GLIBC) CMDIR=$(MOUNT_DIR)/Shared/qcommon GDIR=$(MOUNT_DIR)/dlls/game DLLINC = $(MOUNT_DIR)/DLLs SHAREINC = $(MOUNT_DIR)/Shared EXECINC = $(MOUNT_DIR)/Executable LIBINC = $(MOUNT_DIR)/Libs ############################################################################# # SETUP AND BUILD -- LINUX ############################################################################# ifeq ($(PLATFORM),linux) ifneq (,$(findstring libc6,$(shell if [ -e /lib/libc.so.6* ];then echo libc6;fi))) GLIBC=-glibc else GLIBC= endif #libc6 test ifneq (,$(findstring alpha,$(shell uname -m))) ARCH=axp RPMARCH=alpha VENDOR=dec else #default to i386 ARCH=i386 RPMARCH=i386 VENDOR=unknown endif #alpha test BASE_CFLAGS=-Dstricmp=strcasecmp -Dstrcmpi=strcasecmp -Dstrnicmp=strncasecmp -pipe -I../dlls ifeq ($(PLATFORM_ARCH),x86_64) BASE_CFLAGS+=-m32 endif DEBUG_CFLAGS=$(BASE_CFLAGS) -g -Wno-deprecated ifeq ($(ARCH),axp) CC=g++ GC=gcc RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG -O6 -ffast-math -funroll-loops -fomit-frame-pointer -fexpensive-optimizations else CC=g++ GC=gcc RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG -O6 -march=pentium -fomit-frame-pointer -pipe -ffast-math -falign-loops=2 -falign-jumps=2 -falign-functions=2 -fno-strict-aliasing -fstrength-reduce -Wno-deprecated endif LIBEXT=a SHLIBEXT=so SHLIBCFLAGS= -fPIC SHLIBLDFLAGS=-shared ARFLAGS=ar rv RANLIB=ranlib THREAD_LDFLAGS=-lpthread LDFLAGS=-ldl -lm TARGETS=\ $(B)/ef2game$(ARCH).$(SHLIBEXT) else # ifeq Linux ############################################################################# # SETUP AND BUILD -- GENERIC ############################################################################# CC=cc BASE_CFLAGS=-Dstricmp=strcasecmp -Dstrnicmp=strncasecmp DEBUG_CFLAGS=$(BASE_CFLAGS) -g RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG -O LIBEXT=a SHLIBEXT=so SHLIBCFLAGS=-fPIC SHLIBLDFLAGS=-shared ARFLAGS=ar rv RANLIB=ranlib LDFLAGS=-ldl -lm TARGETS=\ $(B)/$(PLATFORM)ef2ded endif #Linux DO_GAME_SHLIB_CC=$(CC) -DGAME_DLL -DDEDICATED -DMISSIONPACK -DLINUX $(CFLAGS) $(SHLIBCFLAGS) -I$(DLLINC) -I$(SHAREINC) -I$(EXECINC) -I$(CMDIR) -I$(LIBINC) -o $@ -c $< DO_GAME_SHLIB_GC=$(GC) -DGAME_DLL -DDEDICATED -DMISSIONPACK -DLINUX $(CFLAGS) $(SHLIBCFLAGS) -I$(DLLINC) -I$(SHAREINC) -I$(EXECINC) -I$(CMDIR) -I$(LIBINC) -o $@ -c $< #### DEFAULT TARGET # default:build_release build_release: $(MAKE) targets B=$(BR) CFLAGS="$(RELEASE_CFLAGS)" build_debug: $(MAKE) targets B=$(BD) CFLAGS="$(DEBUG_CFLAGS)" #Build both debug and release builds #all:build_debug build_release all:build_debug targets:makedirs $(TARGETS) makedirs: @if [ ! -d $(B) ]; then mkdir $(B);fi; \ if [ ! -d $(B)/game ]; then mkdir $(B)/game;fi ############################################################################# # GAME ############################################################################# GOBJ =\ $(B)/game/changePosture.o \ $(B)/game/closeInOnEnemy.o \ $(B)/game/closeInOnEnemyWhileFiringWeapon.o \ $(B)/game/closeInOnPlayer.o \ $(B)/game/corridorCombatWithRangedWeapon.o \ $(B)/game/coverCombatWithRangedWeapon.o \ $(B)/game/doAttack.o \ $(B)/game/generalCombatWithMeleeWeapon.o \ $(B)/game/generalCombatWithRangedWeapon.o \ $(B)/game/gotoCurrentHelperNode.o \ $(B)/game/gotoHelperNode.o \ $(B)/game/gotoHelperNodeEX.o \ $(B)/game/gotoHelperNodeNearestEnemy.o \ $(B)/game/healGroupMember.o \ $(B)/game/holdPosition.o \ $(B)/game/MoveRandomDirection.o \ $(B)/game/patrol.o \ $(B)/game/PlayAnim.o \ $(B)/game/rangedCombatWithWeapon.o \ $(B)/game/rotateToEntity.o \ $(B)/game/selectBestWeapon.o \ $(B)/game/snipeEnemy.o \ $(B)/game/stationaryFireCombat.o \ $(B)/game/stationaryFireCombatEX.o \ $(B)/game/suppressionFireCombat.o \ $(B)/game/talk.o \ $(B)/game/teleportToEntity.o \ $(B)/game/teleportToPosition.o \ $(B)/game/torsoAimAndFireWeapon.o \ $(B)/game/useAlarm.o \ $(B)/game/watchEntity.o \ $(B)/game/watchEntityEX.o \ $(B)/game/work.o \ \ $(B)/game/mp_awardsystem.o \ $(B)/game/mp_manager.o \ $(B)/game/mp_modeBase.o \ $(B)/game/mp_modeCtf.o \ $(B)/game/mp_modeDm.o \ $(B)/game/mp_modeTeamBase.o \ $(B)/game/mp_modeTeamDm.o \ $(B)/game/mp_modifiers.o \ $(B)/game/mp_team.o \ \ $(B)/game/ai_chat.o \ $(B)/game/ai_cmd.o \ $(B)/game/ai_dmnet.o \ $(B)/game/ai_dmq3.o \ $(B)/game/ai_main.o \ $(B)/game/ai_team.o \ $(B)/game/ai_vcmd.o \ $(B)/game/g_bot.o \ \ $(B)/game/actor.o \ $(B)/game/actor_combatsubsystem.o \ $(B)/game/actor_enemymanager.o \ $(B)/game/actor_headwatcher.o \ $(B)/game/actor_locomotion.o \ $(B)/game/actor_posturecontroller.o \ $(B)/game/actor_sensoryperception.o \ $(B)/game/actorgamecomponents.o \ $(B)/game/actorstrategies.o \ $(B)/game/actorutil.o \ $(B)/game/ammo.o \ $(B)/game/animate.o \ $(B)/game/archive.o \ $(B)/game/armor.o \ $(B)/game/beam.o \ $(B)/game/behavior.o \ $(B)/game/behaviors_general.o \ $(B)/game/behaviors_specific.o \ $(B)/game/bg_misc.o \ $(B)/game/bg_pmove.o \ $(B)/game/body.o \ $(B)/game/bspline.o \ $(B)/game/camera.o \ $(B)/game/CameraPath.o \ $(B)/game/characterstate.o \ $(B)/game/CinematicArmature.o \ $(B)/game/class.o \ $(B)/game/compiler.o \ $(B)/game/DamageModification.o \ $(B)/game/debuglines.o \ $(B)/game/decals.o \ $(B)/game/dispenser.o \ $(B)/game/doors.o \ $(B)/game/earthquake.o \ $(B)/game/entity.o \ $(B)/game/equipment.o \ $(B)/game/explosion.o \ $(B)/game/FollowPath.o \ $(B)/game/FollowPathToEntity.o \ $(B)/game/FollowPathToPoint.o \ $(B)/game/g_main.o \ $(B)/game/g_phys.o \ $(B)/game/g_spawn.o \ $(B)/game/g_utils.o \ $(B)/game/game.o \ $(B)/game/gamecmds.o \ $(B)/game/gamecvars.o \ $(B)/game/gameplaydatabase.o \ $(B)/game/gameplayformulamanager.o \ $(B)/game/gameplaymanager.o \ $(B)/game/gamescript.o \ $(B)/game/gibs.o \ $(B)/game/globalcmd.o \ $(B)/game/GoDirectlyToPoint.o \ $(B)/game/goo.o \ $(B)/game/gravpath.o \ $(B)/game/groupcoordinator.o \ $(B)/game/health.o \ $(B)/game/helper_node.o \ $(B)/game/interpreter.o \ $(B)/game/inventoryitem.o \ $(B)/game/ipfilter.o \ $(B)/game/item.o \ $(B)/game/level.o \ $(B)/game/lexer.o \ $(B)/game/light.o \ $(B)/game/listener.o \ $(B)/game/misc.o \ $(B)/game/mover.o \ $(B)/game/nature.o \ $(B)/game/navigate.o \ $(B)/game/object.o \ $(B)/game/output.o \ $(B)/game/path.o \ $(B)/game/player.o \ $(B)/game/player_combat.o \ $(B)/game/player_util.o \ $(B)/game/playerheuristics.o \ $(B)/game/PlayerStart.o \ $(B)/game/portal.o \ $(B)/game/powerups.o \ $(B)/game/program.o \ $(B)/game/puzzleobject.o \ $(B)/game/q_math.o \ $(B)/game/q_mathsys.o \ $(B)/game/q_shared.o \ $(B)/game/RageAI.o \ $(B)/game/script.o \ $(B)/game/scriptmaster.o \ $(B)/game/scriptslave.o \ $(B)/game/scriptvariable.o \ $(B)/game/sentient.o \ $(B)/game/shrapnelbomb.o \ $(B)/game/soundman.o \ $(B)/game/spawners.o \ $(B)/game/specialfx.o \ $(B)/game/stationaryvehicle.o \ $(B)/game/steering.o \ $(B)/game/str.o \ $(B)/game/teammateroster.o \ $(B)/game/trigger.o \ $(B)/game/UseData.o \ $(B)/game/vehicle.o \ $(B)/game/viewthing.o \ $(B)/game/waypoints.o \ $(B)/game/weapon.o \ $(B)/game/WeaponDualWield.o \ $(B)/game/weaputils.o \ $(B)/game/worldspawn.o $(B)/ef2game$(ARCH).$(SHLIBEXT) : $(GOBJ) $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(GOBJ) $(B)/game/changePosture.o : $(GDIR)/changePosture.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/closeInOnEnemy.o : $(GDIR)/closeInOnEnemy.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/closeInOnEnemyWhileFiringWeapon.o : $(GDIR)/closeInOnEnemyWhileFiringWeapon.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/closeInOnPlayer.o : $(GDIR)/closeInOnPlayer.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/corridorCombatWithRangedWeapon.o : $(GDIR)/corridorCombatWithRangedWeapon.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/coverCombatWithRangedWeapon.o : $(GDIR)/coverCombatWithRangedWeapon.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/doAttack.o : $(GDIR)/doAttack.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/generalCombatWithMeleeWeapon.o : $(GDIR)/generalCombatWithMeleeWeapon.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/generalCombatWithRangedWeapon.o : $(GDIR)/generalCombatWithRangedWeapon.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/gotoCurrentHelperNode.o : $(GDIR)/gotoCurrentHelperNode.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/gotoHelperNode.o : $(GDIR)/gotoHelperNode.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/gotoHelperNodeEX.o : $(GDIR)/gotoHelperNodeEX.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/gotoHelperNodeNearestEnemy.o : $(GDIR)/gotoHelperNodeNearestEnemy.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/healGroupMember.o : $(GDIR)/healGroupMember.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/holdPosition.o : $(GDIR)/holdPosition.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/MoveRandomDirection.o : $(GDIR)/MoveRandomDirection.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/patrol.o : $(GDIR)/patrol.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/PlayAnim.o : $(GDIR)/PlayAnim.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/rangedCombatWithWeapon.o : $(GDIR)/rangedCombatWithWeapon.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/rotateToEntity.o : $(GDIR)/rotateToEntity.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/selectBestWeapon.o : $(GDIR)/selectBestWeapon.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/snipeEnemy.o : $(GDIR)/snipeEnemy.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/stationaryFireCombat.o : $(GDIR)/stationaryFireCombat.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/stationaryFireCombatEX.o : $(GDIR)/stationaryFireCombatEX.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/suppressionFireCombat.o : $(GDIR)/suppressionFireCombat.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/talk.o : $(GDIR)/talk.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/teleportToEntity.o : $(GDIR)/teleportToEntity.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/teleportToPosition.o : $(GDIR)/teleportToPosition.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/torsoAimAndFireWeapon.o : $(GDIR)/torsoAimAndFireWeapon.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/useAlarm.o : $(GDIR)/useAlarm.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/watchEntity.o : $(GDIR)/watchEntity.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/watchEntityEX.o : $(GDIR)/watchEntityEX.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/work.o : $(GDIR)/work.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/mp_awardsystem.o : $(GDIR)/mp_awardsystem.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/mp_manager.o : $(GDIR)/mp_manager.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/mp_modeBase.o : $(GDIR)/mp_modeBase.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/mp_modeCtf.o : $(GDIR)/mp_modeCtf.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/mp_modeDm.o : $(GDIR)/mp_modeDm.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/mp_modeTeamBase.o : $(GDIR)/mp_modeTeamBase.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/mp_modeTeamDm.o : $(GDIR)/mp_modeTeamDm.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/mp_modifiers.o : $(GDIR)/mp_modifiers.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/mp_team.o : $(GDIR)/mp_team.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/ai_chat.o : $(GDIR)/ai_chat.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/ai_cmd.o : $(GDIR)/ai_cmd.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/ai_dmnet.o : $(GDIR)/ai_dmnet.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/ai_dmq3.o : $(GDIR)/ai_dmq3.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/ai_main.o : $(GDIR)/ai_main.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/ai_team.o : $(GDIR)/ai_team.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/ai_vcmd.o : $(GDIR)/ai_vcmd.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/g_bot.o : $(GDIR)/g_bot.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/actor.o : $(GDIR)/actor.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/actor_combatsubsystem.o : $(GDIR)/actor_combatsubsystem.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/actor_enemymanager.o : $(GDIR)/actor_enemymanager.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/actor_headwatcher.o : $(GDIR)/actor_headwatcher.cpp; 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$(DO_GAME_SHLIB_CC) $(B)/game/bg_misc.o : $(GDIR)/bg_misc.c; $(DO_GAME_SHLIB_GC) $(B)/game/bg_pmove.o : $(GDIR)/bg_pmove.c; $(DO_GAME_SHLIB_GC) $(B)/game/body.o : $(GDIR)/body.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/bspline.o : $(GDIR)/bspline.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/camera.o : $(GDIR)/camera.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/CameraPath.o : $(GDIR)/CameraPath.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/characterstate.o : $(GDIR)/characterstate.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/CinematicArmature.o : $(GDIR)/CinematicArmature.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/class.o : $(GDIR)/class.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/compiler.o : $(GDIR)/compiler.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/DamageModification.o : $(GDIR)/DamageModification.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/debuglines.o : $(GDIR)/debuglines.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/decals.o : $(GDIR)/decals.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/dispenser.o : $(GDIR)/dispenser.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/doors.o : $(GDIR)/doors.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/earthquake.o : $(GDIR)/earthquake.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/entity.o : $(GDIR)/entity.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/equipment.o : $(GDIR)/equipment.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/explosion.o : $(GDIR)/explosion.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/FollowPath.o : $(GDIR)/FollowPath.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/FollowPathToEntity.o : $(GDIR)/FollowPathToEntity.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/FollowPathToPoint.o : $(GDIR)/FollowPathToPoint.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/g_main.o : $(GDIR)/g_main.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/g_phys.o : $(GDIR)/g_phys.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/g_spawn.o : $(GDIR)/g_spawn.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/g_utils.o : $(GDIR)/g_utils.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/game.o : $(GDIR)/game.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/gamecmds.o : $(GDIR)/gamecmds.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/gamecvars.o : $(GDIR)/gamecvars.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/gameplaydatabase.o : $(CMDIR)/gameplaydatabase.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/gameplayformulamanager.o : $(CMDIR)/gameplayformulamanager.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/gameplaymanager.o : $(CMDIR)/gameplaymanager.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/gamescript.o : $(GDIR)/gamescript.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/gibs.o : $(GDIR)/gibs.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/globalcmd.o : $(GDIR)/globalcmd.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/GoDirectlyToPoint.o : $(GDIR)/GoDirectlyToPoint.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/goo.o : $(GDIR)/goo.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/gravpath.o : $(GDIR)/gravpath.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/groupcoordinator.o : $(GDIR)/groupcoordinator.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/health.o : $(GDIR)/health.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/helper_node.o : $(GDIR)/helper_node.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/interpreter.o : $(GDIR)/interpreter.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/inventoryitem.o : $(GDIR)/inventoryitem.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/ipfilter.o : $(GDIR)/ipfilter.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/item.o : $(GDIR)/item.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/level.o : $(GDIR)/level.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/lexer.o : $(GDIR)/lexer.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/light.o : $(GDIR)/light.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/listener.o : $(GDIR)/listener.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/misc.o : $(GDIR)/misc.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/mover.o : $(GDIR)/mover.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/nature.o : $(GDIR)/nature.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/navigate.o : $(GDIR)/navigate.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/object.o : $(GDIR)/object.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/output.o : $(CMDIR)/output.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/path.o : $(GDIR)/path.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/player.o : $(GDIR)/player.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/player_combat.o : $(GDIR)/player_combat.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/player_util.o : $(GDIR)/player_util.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/playerheuristics.o : $(GDIR)/playerheuristics.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/PlayerStart.o : $(GDIR)/PlayerStart.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/portal.o : $(GDIR)/portal.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/powerups.o : $(GDIR)/powerups.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/program.o : $(GDIR)/program.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/puzzleobject.o : $(GDIR)/puzzleobject.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/q_math.o : $(GDIR)/q_math.c; $(DO_GAME_SHLIB_GC) $(B)/game/q_mathsys.o : $(GDIR)/q_mathsys.c; $(DO_GAME_SHLIB_GC) $(B)/game/q_shared.o : $(GDIR)/q_shared.c; $(DO_GAME_SHLIB_GC) $(B)/game/RageAI.o : $(GDIR)/RageAI.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/script.o : $(GDIR)/script.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/scriptmaster.o : $(GDIR)/scriptmaster.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/scriptslave.o : $(GDIR)/scriptslave.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/scriptvariable.o : $(GDIR)/scriptvariable.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/sentient.o : $(GDIR)/sentient.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/shrapnelbomb.o : $(GDIR)/shrapnelbomb.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/soundman.o : $(GDIR)/soundman.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/spawners.o : $(GDIR)/spawners.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/specialfx.o : $(GDIR)/specialfx.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/stationaryvehicle.o : $(GDIR)/stationaryvehicle.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/steering.o : $(GDIR)/steering.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/str.o : $(GDIR)/str.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/teammateroster.o : $(GDIR)/teammateroster.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/trigger.o : $(GDIR)/trigger.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/UseData.o : $(GDIR)/UseData.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/vehicle.o : $(GDIR)/vehicle.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/viewthing.o : $(GDIR)/viewthing.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/waypoints.o : $(GDIR)/waypoints.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/weapon.o : $(GDIR)/weapon.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/WeaponDualWield.o : $(GDIR)/WeaponDualWield.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/weaputils.o : $(GDIR)/weaputils.cpp; $(DO_GAME_SHLIB_CC) $(B)/game/worldspawn.o : $(GDIR)/worldspawn.cpp; $(DO_GAME_SHLIB_CC) ############################################################################# # MISC ############################################################################# clean: rm -rf $(BR)/game/* rm -rf $(BD)/game/*