Update doc file for building the source tree, as that's now changed.
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doc/building
17
doc/building
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@ -1,3 +1,20 @@
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Building the engine and toolchain:
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The build_engine.sh will do that for you. It will still ask you to have at least
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a certain amount of dependencies installed (such as the GCC, make and the X/SDL
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headers for your operating system.
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Building the editor:
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Handled by build_editor.sh, this will require the GCC9. It currently does not
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build on GCC10.
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GTK2, Pango, GTKGLEXT and MiniZip are one of a few other main dependencies.
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Building the game-logic:
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Once build_engine.sh has been executed, you can now build the source tree with
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build_game.sh. It'll use the fteqcc binary that's in the ./bin/ directory.
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Old, manual build instructions:
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================================================================================
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1. Building all of the game-logic
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To build the game-logic for all games, issue 'make' inside the src/
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2
nuclide
2
nuclide
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@ -3,6 +3,8 @@ set -e
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SCRPATH="$( cd "$( dirname $(readlink -nf $0) )" && pwd )"
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PATH="$SCRPATH"/bin:"$PATH"
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cd "$SCRPATH"
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if [ -f "$SCRPATH"/bin/fteqw ]; then
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fteqw -manifest valve.fmf $*
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else
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@ -45,8 +45,11 @@ void Player_UseDown(void)
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makevectors(self.v_angle);
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vecSrc = self.origin + self.view_ofs;
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self.hitcontentsmaski = CONTENTBITS_POINTSOLID;
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traceline(vecSrc, vecSrc + (v_forward * 64), MOVE_NORMAL, self);
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if (trace_ent.PlayerUse) {
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self.flags &= ~FL_USE_RELEASED;
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