Clean up some misc building stuff. Based on input by BartoCH, many thanks!
I'd like to make the gmake check nicer when I have more time.
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14518aabf0
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8 changed files with 62 additions and 26 deletions
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@ -68,16 +68,31 @@ else
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fi
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fi
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# GNU Make is _not_ make!...
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if [ "$COMPILE_OS" = "Msys" ]; then
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MAKE=make
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WS_CC=cc
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WS_CXX=c++
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WS_CFLAGS="$CFLAGS -static-libgcc -static-libstdc++"
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WS_LDFLAGS="$LDFLAGS -lws2_32"
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WS_LIB_EXT=dll
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fi
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# GNU Make is _not_ make!...
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if [ "$COMPILE_OS" = "Msys" ]; then
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MAKE=make
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PLATFORM=win64
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else
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MAKE=gmake
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if ! [ -x "$(command -v gmake)" ]
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then
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# only assume that Linux may not ship with a gmake... HACK!
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if [ "$COMPILE_SYS" = "Linux" ]
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then
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MAKE=make
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else
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printf "You need to install GNU make.\n"
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fi
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else
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MAKE=gmake
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fi
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fi
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mkdir -p ./bin
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@ -87,7 +87,18 @@ if [ "$COMPILE_OS" = "Msys" ]; then
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MAKE=make
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PLATFORM=win64
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else
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MAKE=gmake
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if ! [ -x "$(command -v gmake)" ]
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then
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# only assume that Linux may not ship with a gmake... HACK!
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if [ "$COMPILE_SYS" = "Linux" ]
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then
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MAKE=make
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else
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printf "You need to install GNU make.\n"
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fi
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else
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MAKE=gmake
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fi
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fi
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mkdir -p ./bin
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@ -1,7 +1,7 @@
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#!/bin/sh
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. ./build.cfg
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if [ "$SKIP_UPDATE" == "1" ]; then
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if [ "$SKIP_UPDATE" = "1" ]; then
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BUILD_UPDATE=0
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fi
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@ -41,6 +41,25 @@ else
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fi
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fi
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# GNU Make is _not_ make!...
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if [ "$COMPILE_OS" = "Msys" ]; then
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MAKE=make
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PLATFORM=win64
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else
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if ! [ -x "$(command -v gmake)" ]
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then
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# only assume that Linux may not ship with a gmake... HACK!
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if [ "$COMPILE_SYS" = "Linux" ]
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then
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MAKE=make
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else
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printf "You need to install GNU make.\n"
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fi
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else
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MAKE=gmake
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fi
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fi
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mkdir -p ./bin
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if [ -f "$VVM_MAKEFILE" ]
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@ -62,10 +81,10 @@ fi
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if [ "$BUILD_CLEAN" -eq 1 ]
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then
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gmake clean
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$MAKE clean
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fi
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gmake -j $BUILD_PROC CC=$ENGINE_CC CXX=$ENGINE_CXX
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$MAKE -j $BUILD_PROC CC=$ENGINE_CC CXX=$ENGINE_CXX
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printf "Built vvmtool successfully.\n"
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cp -v vvmtool ../../bin/vvmtool
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printf "DONE. Built ALL components successfully.\n"
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@ -192,8 +192,8 @@ bot::CheckRoute(void)
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vecEndPos = m_vecLastNode;
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flRadius = 128; /* destination is not a node, therefore has a virtual radius */
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} else {
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vecEndPos = m_pRoute[m_iCurNode].m_vecDest;
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flRadius = m_pRoute[m_iCurNode].m_flRadius;
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vecEndPos = m_pRoute[m_iCurNode].dest;
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flRadius = m_pRoute[m_iCurNode].radius;
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}
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/* we need to have a sensible radius */
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@ -216,7 +216,7 @@ bot::CheckRoute(void)
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/* if a node is flagged as jumpy, jump! */
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if (Route_GetNodeFlags(&m_pRoute[m_iCurNode]) & LF_JUMP) {
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//input_buttons |= INPUT_BUTTON2;
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velocity = Route_GetJumpVelocity(origin, m_pRoute[m_iCurNode].m_vecDest, gravity);
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velocity = Route_GetJumpVelocity(origin, m_pRoute[m_iCurNode].dest, gravity);
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}
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/* find the nearest usable item (func_button) and use them */
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@ -374,9 +374,9 @@ bot::RunAI(void)
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aimpos = m_vecLastNode;
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else {
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if (m_iCurNode > 0 && !(Route_GetNodeFlags(&m_pRoute[m_iCurNode]) & LF_AIM))
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aimpos = m_pRoute[m_iCurNode - 1].m_vecDest;
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aimpos = m_pRoute[m_iCurNode - 1].dest;
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else
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aimpos = m_pRoute[m_iCurNode].m_vecDest;
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aimpos = m_pRoute[m_iCurNode].dest;
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}
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} else {
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/* aim towards the enemy */
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@ -464,7 +464,7 @@ bot::RunAI(void)
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aimpos = m_vecLastNode;
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//printf("going to last node\n");
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} else {
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aimpos = m_pRoute[m_iCurNode].m_vecDest;
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aimpos = m_pRoute[m_iCurNode].dest;
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//printf("going to next node\n");
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}
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} else {
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@ -283,7 +283,7 @@ Route_SelectDestination(bot target)
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int
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Route_GetNodeFlags(nodeslist_t *node)
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{
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int fl = node.m_iFlags;
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int fl = node.linkflags;
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/* to avoid random buttons being pressed */
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if (fl < 0)
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@ -94,15 +94,6 @@ typedef enum {
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ACT_FLINCH_RIGHTLEG,
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} monster_activity_e;
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/* if this is changed, it needs to be changed in the engine (server/sv_move.c)
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* as well. */
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typedef struct
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{
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vector m_vecDest;
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int m_iFlags;
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float m_flRadius;
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} nodeslist_t;
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/* monster flags, these are defined by the level designers */
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typedef enumflags
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{
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@ -400,7 +400,7 @@ NSMonster::CheckRoute(void)
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evenpos = m_vecLastNode;
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evenpos[2] = origin[2];
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} else {
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evenpos = m_pRoute[m_iCurNode].m_vecDest;
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evenpos = m_pRoute[m_iCurNode].dest;
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evenpos[2] = origin[2];
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}
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@ -503,7 +503,7 @@ NSMonster::WalkRoute(void)
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if (m_iCurNode < 0) {
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endangles = vectoangles(m_vecLastNode - origin);
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} else {
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endangles = vectoangles(m_pRoute[m_iCurNode].m_vecDest - origin);
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endangles = vectoangles(m_pRoute[m_iCurNode].dest - origin);
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}
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m_vecTurnAngle[1] = endangles[1];
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input_movevalues = [m_flSequenceSpeed, 0, 0];
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@ -560,7 +560,7 @@ NSMonster::NewRoute(vector destination)
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/* run through all nodes, mark the closest direct path possible */
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for (int i = 0; i < p.m_iNodes; i++) {
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vector vecDest = p.m_pRoute[i].m_vecDest;
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vector vecDest = p.m_pRoute[i].dest;
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tracebox(p.origin, p.mins, p.maxs, vecDest, TRUE, p);
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//traceline(p.origin, vecDest, MOVE_NORMAL, this);
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