Merge pull request #790 from devnexen/haiku_update_8

Haiku doc update, little code style fixes.
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Yamagi 2022-02-26 16:18:59 +01:00 committed by GitHub
commit 0107b17764
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3 changed files with 8 additions and 6 deletions

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@ -162,6 +162,7 @@ else()
list(APPEND yquake2LinkerFlags "-rdynamic") list(APPEND yquake2LinkerFlags "-rdynamic")
else() else()
list(APPEND yquake2LinkerFlags "-lnetwork") list(APPEND yquake2LinkerFlags "-lnetwork")
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
endif() endif()
if (${CMAKE_SYSTEM_NAME} MATCHES "SunOS") if (${CMAKE_SYSTEM_NAME} MATCHES "SunOS")
list(APPEND yquake2LinkerFlags "-lsocket -lnsl") list(APPEND yquake2LinkerFlags "-lsocket -lnsl")

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@ -288,6 +288,7 @@ The build dependencies can be installed with:
* On NetBSD: `pkgin install gmake SDL2 openal-soft curl` * On NetBSD: `pkgin install gmake SDL2 openal-soft curl`
* On OpenBSD: `pkg_add gmake sdl2 openal curl` * On OpenBSD: `pkg_add gmake sdl2 openal curl`
* On Solaris/Illumos: `pkg install sdl2 openal curl` * On Solaris/Illumos: `pkg install sdl2 openal curl`
* On Haiku: `pkgman libsdl2_devel openal_devel curl_devel`
* On MacOS the dependencies can be installed with Homebrew (from * On MacOS the dependencies can be installed with Homebrew (from
https://brew.sh): `brew install sdl2 openal-soft` https://brew.sh): `brew install sdl2 openal-soft`
@ -299,7 +300,7 @@ Debian or FreeBSD packages.
Download the latest release from https://www.yamagi.org/quake2 or clone Download the latest release from https://www.yamagi.org/quake2 or clone
the source from https://github.com/yquake2/yquake2.git, change into the the source from https://github.com/yquake2/yquake2.git, change into the
*yquake2/* source directory and type *make* (Linux, MacOS and Windows) *yquake2/* source directory and type *make* (Linux, MacOS, Haiku and Windows)
or *gmake* (FreeBSD, NetBSD, OpenBSD). Note on Solaris systems, *make* or *gmake* (FreeBSD, NetBSD, OpenBSD). Note on Solaris systems, *make*
or *gmake* can be used, the latter provides in addition parallel build. or *gmake* can be used, the latter provides in addition parallel build.
After the build finished, copy everything from the *release/* directory After the build finished, copy everything from the *release/* directory

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@ -624,8 +624,8 @@ M_Main_Draw(void)
const char * const char *
M_Main_Key(int key) M_Main_Key(int key)
{ {
const char *sound = menu_move_sound; const char *sound = menu_move_sound;
int menu_key = Key_GetMenuKey(key); int menu_key = Key_GetMenuKey(key);
switch (menu_key) switch (menu_key)
{ {
@ -729,7 +729,7 @@ StartNetworkServerFunc(void *unused)
static void static void
Multiplayer_MenuInit(void) Multiplayer_MenuInit(void)
{ {
float scale = SCR_GetMenuScale(); float scale = SCR_GetMenuScale();
s_multiplayer_menu.x = (int)(viddef.width * 0.50f) - 64 * scale; s_multiplayer_menu.x = (int)(viddef.width * 0.50f) - 64 * scale;
s_multiplayer_menu.nitems = 0; s_multiplayer_menu.nitems = 0;
@ -2898,7 +2898,7 @@ LoadGame_MenuKey(int key)
{ {
if (item->type == MTYPE_ACTION) if (item->type == MTYPE_ACTION)
{ {
DeleteSaveGameFunc( item ); DeleteSaveGameFunc( item );
} }
} }
@ -3070,7 +3070,7 @@ SaveGame_MenuKey(int key)
{ {
if (item->type == MTYPE_ACTION) if (item->type == MTYPE_ACTION)
{ {
DeleteSaveGameFunc( item ); DeleteSaveGameFunc( item );
} }
} }