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Haiku doc update, little code style fixes.
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3 changed files with 8 additions and 6 deletions
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@ -162,6 +162,7 @@ else()
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list(APPEND yquake2LinkerFlags "-rdynamic")
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else()
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list(APPEND yquake2LinkerFlags "-lnetwork")
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set(CMAKE_POSITION_INDEPENDENT_CODE ON)
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endif()
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if (${CMAKE_SYSTEM_NAME} MATCHES "SunOS")
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list(APPEND yquake2LinkerFlags "-lsocket -lnsl")
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@ -288,6 +288,7 @@ The build dependencies can be installed with:
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* On NetBSD: `pkgin install gmake SDL2 openal-soft curl`
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* On OpenBSD: `pkg_add gmake sdl2 openal curl`
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* On Solaris/Illumos: `pkg install sdl2 openal curl`
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* On Haiku: `pkgman libsdl2_devel openal_devel curl_devel`
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* On MacOS the dependencies can be installed with Homebrew (from
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https://brew.sh): `brew install sdl2 openal-soft`
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@ -299,7 +300,7 @@ Debian or FreeBSD packages.
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Download the latest release from https://www.yamagi.org/quake2 or clone
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the source from https://github.com/yquake2/yquake2.git, change into the
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*yquake2/* source directory and type *make* (Linux, MacOS and Windows)
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*yquake2/* source directory and type *make* (Linux, MacOS, Haiku and Windows)
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or *gmake* (FreeBSD, NetBSD, OpenBSD). Note on Solaris systems, *make*
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or *gmake* can be used, the latter provides in addition parallel build.
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After the build finished, copy everything from the *release/* directory
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@ -624,8 +624,8 @@ M_Main_Draw(void)
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const char *
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M_Main_Key(int key)
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{
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const char *sound = menu_move_sound;
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int menu_key = Key_GetMenuKey(key);
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const char *sound = menu_move_sound;
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int menu_key = Key_GetMenuKey(key);
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switch (menu_key)
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{
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@ -729,7 +729,7 @@ StartNetworkServerFunc(void *unused)
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static void
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Multiplayer_MenuInit(void)
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{
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float scale = SCR_GetMenuScale();
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float scale = SCR_GetMenuScale();
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s_multiplayer_menu.x = (int)(viddef.width * 0.50f) - 64 * scale;
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s_multiplayer_menu.nitems = 0;
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@ -2898,7 +2898,7 @@ LoadGame_MenuKey(int key)
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{
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if (item->type == MTYPE_ACTION)
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{
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DeleteSaveGameFunc( item );
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DeleteSaveGameFunc( item );
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}
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}
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@ -3070,7 +3070,7 @@ SaveGame_MenuKey(int key)
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{
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if (item->type == MTYPE_ACTION)
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{
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DeleteSaveGameFunc( item );
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DeleteSaveGameFunc( item );
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}
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}
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