mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-02-08 08:42:31 +00:00
e5c39eeb7f
This helps the old and crappy x87 FPU to produce correct values. And finally implement compiler detection in the Makefile.
553 lines
18 KiB
CMake
553 lines
18 KiB
CMake
cmake_minimum_required(VERSION 3.0 FATAL_ERROR)
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# Enforce "Debug" as standard build type
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE "Debug" CACHE STRING "Choose the type of build, options are: Debug Release RelWithDebInfo MinSizeRel." FORCE)
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endif()
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# CMake project configuration
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project(yquake2)
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# Cmake module search path
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set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_LIST_DIR}/stuff/cmake/modules ${CMAKE_MODULE_PATH})
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if(YQUAKE2LIBS)
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if(CMAKE_CROSSCOMPILING)
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set(CMAKE_FIND_ROOT_PATH ${YQUAKE2LIBS})
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else()
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set(ENV{CMAKE_PREFIX_PATH} ${YQUAKE2LIBS})
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endif()
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set(ENV{OPENALDIR} ${YQUAKE2LIBS})
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set(ENV{SDLDIR} ${YQUAKE2LIBS})
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set(ENV{SDL2DIR} ${YQUAKE2LIBS})
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endif()
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# Add extended path for FreeBSD and Homebrew on OS X
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list(APPEND CMAKE_PREFIX_PATH /usr/local)
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# Enforce compiler flags (GCC / Clang compatible, yquake2
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# won't build with another compiler anyways)
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# -Wall -> More warnings
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# -fno-strict-aliasing -> Quake 2 is far away from strict aliasing
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# -fwrapv -> Make signed integer overflows defined
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=gnu99 -Wall -fno-strict-aliasing -fwrapv")
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# Use -O2 as maximum optimization level. -O3 has it's problems with yquake2.
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string(REPLACE "-O3" "-O2" CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
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# yquake2 compilation options
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option(ZIP_SUPPORT "ZIP support" ON)
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option(OGG_SUPPORT "OGG Vorbis playback support (Music)" ON)
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option(OPENAL_SUPPORT "OpenAL support" ON)
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option(SYSTEMWIDE_SUPPORT "Enable systemwide installation of game assets" OFF)
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# These variables will act as our list of include folders and linker flags
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set(yquake2IncludeDirectories)
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set(yquake2LinkerDirectories)
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set(yquake2LinkerFlags)
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set(yquake2ClientLinkerFlags)
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set(yquake2OpenGLLinkerFlags)
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set(yquake2SDLLinkerFlags)
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set(yquake2ZLibLinkerFlags)
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# Set directory locations (allowing us to move directories easily)
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set(SOURCE_DIR ${CMAKE_CURRENT_LIST_DIR}/src)
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set(BACKENDS_SRC_DIR ${SOURCE_DIR}/backends)
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set(COMMON_SRC_DIR ${SOURCE_DIR}/common)
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set(GAME_SRC_DIR ${SOURCE_DIR}/game)
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set(SERVER_SRC_DIR ${SOURCE_DIR}/server)
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set(CLIENT_SRC_DIR ${SOURCE_DIR}/client)
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set(GL_SRC_DIR ${SOURCE_DIR}/client/refresh)
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# Operating system
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set(YQ2OSTYPE "${CMAKE_SYSTEM_NAME}" CACHE STRING "Override operation system type")
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add_definitions(-DYQ2OSTYPE="${YQ2OSTYPE}")
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# Architecture string
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set(YQ2ARCH "${CMAKE_SYSTEM_PROCESSOR}" CACHE STRING "Override CPU architecture")
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string(REGEX REPLACE "amd64" "x86_64" ARCH ${YQ2ARCH})
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string(REGEX REPLACE "i.86" "i386" ARCH ${ARCH})
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string(REGEX REPLACE "^arm.*" "arm" ARCH ${ARCH})
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add_definitions(-DYQ2ARCH="${ARCH}")
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# Systemwide installation of game assets
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if(${SYSTEMWIDE_SUPPORT})
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add_definitions(-DSYSTEMWIDE)
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endif()
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# Required libraries to build the different components of the binaries. Find
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# them and add the include/linker directories and flags (in case the package
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# manager find it in a weird place)
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find_package(SDL2)
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if(${SDL2_FOUND})
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add_definitions(-DSDL2)
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list(APPEND yquake2IncludeDirectories "${SDL2_INCLUDE_DIR}/..")
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list(APPEND yquake2SDLLinkerFlags ${SDL2_LIBRARY})
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else()
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find_package(SDL REQUIRED)
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add_definitions(-DWITH_CDA)
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list(APPEND yquake2IncludeDirectories "${SDL_INCLUDE_DIR}/..")
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list(APPEND yquake2SDLLinkerFlags ${SDL_LIBRARY})
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endif()
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find_package(OpenGL REQUIRED)
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list(APPEND yquake2IncludeDirectories ${OPENGL_INCLUDE_DIR})
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list(APPEND yquake2OpenGLLinkerFlags ${OPENGL_LIBRARIES})
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if(${ZIP_SUPPORT})
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find_package(ZLIB REQUIRED)
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list(APPEND yquake2IncludeDirectories ${ZLIB_INCLUDE_DIRS})
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list(APPEND yquake2ZLibLinkerFlags ${ZLIB_LIBRARIES})
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add_definitions(-DZIP -DNOUNCRYPT)
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endif()
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if(${OGG_SUPPORT})
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find_package(OggVorbis)
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if(${OGGVORBIS_FOUND})
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add_definitions(-DOGG)
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list(APPEND yquake2IncludeDirectories ${OGGVORBIS_INCLUDE_DIR})
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list(APPEND yquake2ClientLinkerFlags ${OGG_LIBRARY} ${VORBIS_LIBRARY} ${VORBISFILE_LIBRARY})
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endif()
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endif()
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if(${OPENAL_SUPPORT})
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find_package(OpenAL)
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# TODO: OS X is still missing here
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if(${OPENAL_FOUND} AND NOT(${CMAKE_SYSTEM_NAME} MATCHES "Darwin"))
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list(APPEND yquake2IncludeDirectories "${OPENAL_INCLUDE_DIR}")
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list(APPEND yquake2ClientLinkerFlags ${OPENAL_LIBRARY})
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if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
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add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="openal32.dll")
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elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.dylib")
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elseif((${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD") OR (${CMAKE_SYSTEM_NAME} MATCHES "OpenBSD"))
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add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.so")
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else()
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add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.so.1")
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endif()
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endif()
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endif()
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if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
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list(APPEND yquake2LinkerFlags "-lm -static-libgcc")
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else()
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list(APPEND yquake2LinkerFlags "-lm -rdynamic")
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endif()
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list(APPEND yquake2LinkerFlags ${CMAKE_DL_LIBS})
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# With all of those libraries and user defined paths
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# added, lets give them to the compiler and linker.
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include_directories(${yquake2IncludeDirectories} ${CMAKE_SOURCE_DIR}/src/client/refresh/gl3/glad/include)
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link_directories(${yquake2LinkerDirectories})
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# If we're building with gcc for i386 let's define -ffloat-store.
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# This helps the old and crappy x87 FPU to produce correct values.
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# Would be nice if Clang had something comparable.
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if ("${ARCH}" STREQUAL "i386")
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if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -ffloat-store")
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endif()
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endif()
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# Force SSE math on x86_64. All sane compilers should do this
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# anyway, just to protect us from broken Linux distros.
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if ("${ARCH}" STREQUAL "x86_64")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -mfpmath=sse")
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endif()
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set(Backends-Generic-Source
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${BACKENDS_SRC_DIR}/generic/misc.c
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${BACKENDS_SRC_DIR}/generic/qal.c
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${BACKENDS_SRC_DIR}/generic/vid.c
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${BACKENDS_SRC_DIR}/sdl/cd.c
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${BACKENDS_SRC_DIR}/sdl/input.c
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${BACKENDS_SRC_DIR}/sdl/refresh.c
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${BACKENDS_SRC_DIR}/sdl/sound.c
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)
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set(Backends-Generic-Header
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${BACKENDS_SRC_DIR}/generic/header/input.h
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${BACKENDS_SRC_DIR}/generic/header/qal.h
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)
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set(Backends-Unix-Source
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${BACKENDS_SRC_DIR}/generic/misc.c
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${BACKENDS_SRC_DIR}/unix/main.c
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${BACKENDS_SRC_DIR}/unix/network.c
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${BACKENDS_SRC_DIR}/unix/signalhandler.c
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${BACKENDS_SRC_DIR}/unix/system.c
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${BACKENDS_SRC_DIR}/unix/shared/hunk.c
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)
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set(Backends-Unix-Header
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${BACKENDS_SRC_DIR}/unix/header/unix.h
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)
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set(Backends-Windows-Source
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${BACKENDS_SRC_DIR}/generic/frame.c
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${BACKENDS_SRC_DIR}/windows/icon.rc
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${BACKENDS_SRC_DIR}/windows/network.c
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${BACKENDS_SRC_DIR}/windows/system.c
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${BACKENDS_SRC_DIR}/windows/shared/mem.c
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)
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set(Backends-Windows-Header
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${BACKENDS_SRC_DIR}/windows/header/resource.h
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${BACKENDS_SRC_DIR}/windows/header/winquake.h
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)
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set(GL-Windows-Source
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${BACKENDS_SRC_DIR}/windows/shared/mem.c
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)
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set(GL-Unix-Source
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${BACKENDS_SRC_DIR}/unix/shared/hunk.c
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)
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# Set the nessesary platform specific source
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if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
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set(Platform-Specific-Source ${Backends-Windows-Source} ${Backends-Windows-Header})
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set(GL-Platform-Specific-Source ${GL-Windows-Source})
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else()
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set(Platform-Specific-Source ${Backends-Unix-Source} ${Backends-Unix-Header})
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set(GL-Platform-Specific-Source ${GL-Unix-Source})
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endif()
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set(Game-Source
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${COMMON_SRC_DIR}/shared/flash.c
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${COMMON_SRC_DIR}/shared/rand.c
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${COMMON_SRC_DIR}/shared/shared.c
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${GAME_SRC_DIR}/g_ai.c
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${GAME_SRC_DIR}/g_chase.c
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${GAME_SRC_DIR}/g_cmds.c
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${GAME_SRC_DIR}/g_combat.c
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${GAME_SRC_DIR}/g_func.c
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${GAME_SRC_DIR}/g_items.c
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${GAME_SRC_DIR}/g_main.c
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${GAME_SRC_DIR}/g_misc.c
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${GAME_SRC_DIR}/g_monster.c
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${GAME_SRC_DIR}/g_phys.c
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${GAME_SRC_DIR}/g_spawn.c
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${GAME_SRC_DIR}/g_svcmds.c
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${GAME_SRC_DIR}/g_target.c
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${GAME_SRC_DIR}/g_trigger.c
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${GAME_SRC_DIR}/g_turret.c
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${GAME_SRC_DIR}/g_utils.c
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${GAME_SRC_DIR}/g_weapon.c
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${GAME_SRC_DIR}/monster/berserker/berserker.c
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${GAME_SRC_DIR}/monster/boss2/boss2.c
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${GAME_SRC_DIR}/monster/boss3/boss3.c
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${GAME_SRC_DIR}/monster/boss3/boss31.c
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${GAME_SRC_DIR}/monster/boss3/boss32.c
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${GAME_SRC_DIR}/monster/brain/brain.c
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${GAME_SRC_DIR}/monster/chick/chick.c
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${GAME_SRC_DIR}/monster/flipper/flipper.c
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${GAME_SRC_DIR}/monster/float/float.c
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${GAME_SRC_DIR}/monster/flyer/flyer.c
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${GAME_SRC_DIR}/monster/gladiator/gladiator.c
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${GAME_SRC_DIR}/monster/gunner/gunner.c
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${GAME_SRC_DIR}/monster/hover/hover.c
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${GAME_SRC_DIR}/monster/infantry/infantry.c
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${GAME_SRC_DIR}/monster/insane/insane.c
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${GAME_SRC_DIR}/monster/medic/medic.c
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${GAME_SRC_DIR}/monster/misc/move.c
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${GAME_SRC_DIR}/monster/mutant/mutant.c
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${GAME_SRC_DIR}/monster/parasite/parasite.c
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${GAME_SRC_DIR}/monster/soldier/soldier.c
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${GAME_SRC_DIR}/monster/supertank/supertank.c
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${GAME_SRC_DIR}/monster/tank/tank.c
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${GAME_SRC_DIR}/player/client.c
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${GAME_SRC_DIR}/player/hud.c
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${GAME_SRC_DIR}/player/trail.c
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${GAME_SRC_DIR}/player/view.c
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${GAME_SRC_DIR}/player/weapon.c
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${GAME_SRC_DIR}/savegame/savegame.c
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)
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set(Game-Header
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${GAME_SRC_DIR}/header/game.h
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${GAME_SRC_DIR}/header/local.h
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${GAME_SRC_DIR}/monster/berserker/berserker.h
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${GAME_SRC_DIR}/monster/boss2/boss2.h
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${GAME_SRC_DIR}/monster/boss3/boss31.h
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${GAME_SRC_DIR}/monster/boss3/boss32.h
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${GAME_SRC_DIR}/monster/brain/brain.h
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${GAME_SRC_DIR}/monster/chick/chick.h
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${GAME_SRC_DIR}/monster/flipper/flipper.h
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${GAME_SRC_DIR}/monster/float/float.h
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${GAME_SRC_DIR}/monster/flyer/flyer.h
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${GAME_SRC_DIR}/monster/gladiator/gladiator.h
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${GAME_SRC_DIR}/monster/gunner/gunner.h
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${GAME_SRC_DIR}/monster/hover/hover.h
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${GAME_SRC_DIR}/monster/infantry/infantry.h
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${GAME_SRC_DIR}/monster/insane/insane.h
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${GAME_SRC_DIR}/monster/medic/medic.h
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${GAME_SRC_DIR}/monster/misc/player.h
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${GAME_SRC_DIR}/monster/mutant/mutant.h
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${GAME_SRC_DIR}/monster/parasite/parasite.h
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${GAME_SRC_DIR}/monster/soldier/soldier.h
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${GAME_SRC_DIR}/monster/supertank/supertank.h
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${GAME_SRC_DIR}/monster/tank/tank.h
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${GAME_SRC_DIR}/savegame/tables/clientfields.h
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${GAME_SRC_DIR}/savegame/tables/fields.h
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${GAME_SRC_DIR}/savegame/tables/gamefunc_decs.h
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${GAME_SRC_DIR}/savegame/tables/gamefunc_list.h
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${GAME_SRC_DIR}/savegame/tables/gamemmove_decs.h
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${GAME_SRC_DIR}/savegame/tables/gamemmove_list.h
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${GAME_SRC_DIR}/savegame/tables/levelfields.h
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)
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set(Client-Source
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${CLIENT_SRC_DIR}/cl_cin.c
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${CLIENT_SRC_DIR}/cl_console.c
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${CLIENT_SRC_DIR}/cl_download.c
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${CLIENT_SRC_DIR}/cl_effects.c
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${CLIENT_SRC_DIR}/cl_entities.c
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${CLIENT_SRC_DIR}/cl_input.c
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${CLIENT_SRC_DIR}/cl_inventory.c
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${CLIENT_SRC_DIR}/cl_keyboard.c
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${CLIENT_SRC_DIR}/cl_lights.c
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${CLIENT_SRC_DIR}/cl_main.c
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${CLIENT_SRC_DIR}/cl_network.c
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${CLIENT_SRC_DIR}/cl_parse.c
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${CLIENT_SRC_DIR}/cl_particles.c
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${CLIENT_SRC_DIR}/cl_prediction.c
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${CLIENT_SRC_DIR}/cl_screen.c
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${CLIENT_SRC_DIR}/cl_tempentities.c
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${CLIENT_SRC_DIR}/cl_view.c
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${CLIENT_SRC_DIR}/menu/menu.c
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${CLIENT_SRC_DIR}/menu/qmenu.c
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${CLIENT_SRC_DIR}/menu/videomenu.c
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${CLIENT_SRC_DIR}/sound/ogg.c
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${CLIENT_SRC_DIR}/sound/openal.c
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${CLIENT_SRC_DIR}/sound/sound.c
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${CLIENT_SRC_DIR}/sound/wave.c
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${COMMON_SRC_DIR}/argproc.c
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${COMMON_SRC_DIR}/clientserver.c
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${COMMON_SRC_DIR}/collision.c
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${COMMON_SRC_DIR}/crc.c
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${COMMON_SRC_DIR}/cmdparser.c
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${COMMON_SRC_DIR}/cvar.c
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${COMMON_SRC_DIR}/filesystem.c
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${COMMON_SRC_DIR}/glob.c
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${COMMON_SRC_DIR}/md4.c
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${COMMON_SRC_DIR}/movemsg.c
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${COMMON_SRC_DIR}/frame.c
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${COMMON_SRC_DIR}/netchan.c
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${COMMON_SRC_DIR}/pmove.c
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${COMMON_SRC_DIR}/szone.c
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${COMMON_SRC_DIR}/zone.c
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${COMMON_SRC_DIR}/shared/flash.c
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${COMMON_SRC_DIR}/shared/rand.c
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${COMMON_SRC_DIR}/shared/shared.c
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${COMMON_SRC_DIR}/unzip/ioapi.c
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${COMMON_SRC_DIR}/unzip/unzip.c
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${SERVER_SRC_DIR}/sv_cmd.c
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${SERVER_SRC_DIR}/sv_conless.c
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${SERVER_SRC_DIR}/sv_entities.c
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${SERVER_SRC_DIR}/sv_game.c
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${SERVER_SRC_DIR}/sv_init.c
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${SERVER_SRC_DIR}/sv_main.c
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${SERVER_SRC_DIR}/sv_save.c
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${SERVER_SRC_DIR}/sv_send.c
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${SERVER_SRC_DIR}/sv_user.c
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${SERVER_SRC_DIR}/sv_world.c
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)
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set(Client-Header
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${CLIENT_SRC_DIR}/header/client.h
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${CLIENT_SRC_DIR}/header/console.h
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${CLIENT_SRC_DIR}/header/keyboard.h
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${CLIENT_SRC_DIR}/header/ref.h
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${CLIENT_SRC_DIR}/header/screen.h
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${CLIENT_SRC_DIR}/header/vid.h
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${CLIENT_SRC_DIR}/menu/header/qmenu.h
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${CLIENT_SRC_DIR}/sound/header/cdaudio.h
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${CLIENT_SRC_DIR}/sound/header/local.h
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${CLIENT_SRC_DIR}/sound/header/sound.h
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${CLIENT_SRC_DIR}/sound/header/vorbis.h
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${COMMON_SRC_DIR}/header/common.h
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${COMMON_SRC_DIR}/header/crc.h
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${COMMON_SRC_DIR}/header/files.h
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${COMMON_SRC_DIR}/header/glob.h
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${COMMON_SRC_DIR}/header/shared.h
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${COMMON_SRC_DIR}/header/zone.h
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${COMMON_SRC_DIR}/unzip/ioapi.h
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${COMMON_SRC_DIR}/unzip/unzip.h
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${SERVER_SRC_DIR}/header/server.h
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)
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set(Server-Source
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${COMMON_SRC_DIR}/argproc.c
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${COMMON_SRC_DIR}/clientserver.c
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${COMMON_SRC_DIR}/collision.c
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${COMMON_SRC_DIR}/crc.c
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${COMMON_SRC_DIR}/cmdparser.c
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${COMMON_SRC_DIR}/cvar.c
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${COMMON_SRC_DIR}/filesystem.c
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${COMMON_SRC_DIR}/glob.c
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${COMMON_SRC_DIR}/md4.c
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${COMMON_SRC_DIR}/frame.c
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${COMMON_SRC_DIR}/movemsg.c
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${COMMON_SRC_DIR}/netchan.c
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${COMMON_SRC_DIR}/pmove.c
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${COMMON_SRC_DIR}/szone.c
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${COMMON_SRC_DIR}/zone.c
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${COMMON_SRC_DIR}/shared/rand.c
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${COMMON_SRC_DIR}/shared/shared.c
|
|
${COMMON_SRC_DIR}/unzip/ioapi.c
|
|
${COMMON_SRC_DIR}/unzip/unzip.c
|
|
${SERVER_SRC_DIR}/sv_cmd.c
|
|
${SERVER_SRC_DIR}/sv_conless.c
|
|
${SERVER_SRC_DIR}/sv_entities.c
|
|
${SERVER_SRC_DIR}/sv_game.c
|
|
${SERVER_SRC_DIR}/sv_init.c
|
|
${SERVER_SRC_DIR}/sv_main.c
|
|
${SERVER_SRC_DIR}/sv_save.c
|
|
${SERVER_SRC_DIR}/sv_send.c
|
|
${SERVER_SRC_DIR}/sv_user.c
|
|
${SERVER_SRC_DIR}/sv_world.c
|
|
)
|
|
|
|
set(Server-Header
|
|
${COMMON_SRC_DIR}/header/common.h
|
|
${COMMON_SRC_DIR}/header/crc.h
|
|
${COMMON_SRC_DIR}/header/files.h
|
|
${COMMON_SRC_DIR}/header/glob.h
|
|
${COMMON_SRC_DIR}/header/shared.h
|
|
${COMMON_SRC_DIR}/header/zone.h
|
|
${COMMON_SRC_DIR}/unzip/ioapi.h
|
|
${COMMON_SRC_DIR}/unzip/unzip.h
|
|
${SERVER_SRC_DIR}/header/server.h
|
|
)
|
|
|
|
set(GL1-Source
|
|
${GL_SRC_DIR}/gl/qgl.c
|
|
${GL_SRC_DIR}/gl/r_draw.c
|
|
${GL_SRC_DIR}/gl/r_image.c
|
|
${GL_SRC_DIR}/gl/r_light.c
|
|
${GL_SRC_DIR}/gl/r_lightmap.c
|
|
${GL_SRC_DIR}/gl/r_main.c
|
|
${GL_SRC_DIR}/gl/r_mesh.c
|
|
${GL_SRC_DIR}/gl/r_misc.c
|
|
${GL_SRC_DIR}/gl/r_model.c
|
|
${GL_SRC_DIR}/gl/r_scrap.c
|
|
${GL_SRC_DIR}/gl/r_surf.c
|
|
${GL_SRC_DIR}/gl/r_warp.c
|
|
${GL_SRC_DIR}/gl/r_sdl.c
|
|
${GL_SRC_DIR}/gl/r_md2.c
|
|
${GL_SRC_DIR}/gl/r_sp2.c
|
|
${GL_SRC_DIR}/files/pcx.c
|
|
${GL_SRC_DIR}/files/stb.c
|
|
${GL_SRC_DIR}/files/wal.c
|
|
${COMMON_SRC_DIR}/shared/shared.c
|
|
${COMMON_SRC_DIR}/md4.c
|
|
)
|
|
|
|
set(GL1-Header
|
|
${GL_SRC_DIR}/ref_shared.h
|
|
${GL_SRC_DIR}/constants/anorms.h
|
|
${GL_SRC_DIR}/constants/anormtab.h
|
|
${GL_SRC_DIR}/constants/warpsin.h
|
|
${GL_SRC_DIR}/files/stb_image.h
|
|
${GL_SRC_DIR}/gl/header/local.h
|
|
${GL_SRC_DIR}/gl/header/model.h
|
|
${GL_SRC_DIR}/gl/header/qgl.h
|
|
${COMMON_SRC_DIR}/header/shared.h
|
|
)
|
|
|
|
set(GL3-Source
|
|
${GL_SRC_DIR}/gl3/gl3_draw.c
|
|
${GL_SRC_DIR}/gl3/gl3_image.c
|
|
${GL_SRC_DIR}/gl3/gl3_light.c
|
|
${GL_SRC_DIR}/gl3/gl3_lightmap.c
|
|
${GL_SRC_DIR}/gl3/gl3_main.c
|
|
${GL_SRC_DIR}/gl3/gl3_mesh.c
|
|
${GL_SRC_DIR}/gl3/gl3_misc.c
|
|
${GL_SRC_DIR}/gl3/gl3_model.c
|
|
${GL_SRC_DIR}/gl3/gl3_sdl.c
|
|
${GL_SRC_DIR}/gl3/gl3_surf.c
|
|
${GL_SRC_DIR}/gl3/gl3_warp.c
|
|
${GL_SRC_DIR}/gl3/gl3_shaders.c
|
|
${GL_SRC_DIR}/gl3/gl3_md2.c
|
|
${GL_SRC_DIR}/gl3/gl3_sp2.c
|
|
${GL_SRC_DIR}/gl3/glad/src/glad.c
|
|
${GL_SRC_DIR}/files/pcx.c
|
|
${GL_SRC_DIR}/files/stb.c
|
|
${GL_SRC_DIR}/files/wal.c
|
|
${COMMON_SRC_DIR}/shared/shared.c
|
|
${COMMON_SRC_DIR}/md4.c
|
|
)
|
|
|
|
set(GL3-Header
|
|
${GL_SRC_DIR}/ref_shared.h
|
|
${GL_SRC_DIR}/constants/anorms.h
|
|
${GL_SRC_DIR}/constants/anormtab.h
|
|
${GL_SRC_DIR}/constants/warpsin.h
|
|
${GL_SRC_DIR}/files/stb_image.h
|
|
${GL_SRC_DIR}/gl3/glad/include/glad/glad.h
|
|
${GL_SRC_DIR}/gl3/glad/include/KHR/khrplatform.h
|
|
${GL_SRC_DIR}/gl3/header/DG_dynarr.h
|
|
${GL_SRC_DIR}/gl3/header/HandmadeMath.h
|
|
${GL_SRC_DIR}/gl3/header/local.h
|
|
${GL_SRC_DIR}/gl3/header/model.h
|
|
${COMMON_SRC_DIR}/header/shared.h
|
|
)
|
|
|
|
# Main Quake 2 executable
|
|
add_executable(quake2 ${Client-Source} ${Client-Header} ${Platform-Specific-Source}
|
|
${Backends-Generic-Source} ${Backends-Generic-Header})
|
|
set_target_properties(quake2 PROPERTIES
|
|
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
|
|
)
|
|
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
|
|
target_link_libraries(quake2 ${yquake2LinkerFlags} ${yquake2ClientLinkerFlags}
|
|
${yquake2SDLLinkerFlags} ${yquake2ZLibLinkerFlags} ws2_32 winmm)
|
|
else()
|
|
target_link_libraries(quake2 ${yquake2LinkerFlags} ${yquake2ClientLinkerFlags}
|
|
${yquake2SDLLinkerFlags} ${yquake2ZLibLinkerFlags})
|
|
endif()
|
|
|
|
# Quake 2 Dedicated Server
|
|
add_executable(q2ded ${Server-Source} ${Server-Header} ${Platform-Specific-Source})
|
|
set_target_properties(q2ded PROPERTIES
|
|
COMPILE_DEFINITIONS "DEDICATED_ONLY"
|
|
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
|
|
)
|
|
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
|
|
target_link_libraries(q2ded ${yquake2LinkerFlags} ${yquake2ZLibLinkerFlags} ws2_32 winmm)
|
|
else()
|
|
target_link_libraries(q2ded ${yquake2LinkerFlags} ${yquake2ZLibLinkerFlags})
|
|
endif()
|
|
|
|
# Build the game dynamic library
|
|
add_library(game MODULE ${Game-Source} ${Game-Header})
|
|
set_target_properties(game PROPERTIES
|
|
PREFIX ""
|
|
LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release/baseq2
|
|
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release/baseq2
|
|
)
|
|
target_link_libraries(game ${yquake2LinkerFlags})
|
|
|
|
# Build the GL1 dynamic library
|
|
add_library(ref_gl1 MODULE ${GL1-Source} ${GL1-Header} ${GL-Platform-Specific-Source})
|
|
set_target_properties(ref_gl1 PROPERTIES
|
|
PREFIX ""
|
|
LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
|
|
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
|
|
)
|
|
target_link_libraries(ref_gl1 ${yquake2LinkerFlags} ${yquake2OpenGLLinkerFlags} ${yquake2SDLLinkerFlags})
|
|
|
|
# Build the GL3 dynamic library
|
|
add_library(ref_gl3 MODULE ${GL3-Source} ${GL3-Header} ${GL-Platform-Specific-Source})
|
|
set_target_properties(ref_gl3 PROPERTIES
|
|
PREFIX ""
|
|
LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
|
|
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
|
|
)
|
|
target_link_libraries(ref_gl3 ${yquake2LinkerFlags} ${yquake2SDLLinkerFlags})
|