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https://github.com/ZDoom/gzdoom.git
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3237c6b4e8
contain enough music to fill the initial output buffers. - Removed the read barrier around ADehackedPickup::RealPickup. If the real pickup is picked up, it may very well destroy itself before the dehacked wrapper's stubs that use it are called. - Reverted revision 840. For a file we don't want end users to be touching, making DEHSUPP plain text sends out mixed messages: "Don't mess with this. Oh, by the way, it's plain text now to make it easier for you to edit." Is there some reason other than a desire to do away with binary lumps to make the distributed lump text? - Added a new speakermode for Stereo + HRTF: "Headphones". This is the only way to get the HRTF low pass filter effect now. - Fixed: No more than one sector could make noise at once. - Trying out sound without varying priorities again. - Fixed: Need to use setSpeakerMix to let 2D sounds (aka streamed music) use their full volume range. SVN r842 (trunk)
31 lines
1,010 B
Makefile
31 lines
1,010 B
Makefile
# NMAKE doesn't know how to handle executables that use forward slashes in
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# their paths, but it can handle forward slashes in dependencies. Heh.
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# The wadsrc project file redefines MAKEWAD using backslashes instead. It
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# also defines NOLOGO, so you don't need to see NMAKE's banner.
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#
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# Summary: If you use Visual C++, the provided project file is set up to
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# build the wad correctly with nmake. If you use GCC, then "make" is
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# sufficient to build the wad.
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RM=rm -f
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SLASH=/
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MAKEWAD=..$(SLASH)tools$(SLASH)makewad$(SLASH)makewad
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DEHSUPP=..$(SLASH)tools$(SLASH)dehsupp$(SLASH)dehsupp
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makethewad: wadmake Makefile2
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$(MAKE) $(NOLOGO) DEHSUPP=$(DEHSUPP) -f Makefile2
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wadmake: zdoom.lst
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$(MAKEWAD) -make wadmake zdoom.lst
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clean:
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$(RM) wadmake zdoom.pk3 dehsupp.lmp
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# This target is for Visual C++'s Rebuild All command
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nrebuild: clean
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$(MAKE) NOLOGO=$(NOLOGO) SLASH=$(SLASH)
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copy zdoom.pk3 ..\..
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# Copy the wad to my testing area
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andcopy: makethewad
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copy zdoom.pk3 ..\..
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