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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-23 13:14:51 +00:00
Fix Goldsource build (#176)
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parent
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commit
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38
.github/workflows/.github.yml
vendored
38
.github/workflows/.github.yml
vendored
@ -7,21 +7,39 @@ jobs:
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runs-on: ${{ matrix.os }}
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strategy:
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matrix:
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os: [ubuntu-latest]
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compiler: [gcc, clang]
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include:
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- compiler: gcc
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cpp-compiler: g++
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- compiler: clang
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cpp-compiler: clang++
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- os: ubuntu-latest
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cc: gcc
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cxx: g++
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- os: ubuntu-latest
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cc: clang
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cxx: clang++
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env:
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CC: ${{ matrix.compiler }}
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CXX: ${{ matrix.cpp-compiler }}
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CC: ${{ matrix.cc }}
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CXX: ${{ matrix.cxx }}
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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- name: Get SDL2 headers
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uses: actions/checkout@v2
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with:
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repository: libsdl-org/SDL
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ref: release-2.0.9
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path: SDL2
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- name: Link SDL2 headers into system path
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run: |
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sudo ln -s "$GITHUB_WORKSPACE/SDL2/include" /usr/local/include/SDL2
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- name: Install dependencies
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run: sudo apt-get -y install gcc-multilib g++-multilib libgl1-mesa-dev
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- name: Build client and server on ${{ matrix.os }} with ${{ matrix.compiler }}
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if: startsWith(matrix.os, 'ubuntu')
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run: |
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sudo apt-get -y install gcc-multilib g++-multilib
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- name: Build with xash3d-fwgs input
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run: |
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cmake -B build -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" && cmake --build build --target all
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- name: Build with goldsource input
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run: |
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cmake -B build-gs -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DGOLDSOURCE_SUPPORT=ON && cmake --build build-gs --target all
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@ -183,7 +183,7 @@ int *HUD_GetRect( void )
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return extent;
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}
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#if USE_VGUI_FOR_GOLDSOURCE_SUPPORT
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#ifdef USE_VGUI_FOR_GOLDSOURCE_SUPPORT
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class TeamFortressViewport : public vgui::Panel
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{
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public:
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@ -238,7 +238,7 @@ so the HUD can reinitialize itself.
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int DLLEXPORT HUD_VidInit( void )
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{
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gHUD.VidInit();
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#if USE_VGUI_FOR_GOLDSOURCE_SUPPORT
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#ifdef USE_VGUI_FOR_GOLDSOURCE_SUPPORT
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vgui::Panel* root=(vgui::Panel*)gEngfuncs.VGui_GetPanel();
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if (root) {
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gEngfuncs.Con_Printf( "Root VGUI panel exists\n" );
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@ -337,7 +337,7 @@ Called by engine every frame that client .dll is loaded
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void DLLEXPORT HUD_Frame( double time )
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{
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#if USE_VGUI_FOR_GOLDSOURCE_SUPPORT
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#ifdef USE_VGUI_FOR_GOLDSOURCE_SUPPORT
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if (!gViewPort)
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gEngfuncs.VGui_ViewportPaintBackground(HUD_GetRect());
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#else
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@ -10,7 +10,7 @@
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#include "input_mouse.h"
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#if SUPPORT_GOLDSOURCE_INPUT
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#ifdef SUPPORT_GOLDSOURCE_INPUT
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#include "hud.h"
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#include "cl_util.h"
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@ -27,7 +27,7 @@
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#define USE_SDL2
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#endif
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#if USE_SDL2
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#ifdef USE_SDL2
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#define ARRAYSIZE(p) ( sizeof(p) /sizeof(p[0]) )
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#include <dlfcn.h>
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#include <SDL2/SDL_mouse.h>
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@ -242,7 +242,7 @@ DWORD joy_oldbuttonstate, joy_oldpovstate;
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int joy_id;
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DWORD joy_numbuttons;
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#if USE_SDL2
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#ifdef USE_SDL2
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SDL_GameController *s_pJoystick = NULL;
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#elif defined(_WIN32)
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DWORD joy_flags;
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@ -566,7 +566,7 @@ void GoldSourceInput::IN_Shutdown (void)
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}
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#endif
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#if USE_SDL2
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#ifdef USE_SDL2
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for (int j=0; j<ARRAYSIZE(sdlFunctions); ++j) {
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*(sdlFunctions[j].ppfnFunc) = NULL;
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}
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@ -735,7 +735,7 @@ void GoldSourceInput::IN_GetMouseDelta( int *pOutX, int *pOutY)
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else
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#endif
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{
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#if USE_SDL2
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#ifdef USE_SDL2
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safe_pfnSDL_GetRelativeMouseState( &deltaX, &deltaY );
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current_pos.x = deltaX;
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current_pos.y = deltaY;
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@ -942,7 +942,7 @@ void GoldSourceInput::IN_Accumulate (void)
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else
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#endif
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{
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#if USE_SDL2
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#ifdef USE_SDL2
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int deltaX, deltaY;
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safe_pfnSDL_GetRelativeMouseState( &deltaX, &deltaY );
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mx_accum += deltaX;
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@ -997,7 +997,7 @@ void IN_StartupJoystick (void)
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// assume no joystick
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joy_avail = 0;
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#if USE_SDL2
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#ifdef USE_SDL2
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int nJoysticks = safe_pfnSDL_NumJoysticks();
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if ( nJoysticks > 0 )
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{
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@ -1084,7 +1084,7 @@ void IN_StartupJoystick (void)
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#endif
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}
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#if USE_SDL2
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#ifdef USE_SDL2
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int RawValuePointer (int axis)
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{
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switch (axis)
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@ -1216,7 +1216,7 @@ void GoldSourceInput::IN_Commands (void)
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// loop through the joystick buttons
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// key a joystick event or auxillary event for higher number buttons for each state change
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#if USE_SDL2
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#ifdef USE_SDL2
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buttonstate = 0;
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for ( i = 0; i < SDL_CONTROLLER_BUTTON_MAX; i++ )
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{
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@ -1294,7 +1294,7 @@ IN_ReadJoystick
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*/
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int IN_ReadJoystick (void)
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{
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#if USE_SDL2
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#ifdef USE_SDL2
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safe_pfnSDL_JoystickUpdate();
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return 1;
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#elif defined(_WIN32)
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@ -1374,7 +1374,7 @@ void IN_JoyMove ( float frametime, usercmd_t *cmd )
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for (i = 0; i < JOY_MAX_AXES; i++)
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{
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// get the floating point zero-centered, potentially-inverted data for the current axis
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#if USE_SDL2
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#ifdef USE_SDL2
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fAxisValue = (float)pdwRawValue[i];
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#elif defined(_WIN32)
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fAxisValue = (float) *pdwRawValue[i];
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@ -1600,7 +1600,7 @@ void GoldSourceInput::IN_Init (void)
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}
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#endif
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#if USE_SDL2
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#ifdef USE_SDL2
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#if __APPLE__
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#define SDL2_FULL_LIBNAME "libsdl2-2.0.0.dylib"
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#else
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@ -10,7 +10,7 @@ cvar_t *in_joystick;
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FWGSInput fwgsInput;
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#if SUPPORT_GOLDSOURCE_INPUT
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#ifdef SUPPORT_GOLDSOURCE_INPUT
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GoldSourceInput goldSourceInput;
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AbstractInput* currentInput = &goldSourceInput;
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#else
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@ -68,7 +68,7 @@ void IN_Shutdown( void )
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void IN_Init( void )
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{
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#if SUPPORT_GOLDSOURCE_INPUT
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#ifdef SUPPORT_GOLDSOURCE_INPUT
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if (IsXashFWGS()) {
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gEngfuncs.Con_Printf( "FWGS Xash3D input is in use\n" );
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currentInput = &fwgsInput;
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