Browse Source

Merge branch 'poke646' into poke646_vendetta

poke646_vendetta
Andrey Akhmichin 4 years ago
parent
commit
6daa9335cd
  1. 1
      cl_dll/ev_hldm.cpp
  2. 2
      cl_dll/hl/hl_weapons.cpp
  3. 6
      cl_dll/input.cpp
  4. 4
      cl_dll/scoreboard.cpp
  5. 5
      cmake/LibraryNaming.cmake
  6. 2
      dlls/buttons.cpp
  7. 3
      dlls/crowbar.cpp
  8. 2
      dlls/game.cpp
  9. 36
      dlls/gauss.cpp
  10. 1
      dlls/houndeye.cpp
  11. 6
      dlls/multiplay_gamerules.cpp
  12. 3
      dlls/player.cpp
  13. 3
      dlls/scientist.cpp
  14. 4
      dlls/shotgun.cpp
  15. 7
      dlls/squadmonster.cpp
  16. 4
      dlls/triggers.cpp
  17. 32
      dlls/weapons.cpp
  18. 3
      dlls/weapons.h
  19. 4
      public/build.h
  20. 3
      scripts/waifulib/library_naming.py

1
cl_dll/ev_hldm.cpp

@ -776,7 +776,6 @@ int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 )
return 0; return 0;
} }
//====================== //======================
// PAR21 START // PAR21 START
//====================== //======================

2
cl_dll/hl/hl_weapons.cpp

@ -357,7 +357,7 @@ void CBasePlayerWeapon::ItemPostFrame( void )
m_fFireOnEmpty = FALSE; m_fFireOnEmpty = FALSE;
// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if( m_iClip == 0 && !( iFlags() & ITEM_FLAG_NOAUTORELOAD ) && m_flNextPrimaryAttack < 0.0f ) if( m_iClip == 0 && !( iFlags() & ITEM_FLAG_NOAUTORELOAD ) && m_flNextPrimaryAttack <= 0.0f )
{ {
Reload(); Reload();
return; return;

6
cl_dll/input.cpp

@ -645,11 +645,13 @@ void IN_Impulse( void )
void IN_ScoreDown( void ) void IN_ScoreDown( void )
{ {
KeyDown( &in_score ); KeyDown( &in_score );
gHUD.m_Scoreboard.UserCmd_ShowScores();
} }
void IN_ScoreUp( void ) void IN_ScoreUp( void )
{ {
KeyUp( &in_score ); KeyUp( &in_score );
gHUD.m_Scoreboard.UserCmd_HideScores();
} }
void IN_MLookUp( void ) void IN_MLookUp( void )
@ -1082,6 +1084,10 @@ void InitInput( void )
gEngfuncs.pfnAddCommand( "-reload", IN_ReloadUp ); gEngfuncs.pfnAddCommand( "-reload", IN_ReloadUp );
gEngfuncs.pfnAddCommand( "+alt1", IN_Alt1Down ); gEngfuncs.pfnAddCommand( "+alt1", IN_Alt1Down );
gEngfuncs.pfnAddCommand( "-alt1", IN_Alt1Up ); gEngfuncs.pfnAddCommand( "-alt1", IN_Alt1Up );
gEngfuncs.pfnAddCommand( "+score", IN_ScoreDown );
gEngfuncs.pfnAddCommand( "-score", IN_ScoreUp );
gEngfuncs.pfnAddCommand( "+showscores", IN_ScoreDown );
gEngfuncs.pfnAddCommand( "-showscores", IN_ScoreUp );
gEngfuncs.pfnAddCommand( "+graph", IN_GraphDown ); gEngfuncs.pfnAddCommand( "+graph", IN_GraphDown );
gEngfuncs.pfnAddCommand( "-graph", IN_GraphUp ); gEngfuncs.pfnAddCommand( "-graph", IN_GraphUp );
gEngfuncs.pfnAddCommand( "+break", IN_BreakDown ); gEngfuncs.pfnAddCommand( "+break", IN_BreakDown );

4
cl_dll/scoreboard.cpp

@ -51,8 +51,8 @@ int CHudScoreboard::Init( void )
gHUD.AddHudElem( this ); gHUD.AddHudElem( this );
// Hook messages & commands here // Hook messages & commands here
HOOK_COMMAND( "+showscores", ShowScores ); // HOOK_COMMAND( "+showscores", ShowScores );
HOOK_COMMAND( "-showscores", HideScores ); // HOOK_COMMAND( "-showscores", HideScores );
HOOK_MESSAGE( ScoreInfo ); HOOK_MESSAGE( ScoreInfo );
HOOK_MESSAGE( TeamScore ); HOOK_MESSAGE( TeamScore );

5
cmake/LibraryNaming.cmake

@ -29,6 +29,7 @@ check_symbol_exists(XASH_MOBILE_PLATFORM "build.h" XASH_MOBILE_PLATFORM)
check_symbol_exists(XASH_MSVC "build.h" XASH_MSVC) check_symbol_exists(XASH_MSVC "build.h" XASH_MSVC)
check_symbol_exists(XASH_NETBSD "build.h" XASH_NETBSD) check_symbol_exists(XASH_NETBSD "build.h" XASH_NETBSD)
check_symbol_exists(XASH_OPENBSD "build.h" XASH_OPENBSD) check_symbol_exists(XASH_OPENBSD "build.h" XASH_OPENBSD)
check_symbol_exists(XASH_HAIKU "build.h" XASH_HAIKU)
check_symbol_exists(XASH_WIN32 "build.h" XASH_WIN32) check_symbol_exists(XASH_WIN32 "build.h" XASH_WIN32)
check_symbol_exists(XASH_WIN64 "build.h" XASH_WIN64) check_symbol_exists(XASH_WIN64 "build.h" XASH_WIN64)
check_symbol_exists(XASH_X86 "build.h" XASH_X86) check_symbol_exists(XASH_X86 "build.h" XASH_X86)
@ -45,6 +46,8 @@ elseif(XASH_NETBSD)
set(BUILDOS "netbsd") set(BUILDOS "netbsd")
elseif(XASH_OPENBSD) elseif(XASH_OPENBSD)
set(BUILDOS "openbsd") set(BUILDOS "openbsd")
elseif(XASH_HAIKU)
set(BUILDOS "haiku")
elseif(XASH_EMSCRIPTEN) elseif(XASH_EMSCRIPTEN)
set(BUILDOS "emscripten") set(BUILDOS "emscripten")
else() else()
@ -92,7 +95,7 @@ endif()
if(BUILDOS STREQUAL "android") if(BUILDOS STREQUAL "android")
set(POSTFIX "") # force disable for Android, as Android ports aren't distributed in normal way and doesn't follow library naming set(POSTFIX "") # force disable for Android, as Android ports aren't distributed in normal way and doesn't follow library naming
elif(BUILDOS AND BUILDARCH) elseif(BUILDOS AND BUILDARCH)
set(POSTFIX "_${BUILDOS}_${BUILDARCH}") set(POSTFIX "_${BUILDOS}_${BUILDARCH}")
elseif(BUILDARCH) elseif(BUILDARCH)
set(POSTFIX "_${BUILDARCH}") set(POSTFIX "_${BUILDARCH}")

2
dlls/buttons.cpp

@ -637,7 +637,7 @@ void DoSpark( entvars_t *pev, const Vector &location )
void CBaseButton::ButtonSpark( void ) void CBaseButton::ButtonSpark( void )
{ {
SetThink( &CBaseButton::ButtonSpark ); SetThink( &CBaseButton::ButtonSpark );
pev->nextthink = gpGlobals->time + 0.1f + RANDOM_FLOAT( 0.0f, 1.5f );// spark again at random interval pev->nextthink = pev->ltime + 0.1f + RANDOM_FLOAT( 0.0f, 1.5f );// spark again at random interval
DoSpark( pev, pev->mins ); DoSpark( pev, pev->mins );
} }

3
dlls/crowbar.cpp

@ -322,7 +322,8 @@ void CCrowbar::Swing()
m_pPlayer->m_iWeaponVolume = (int)( flVol * CROWBAR_WALLHIT_VOLUME ); m_pPlayer->m_iWeaponVolume = (int)( flVol * CROWBAR_WALLHIT_VOLUME );
SetThink( &CCrowbar::Smack ); SetThink( &CCrowbar::Smack );
pev->nextthink = gpGlobals->time + 0.1f;
pev->nextthink = gpGlobals->time + 0.2f;
#endif #endif
} }
#ifdef CROWBAR_IDLE_ANIM #ifdef CROWBAR_IDLE_ANIM

2
dlls/game.cpp

@ -35,7 +35,7 @@ cvar_t weaponstay = { "mp_weaponstay","0", FCVAR_SERVER };
cvar_t selfgauss = { "selfgauss", "1", FCVAR_SERVER }; cvar_t selfgauss = { "selfgauss", "1", FCVAR_SERVER };
cvar_t chargerfix = { "chargerfix", "0", FCVAR_SERVER }; cvar_t chargerfix = { "chargerfix", "0", FCVAR_SERVER };
cvar_t satchelfix = { "satchelfix", "0", FCVAR_SERVER }; cvar_t satchelfix = { "satchelfix", "0", FCVAR_SERVER };
cvar_t monsteryawspeedfix = { "monsteryawspeedfix", "0", FCVAR_SERVER }; cvar_t monsteryawspeedfix = { "monsteryawspeedfix", "1", FCVAR_SERVER };
cvar_t forcerespawn = { "mp_forcerespawn","1", FCVAR_SERVER }; cvar_t forcerespawn = { "mp_forcerespawn","1", FCVAR_SERVER };
cvar_t flashlight = { "mp_flashlight","0", FCVAR_SERVER }; cvar_t flashlight = { "mp_flashlight","0", FCVAR_SERVER };
cvar_t aimcrosshair = { "mp_autocrosshair","1", FCVAR_SERVER }; cvar_t aimcrosshair = { "mp_autocrosshair","1", FCVAR_SERVER };

36
dlls/gauss.cpp

@ -123,12 +123,6 @@ int CXS::GetItemInfo( ItemInfo *p )
return 1; return 1;
} }
BOOL CXS::IsUseable()
{
// Currently charging, allow the player to fire it first. - Solokiller
return CBasePlayerWeapon::IsUseable() || m_fInAttack != 0;
}
BOOL CXS::Deploy() BOOL CXS::Deploy()
{ {
return DefaultDeploy( "models/v_xs.mdl", "models/p_gauss.mdl", XS_DRAW, "gauss" ); return DefaultDeploy( "models/v_xs.mdl", "models/p_gauss.mdl", XS_DRAW, "gauss" );
@ -228,22 +222,6 @@ void CXS::SecondaryAttack()
} }
else else
{ {
// Moved to before the ammo burn.
// Because we drained 1 when m_InAttack == 0, then 1 again now before checking if we're out of ammo,
// this resuled in the player having -1 ammo, which in turn caused CanDeploy to think it could be deployed.
// This will need to be fixed further down the line by preventing negative ammo unless explicitly required (infinite ammo?),
// But this check will prevent the problem for now. - Solokiller
// TODO: investigate further.
if( m_iClip <= 0 )
{
// out of ammo! force the gun to fire
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
return;
}
// during the charging process, eat one bit of ammo every once in a while // during the charging process, eat one bit of ammo every once in a while
if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 ) if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 )
{ {
@ -263,6 +241,16 @@ void CXS::SecondaryAttack()
} }
} }
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
{
// out of ammo! force the gun to fire
StartFire();
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
return;
}
if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge ) if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge )
{ {
// don't eat any more ammo after gun is fully charged. // don't eat any more ammo after gun is fully charged.
@ -440,10 +428,6 @@ void CXS::WeaponIdle( void )
StartFire(); StartFire();
m_fInAttack = 0; m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.2f;
// Need to set m_flNextPrimaryAttack so the weapon gets a chance to complete its secondary fire animation. - Solokiller
if( m_iClip <= 0 )
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5f;
} }
else else
{ {

1
dlls/houndeye.cpp

@ -514,6 +514,7 @@ void CHoundeye::WriteBeamColor( void )
bBlue = 255; bBlue = 255;
break; break;
case 4: case 4:
case 5:
bRed = 62; bRed = 62;
bGreen = 33; bGreen = 33;
bBlue = 211; bBlue = 211;

6
dlls/multiplay_gamerules.cpp

@ -710,12 +710,12 @@ void CHalfLifeMultiplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller,
const char *tau = "tau_cannon"; const char *tau = "tau_cannon";
const char *gluon = "gluon gun"; const char *gluon = "gluon gun";
if( pevInflictor )
{
if( pKiller->flags & FL_CLIENT ) if( pKiller->flags & FL_CLIENT )
{ {
killer_index = ENTINDEX( ENT( pKiller ) ); killer_index = ENTINDEX( ENT( pKiller ) );
if( pevInflictor )
{
if( pevInflictor == pKiller ) if( pevInflictor == pKiller )
{ {
// If the inflictor is the killer, then it must be their current weapon doing the damage // If the inflictor is the killer, then it must be their current weapon doing the damage
@ -731,11 +731,11 @@ void CHalfLifeMultiplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller,
killer_weapon_name = STRING( pevInflictor->classname ); // it's just that easy killer_weapon_name = STRING( pevInflictor->classname ); // it's just that easy
} }
} }
}
else else
{ {
killer_weapon_name = STRING( pevInflictor->classname ); killer_weapon_name = STRING( pevInflictor->classname );
} }
}
// strip the monster_* or weapon_* from the inflictor's classname // strip the monster_* or weapon_* from the inflictor's classname
if( strncmp( killer_weapon_name, "weapon_", 7 ) == 0 ) if( strncmp( killer_weapon_name, "weapon_", 7 ) == 0 )

3
dlls/player.cpp

@ -1181,6 +1181,8 @@ void CBasePlayer::WaterMove()
} }
// make bubbles // make bubbles
if( pev->waterlevel == 3 )
{
air = (int)( pev->air_finished - gpGlobals->time ); air = (int)( pev->air_finished - gpGlobals->time );
if( !RANDOM_LONG( 0, 0x1f ) && RANDOM_LONG( 0, AIRTIME - 1 ) >= air ) if( !RANDOM_LONG( 0, 0x1f ) && RANDOM_LONG( 0, AIRTIME - 1 ) >= air )
{ {
@ -1200,6 +1202,7 @@ void CBasePlayer::WaterMove()
break; break;
} }
} }
}
if( pev->watertype == CONTENT_LAVA ) // do damage if( pev->watertype == CONTENT_LAVA ) // do damage
{ {

3
dlls/scientist.cpp

@ -761,6 +761,9 @@ int CScientist::ISoundMask( void )
{ {
return bits_SOUND_WORLD | return bits_SOUND_WORLD |
bits_SOUND_COMBAT | bits_SOUND_COMBAT |
bits_SOUND_CARCASS |
bits_SOUND_MEAT |
bits_SOUND_GARBAGE |
bits_SOUND_DANGER | bits_SOUND_DANGER |
bits_SOUND_PLAYER; bits_SOUND_PLAYER;
} }

4
dlls/shotgun.cpp

@ -222,7 +222,7 @@ void CShotgun::Reload( void )
} }
} }
void CShotgun::WeaponTick() void CShotgun::ItemPostFrame( void )
{ {
if( m_flPumpTime && m_flPumpTime < gpGlobals->time ) if( m_flPumpTime && m_flPumpTime < gpGlobals->time )
{ {
@ -230,6 +230,8 @@ void CShotgun::WeaponTick()
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) ); EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) );
m_flPumpTime = 0; m_flPumpTime = 0;
} }
CBasePlayerWeapon::ItemPostFrame();
} }
void CShotgun::WeaponIdle( void ) void CShotgun::WeaponIdle( void )

7
dlls/squadmonster.cpp

@ -167,7 +167,7 @@ void CSquadMonster::SquadRemove( CSquadMonster *pRemove )
{ {
for( int i = 0; i < MAX_SQUAD_MEMBERS - 1; i++ ) for( int i = 0; i < MAX_SQUAD_MEMBERS - 1; i++ )
{ {
if( pSquadLeader->m_hSquadMember[i] == this ) if( pSquadLeader->m_hSquadMember[i] == pRemove )
{ {
pSquadLeader->m_hSquadMember[i] = NULL; pSquadLeader->m_hSquadMember[i] = NULL;
break; break;
@ -256,7 +256,10 @@ void CSquadMonster::SquadMakeEnemy( CBaseEntity *pEnemy )
if( pMember ) if( pMember )
{ {
// reset members who aren't activly engaged in fighting // reset members who aren't activly engaged in fighting
if( pMember->m_hEnemy != pEnemy && !pMember->HasConditions( bits_COND_SEE_ENEMY ) ) if( pMember->m_hEnemy != pEnemy && !pMember->HasConditions( bits_COND_SEE_ENEMY )
&& ( pMember->m_pSchedule && (pMember->m_pSchedule->iInterruptMask & bits_COND_NEW_ENEMY) )
// My enemy might be not an enemy for member of my squad, e.g. if I was provoked by player.
&& pMember->IRelationship(pEnemy) >= R_DL )
{ {
if( pMember->m_hEnemy != 0 ) if( pMember->m_hEnemy != 0 )
{ {

4
dlls/triggers.cpp

@ -2353,8 +2353,8 @@ void CTriggerCamera::FollowTarget()
if( dy > 180 ) if( dy > 180 )
dy = dy - 360; dy = dy - 360;
pev->avelocity.x = dx * 40 * gpGlobals->frametime; pev->avelocity.x = dx * 40 * 0.01f;
pev->avelocity.y = dy * 40 * gpGlobals->frametime; pev->avelocity.y = dy * 40 * 0.01f;
if( !( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TAKECONTROL ) ) ) if( !( FBitSet( pev->spawnflags, SF_CAMERA_PLAYER_TAKECONTROL ) ) )
{ {

32
dlls/weapons.cpp

@ -572,8 +572,6 @@ BOOL CanAttack( float attack_time, float curtime, BOOL isPredicted )
void CBasePlayerWeapon::ItemPostFrame( void ) void CBasePlayerWeapon::ItemPostFrame( void )
{ {
WeaponTick();
if( ( m_fInReload ) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) ) if( ( m_fInReload ) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
{ {
// complete the reload. // complete the reload.
@ -865,16 +863,38 @@ BOOL CBasePlayerWeapon::AddSecondaryAmmo( int iCount, char *szName, int iMax )
//========================================================= //=========================================================
BOOL CBasePlayerWeapon::IsUseable( void ) BOOL CBasePlayerWeapon::IsUseable( void )
{ {
if( m_iClip <= 0 ) if( m_iClip > 0 )
{ {
if( m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] <= 0 && iMaxAmmo1() != -1 ) return TRUE;
}
// Player has unlimited ammo for this weapon or does not use magazines
if( iMaxAmmo1() == WEAPON_NOCLIP )
{ {
// clip is empty (or nonexistant) and the player has no more ammo of this type. return TRUE;
return FALSE;
} }
if( m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] > 0 )
{
return TRUE;
} }
if( pszAmmo2() )
{
// Player has unlimited ammo for this weapon or does not use magazines
if( iMaxAmmo2() == WEAPON_NOCLIP )
{
return TRUE;
}
if( m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] > 0 )
{
return TRUE; return TRUE;
}
}
// clip is empty (or nonexistant) and the player has no more ammo of this type.
return FALSE;
} }
BOOL CBasePlayerWeapon::CanDeploy( void ) BOOL CBasePlayerWeapon::CanDeploy( void )

3
dlls/weapons.h

@ -284,7 +284,6 @@ public:
virtual void PrimaryAttack( void ) { return; } // do "+ATTACK" virtual void PrimaryAttack( void ) { return; } // do "+ATTACK"
virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2" virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2"
virtual void Reload( void ) { return; } // do "+RELOAD" virtual void Reload( void ) { return; } // do "+RELOAD"
virtual void WeaponTick() {} // Always called at beginning of ItemPostFrame. - Solokiller
virtual void WeaponIdle( void ) { return; } // called when no buttons pressed virtual void WeaponIdle( void ) { return; } // called when no buttons pressed
virtual int UpdateClientData( CBasePlayer *pPlayer ); // sends hud info to client dll, if things have changed virtual int UpdateClientData( CBasePlayer *pPlayer ); // sends hud info to client dll, if things have changed
virtual void RetireWeapon( void ); virtual void RetireWeapon( void );
@ -569,8 +568,8 @@ public:
void SecondaryAttack( void ); void SecondaryAttack( void );
BOOL Deploy( ); BOOL Deploy( );
void Reload( void ); void Reload( void );
void WeaponTick();
void WeaponIdle( void ); void WeaponIdle( void );
void ItemPostFrame( void );
int m_fInReload; int m_fInReload;
float m_flNextReload; float m_flNextReload;
int m_iShell; int m_iShell;

4
public/build.h

@ -67,6 +67,7 @@ For more information, please refer to <http://unlicense.org/>
#undef XASH_MSVC #undef XASH_MSVC
#undef XASH_NETBSD #undef XASH_NETBSD
#undef XASH_OPENBSD #undef XASH_OPENBSD
#undef XASH_HAIKU
#undef XASH_WIN32 #undef XASH_WIN32
#undef XASH_WIN64 #undef XASH_WIN64
#undef XASH_X86 #undef XASH_X86
@ -115,6 +116,9 @@ For more information, please refer to <http://unlicense.org/>
#elif defined __WATCOMC__ && defined __DOS__ #elif defined __WATCOMC__ && defined __DOS__
#define XASH_DOS4GW 1 #define XASH_DOS4GW 1
#define XASH_LITTLE_ENDIAN #define XASH_LITTLE_ENDIAN
#elif defined __HAIKU__
#define XASH_HAIKU 1
#define XASH_POSIX 1
#else #else
#error "Place your operating system name here! If this is a mistake, try to fix conditions above and report a bug" #error "Place your operating system name here! If this is a mistake, try to fix conditions above and report a bug"
#endif #endif

3
scripts/waifulib/library_naming.py

@ -47,6 +47,7 @@ DEFINES = [
'XASH_MSVC', 'XASH_MSVC',
'XASH_NETBSD', 'XASH_NETBSD',
'XASH_OPENBSD', 'XASH_OPENBSD',
'XASH_HAIKU',
'XASH_WIN32', 'XASH_WIN32',
'XASH_WIN64', 'XASH_WIN64',
'XASH_X86', 'XASH_X86',
@ -79,6 +80,8 @@ def configure(conf):
buildos = "emscripten" buildos = "emscripten"
elif conf.env.XASH_DOS4GW: elif conf.env.XASH_DOS4GW:
buildos = "dos4gw" # unused, just in case buildos = "dos4gw" # unused, just in case
elif conf.env.XASH_HAIKU:
buildos = "haiku"
else: else:
conf.fatal("Place your operating system name in build.h and library_naming.py!\n" conf.fatal("Place your operating system name in build.h and library_naming.py!\n"
"If this is a mistake, try to fix conditions above and report a bug") "If this is a mistake, try to fix conditions above and report a bug")

Loading…
Cancel
Save