Browse Source

Merge branch 'master' into bot10

pull/1/head
Andrey Akhmichin 3 years ago
parent
commit
da00e0a776
  1. 7
      .github/workflows/.github.yml
  2. 636
      cl_dll/cl_dll.dsp
  3. 2
      dlls/compile.bat
  4. 4
      dlls/h_export.cpp
  5. 5
      dlls/hl.def
  6. 747
      dlls/hl.dsp
  7. 11
      dlls/wscript

7
.github/workflows/.github.yml

@ -43,3 +43,10 @@ jobs: @@ -43,3 +43,10 @@ jobs:
run: |
cmake -B build-gs -S . -DCMAKE_EXE_LINKER_FLAGS="-Wl,--no-undefined" -DGOLDSOURCE_SUPPORT=ON && cmake --build build-gs --target all
- name: Build with mingw
if: startsWith(matrix.os, 'ubuntu') && startsWith(matrix.cc, 'gcc')
run: |
sudo apt-get install -y mingw-w64-i686-dev binutils-mingw-w64-i686 gcc-mingw-w64-i686 g++-mingw-w64-i686
cmake -B build-mingw -S . -DCMAKE_SYSTEM_NAME=Windows -DCMAKE_C_COMPILER=i686-w64-mingw32-gcc -DCMAKE_CXX_COMPILER=i686-w64-mingw32-g++
cmake --build build-mingw --target all

636
cl_dll/cl_dll.dsp

@ -1,636 +0,0 @@ @@ -1,636 +0,0 @@
# Microsoft Developer Studio Project File - Name="cl_dll" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=cl_dll - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "cl_dll.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "cl_dll.mak" CFG="cl_dll - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "cl_dll - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "cl_dll - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "cl_dll - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir ".\Release"
# PROP BASE Intermediate_Dir ".\Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\temp\cl_dll\!release"
# PROP Intermediate_Dir "..\temp\cl_dll\!release"
# PROP Ignore_Export_Lib 1
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\utils\false_vgui\include" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\dlls" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "CLIENT_DLL" /D "CLIENT_WEAPONS" /YX /FD /c
# SUBTRACT CPP /Z<none>
# ADD BASE MTL /nologo /D "NDEBUG" /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib winmm.lib ../utils/vgui/lib/win32_vc6/vgui.lib wsock32.lib /nologo /subsystem:windows /dll /machine:I386 /out:"..\temp\cl_dll\!release/client.dll"
# SUBTRACT LINK32 /map
# Begin Custom Build
TargetDir=\Xash3D\src_main\temp\cl_dll\!release
InputPath=\Xash3D\src_main\temp\cl_dll\!release\client.dll
SOURCE="$(InputPath)"
"D:\Xash3D\valve\cl_dlls\client.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
copy $(TargetDir)\client.dll "D:\Xash3D\valve\cl_dlls\client.dll"
# End Custom Build
!ELSEIF "$(CFG)" == "cl_dll - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir ".\Debug"
# PROP BASE Intermediate_Dir ".\Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\temp\cl_dll\!debug"
# PROP Intermediate_Dir "..\temp\cl_dll\!debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /G5 /MTd /W3 /Gm /GR /GX /ZI /Od /I "..\dlls" /I "..\common" /I "..\pm_shared" /I "..\engine" /I "..\utils\false_vgui\include" /I "..\game_shared" /D "_DEBUG" /D "_MBCS" /D "WIN32" /D "_WINDOWS" /D "CLIENT_DLL" /D "CLIENT_WEAPONS" /FR /YX /FD /c
# ADD BASE MTL /nologo /D "_DEBUG" /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386
# ADD LINK32 oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib winmm.lib ../utils/vgui/lib/win32_vc6/vgui.lib wsock32.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"..\temp\cl_dll\!debug/client.dll"
# Begin Custom Build
TargetDir=\Xash3D\src_main\temp\cl_dll\!debug
InputPath=\Xash3D\src_main\temp\cl_dll\!debug\client.dll
SOURCE="$(InputPath)"
"D:\Xash3D\valve\cl_dlls\client.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
copy $(TargetDir)\client.dll "D:\Xash3D\valve\cl_dlls\client.dll"
# End Custom Build
!ENDIF
# Begin Target
# Name "cl_dll - Win32 Release"
# Name "cl_dll - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90"
# Begin Group "hl"
# PROP Default_Filter "*.CPP"
# Begin Source File
SOURCE=..\dlls\crossbow.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\crowbar.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\egon.cpp
# End Source File
# Begin Source File
SOURCE=.\ev_hldm.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\gauss.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\handgrenade.cpp
# End Source File
# Begin Source File
SOURCE=.\hl\hl_baseentity.cpp
# End Source File
# Begin Source File
SOURCE=.\hl\hl_events.cpp
# End Source File
# Begin Source File
SOURCE=.\hl\hl_objects.cpp
# End Source File
# Begin Source File
SOURCE=.\hl\hl_weapons.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\glock.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\hornetgun.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\mp5.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\python.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\rpg.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\satchel.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\shotgun.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\squeakgrenade.cpp
# End Source File
# Begin Source File
SOURCE=..\dlls\tripmine.cpp
# End Source File
# Begin Source File
SOURCE=..\game_shared\vgui_scrollbar2.cpp
# End Source File
# Begin Source File
SOURCE=..\game_shared\vgui_slider2.cpp
# End Source File
# Begin Source File
SOURCE=..\game_shared\voice_banmgr.cpp
# End Source File
# Begin Source File
SOURCE=..\game_shared\voice_status.cpp
# End Source File
# End Group
# Begin Source File
SOURCE=.\ammo.cpp
# End Source File
# Begin Source File
SOURCE=.\ammo_secondary.cpp
# End Source File
# Begin Source File
SOURCE=.\ammohistory.cpp
# End Source File
# Begin Source File
SOURCE=.\battery.cpp
# End Source File
# Begin Source File
SOURCE=.\cdll_int.cpp
# End Source File
# Begin Source File
SOURCE=.\com_weapons.cpp
# End Source File
# Begin Source File
SOURCE=.\death.cpp
# End Source File
# Begin Source File
SOURCE=.\demo.cpp
# End Source File
# Begin Source File
SOURCE=.\entity.cpp
# End Source File
# Begin Source File
SOURCE=.\ev_common.cpp
# End Source File
# Begin Source File
SOURCE=.\events.cpp
# End Source File
# Begin Source File
SOURCE=.\flashlight.cpp
# End Source File
# Begin Source File
SOURCE=.\GameStudioModelRenderer.cpp
# End Source File
# Begin Source File
SOURCE=.\geiger.cpp
# End Source File
# Begin Source File
SOURCE=.\health.cpp
# End Source File
# Begin Source File
SOURCE=.\hud.cpp
# End Source File
# Begin Source File
SOURCE=.\hud_msg.cpp
# End Source File
# Begin Source File
SOURCE=.\hud_redraw.cpp
# End Source File
# Begin Source File
SOURCE=.\hud_servers.cpp
# End Source File
# Begin Source File
SOURCE=.\hud_spectator.cpp
# End Source File
# Begin Source File
SOURCE=.\hud_update.cpp
# End Source File
# Begin Source File
SOURCE=.\in_camera.cpp
# End Source File
# Begin Source File
SOURCE=.\input.cpp
# End Source File
# Begin Source File
SOURCE=.\input_goldsource.cpp
# End Source File
# Begin Source File
SOURCE=.\input_mouse.cpp
# End Source File
# Begin Source File
SOURCE=.\input_xash3d.cpp
# End Source File
# Begin Source File
SOURCE=.\menu.cpp
# End Source File
# Begin Source File
SOURCE=.\message.cpp
# End Source File
# Begin Source File
SOURCE=.\overview.cpp
# PROP Exclude_From_Build 1
# End Source File
# Begin Source File
SOURCE=.\parsemsg.cpp
# End Source File
# Begin Source File
SOURCE=.\parsemsg.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_debug.c
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_math.c
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_shared.c
# End Source File
# Begin Source File
SOURCE=.\saytext.cpp
# End Source File
# Begin Source File
SOURCE=.\status_icons.cpp
# End Source File
# Begin Source File
SOURCE=.\statusbar.cpp
# End Source File
# Begin Source File
SOURCE=.\studio_util.cpp
# End Source File
# Begin Source File
SOURCE=.\StudioModelRenderer.cpp
# End Source File
# Begin Source File
SOURCE=.\text_message.cpp
# End Source File
# Begin Source File
SOURCE=.\train.cpp
# End Source File
# Begin Source File
SOURCE=.\tri.cpp
# End Source File
# Begin Source File
SOURCE=.\util.cpp
# End Source File
# Begin Source File
SOURCE=..\game_shared\vgui_checkbutton2.cpp
# End Source File
# Begin Source File
SOURCE=.\vgui_ClassMenu.cpp
# End Source File
# Begin Source File
SOURCE=.\vgui_ConsolePanel.cpp
# End Source File
# Begin Source File
SOURCE=.\vgui_ControlConfigPanel.cpp
# End Source File
# Begin Source File
SOURCE=.\vgui_CustomObjects.cpp
# End Source File
# Begin Source File
SOURCE=..\game_shared\vgui_grid.cpp
# End Source File
# Begin Source File
SOURCE=..\game_shared\vgui_helpers.cpp
# End Source File
# Begin Source File
SOURCE=.\vgui_int.cpp
# End Source File
# Begin Source File
SOURCE=..\game_shared\vgui_listbox.cpp
# End Source File
# Begin Source File
SOURCE=..\game_shared\vgui_loadtga.cpp
# End Source File
# Begin Source File
SOURCE=.\vgui_MOTDWindow.cpp
# End Source File
# Begin Source File
SOURCE=.\vgui_SchemeManager.cpp
# End Source File
# Begin Source File
SOURCE=.\vgui_ScorePanel.cpp
# End Source File
# Begin Source File
SOURCE=.\vgui_ServerBrowser.cpp
# End Source File
# Begin Source File
SOURCE=.\vgui_SpectatorPanel.cpp
# End Source File
# Begin Source File
SOURCE=.\vgui_TeamFortressViewport.cpp
# End Source File
# Begin Source File
SOURCE=.\vgui_teammenu.cpp
# End Source File
# Begin Source File
SOURCE=.\view.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd"
# Begin Source File
SOURCE=.\ammo.h
# End Source File
# Begin Source File
SOURCE=.\ammohistory.h
# End Source File
# Begin Source File
SOURCE=.\camera.h
# End Source File
# Begin Source File
SOURCE=.\cl_dll.h
# End Source File
# Begin Source File
SOURCE=.\com_weapons.h
# End Source File
# Begin Source File
SOURCE=.\demo.h
# End Source File
# Begin Source File
SOURCE=.\ev_hldm.h
# End Source File
# Begin Source File
SOURCE=.\eventscripts.h
# End Source File
# Begin Source File
SOURCE=.\GameStudioModelRenderer.h
# End Source File
# Begin Source File
SOURCE=.\health.h
# End Source File
# Begin Source File
SOURCE=.\hud.h
# End Source File
# Begin Source File
SOURCE=.\hud_iface.h
# End Source File
# Begin Source File
SOURCE=.\hud_servers.h
# End Source File
# Begin Source File
SOURCE=.\hud_servers_priv.h
# End Source File
# Begin Source File
SOURCE=.\hud_spectator.h
# End Source File
# Begin Source File
SOURCE=.\in_defs.h
# End Source File
# Begin Source File
SOURCE=.\input_mouse.h
# End Source File
# Begin Source File
SOURCE=..\common\itrackeruser.h
# End Source File
# Begin Source File
SOURCE=.\kbutton.h
# End Source File
# Begin Source File
SOURCE=.\overview.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_debug.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_defs.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_info.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_materials.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_movevars.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_shared.h
# End Source File
# Begin Source File
SOURCE=.\studio_util.h
# End Source File
# Begin Source File
SOURCE=.\StudioModelRenderer.h
# End Source File
# Begin Source File
SOURCE=.\util.h
# End Source File
# Begin Source File
SOURCE=.\util_vector.h
# End Source File
# Begin Source File
SOURCE=.\vgui_ConsolePanel.h
# End Source File
# Begin Source File
SOURCE=.\vgui_ControlConfigPanel.h
# End Source File
# Begin Source File
SOURCE=.\vgui_int.h
# End Source File
# Begin Source File
SOURCE=.\vgui_SchemeManager.h
# End Source File
# Begin Source File
SOURCE=.\vgui_ScorePanel.h
# End Source File
# Begin Source File
SOURCE=.\vgui_ServerBrowser.h
# End Source File
# Begin Source File
SOURCE=.\vgui_SpectatorPanel.h
# End Source File
# Begin Source File
SOURCE=.\vgui_TeamFortressViewport.h
# End Source File
# Begin Source File
SOURCE=.\view.h
# End Source File
# Begin Source File
SOURCE=..\game_shared\voice_banmgr.h
# End Source File
# Begin Source File
SOURCE=..\game_shared\voice_status.h
# End Source File
# Begin Source File
SOURCE=..\game_shared\voice_vgui_tweakdlg.h
# End Source File
# Begin Source File
SOURCE=.\wrect.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project

2
dlls/compile.bat

@ -113,7 +113,7 @@ set LIBS=user32.lib @@ -113,7 +113,7 @@ set LIBS=user32.lib
set OUTNAME=hl.dll
set DEBUG=/debug
cl %DEFINES% %LIBS% %SOURCES% %INCLUDES% -o %OUTNAME% /link /dll /out:%OUTNAME% %DEBUG% /def:".\hl.def"
cl %DEFINES% %LIBS% %SOURCES% %INCLUDES% -o %OUTNAME% /link /dll /out:%OUTNAME% %DEBUG%
echo -- Compile done. Cleaning...

4
dlls/h_export.cpp

@ -43,8 +43,8 @@ BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved ) @@ -43,8 +43,8 @@ BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved )
return TRUE;
}
// stdcall for win32
#define EXPORT2 WINAPI
// cdecl for win32
#define EXPORT2 WINAPIV
#else
#define EXPORT2
#endif

5
dlls/hl.def

@ -1,5 +0,0 @@ @@ -1,5 +0,0 @@
LIBRARY hl
EXPORTS
GiveFnptrsToDll @1
SECTIONS
.data READ WRITE

747
dlls/hl.dsp

@ -1,747 +0,0 @@ @@ -1,747 +0,0 @@
# Microsoft Developer Studio Project File - Name="hl" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=hl - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "hl.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "hl.mak" CFG="hl - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "hl - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "hl - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "hl - Win32 Profile" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "hl - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir ".\Release"
# PROP BASE Intermediate_Dir ".\Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\temp\dlls\!release"
# PROP Intermediate_Dir "..\temp\dlls\!release"
# PROP Ignore_Export_Lib 1
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /G5 /MT /W3 /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\game_shared" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /Fr /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /def:".\hl.def"
# SUBTRACT LINK32 /profile /map
# Begin Custom Build
TargetDir=\Xash3D\src_main\temp\dlls\!release
InputPath=\Xash3D\src_main\temp\dlls\!release\hl.dll
SOURCE="$(InputPath)"
"D:\Xash3D\valve\dlls\hl.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
copy $(TargetDir)\hl.dll "D:\Xash3D\valve\dlls\hl.dll"
# End Custom Build
!ELSEIF "$(CFG)" == "hl - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir ".\hl___Win"
# PROP BASE Intermediate_Dir ".\hl___Win"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\temp\dlls\!debug"
# PROP Intermediate_Dir "..\temp\dlls\!debug"
# PROP Ignore_Export_Lib 1
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /G5 /MTd /W3 /Gm /ZI /Od /I "..\dlls" /I "..\engine" /I "..\common" /I "..\game_shared" /I "..\pm_shared" /I "..\\" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /FR /YX /FD /c
# ADD BASE MTL /nologo /D "_DEBUG" /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /i "..\engine" /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386
# ADD LINK32 user32.lib advapi32.lib /nologo /subsystem:windows /dll /debug /machine:I386 /def:".\hl.def"
# SUBTRACT LINK32 /profile
# Begin Custom Build
TargetDir=\Xash3D\src_main\temp\dlls\!debug
InputPath=\Xash3D\src_main\temp\dlls\!debug\hl.dll
SOURCE="$(InputPath)"
"D:\Xash3D\valve\dlls\hl.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
copy $(TargetDir)\hl.dll "D:\Xash3D\valve\dlls\hl.dll"
# End Custom Build
!ELSEIF "$(CFG)" == "hl - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir ".\hl___Win"
# PROP BASE Intermediate_Dir ".\hl___Win"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\temp\dlls\!profile"
# PROP Intermediate_Dir "..\temp\dlls\!profile"
# PROP Ignore_Export_Lib 1
# PROP Target_Dir ""
# ADD BASE CPP /nologo /G5 /MT /W3 /GX /Zi /O2 /I "..\engine" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /YX /c
# SUBTRACT BASE CPP /Fr
# ADD CPP /nologo /G5 /MT /W3 /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\game_shared" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /YX /FD /c
# SUBTRACT CPP /Fr
# ADD BASE MTL /nologo /D "NDEBUG" /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /def:".\hl.def"
# SUBTRACT BASE LINK32 /profile
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /dll /profile /debug /machine:I386 /def:".\hl.def"
# Begin Custom Build
TargetDir=\Xash3D\src_main\temp\dlls\!profile
InputPath=\Xash3D\src_main\temp\dlls\!profile\hl.dll
SOURCE="$(InputPath)"
"D:\Xash3D\valve\dlls\hl.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
copy $(TargetDir)\hl.dll "D:\Xash3D\valve\dlls\hl.dll"
# End Custom Build
!ENDIF
# Begin Target
# Name "hl - Win32 Release"
# Name "hl - Win32 Debug"
# Name "hl - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90"
# Begin Source File
SOURCE=.\aflock.cpp
# End Source File
# Begin Source File
SOURCE=.\agrunt.cpp
# End Source File
# Begin Source File
SOURCE=.\airtank.cpp
# End Source File
# Begin Source File
SOURCE=.\animating.cpp
# End Source File
# Begin Source File
SOURCE=.\animation.cpp
# End Source File
# Begin Source File
SOURCE=.\apache.cpp
# End Source File
# Begin Source File
SOURCE=.\barnacle.cpp
# End Source File
# Begin Source File
SOURCE=.\barney.cpp
# End Source File
# Begin Source File
SOURCE=.\bigmomma.cpp
# End Source File
# Begin Source File
SOURCE=.\bloater.cpp
# End Source File
# Begin Source File
SOURCE=.\bmodels.cpp
# End Source File
# Begin Source File
SOURCE=.\bullsquid.cpp
# End Source File
# Begin Source File
SOURCE=.\buttons.cpp
# End Source File
# Begin Source File
SOURCE=.\cbase.cpp
# End Source File
# Begin Source File
SOURCE=.\client.cpp
# End Source File
# Begin Source File
SOURCE=.\combat.cpp
# End Source File
# Begin Source File
SOURCE=.\controller.cpp
# End Source File
# Begin Source File
SOURCE=.\crossbow.cpp
# End Source File
# Begin Source File
SOURCE=.\crowbar.cpp
# End Source File
# Begin Source File
SOURCE=.\defaultai.cpp
# End Source File
# Begin Source File
SOURCE=.\doors.cpp
# End Source File
# Begin Source File
SOURCE=.\effects.cpp
# End Source File
# Begin Source File
SOURCE=.\egon.cpp
# End Source File
# Begin Source File
SOURCE=.\explode.cpp
# End Source File
# Begin Source File
SOURCE=.\flyingmonster.cpp
# End Source File
# Begin Source File
SOURCE=.\func_break.cpp
# End Source File
# Begin Source File
SOURCE=.\func_tank.cpp
# End Source File
# Begin Source File
SOURCE=.\game.cpp
# End Source File
# Begin Source File
SOURCE=.\gamerules.cpp
# End Source File
# Begin Source File
SOURCE=.\gargantua.cpp
# End Source File
# Begin Source File
SOURCE=.\gauss.cpp
# End Source File
# Begin Source File
SOURCE=.\genericmonster.cpp
# End Source File
# Begin Source File
SOURCE=.\ggrenade.cpp
# End Source File
# Begin Source File
SOURCE=.\globals.cpp
# End Source File
# Begin Source File
SOURCE=.\glock.cpp
# End Source File
# Begin Source File
SOURCE=.\gman.cpp
# End Source File
# Begin Source File
SOURCE=.\h_ai.cpp
# End Source File
# Begin Source File
SOURCE=.\h_battery.cpp
# End Source File
# Begin Source File
SOURCE=.\h_cine.cpp
# End Source File
# Begin Source File
SOURCE=.\h_cycler.cpp
# End Source File
# Begin Source File
SOURCE=.\h_export.cpp
# End Source File
# Begin Source File
SOURCE=.\handgrenade.cpp
# End Source File
# Begin Source File
SOURCE=.\hassassin.cpp
# End Source File
# Begin Source File
SOURCE=.\headcrab.cpp
# End Source File
# Begin Source File
SOURCE=.\healthkit.cpp
# End Source File
# Begin Source File
SOURCE=.\hgrunt.cpp
# End Source File
# Begin Source File
SOURCE=.\hornet.cpp
# End Source File
# Begin Source File
SOURCE=.\hornetgun.cpp
# End Source File
# Begin Source File
SOURCE=.\houndeye.cpp
# End Source File
# Begin Source File
SOURCE=.\ichthyosaur.cpp
# End Source File
# Begin Source File
SOURCE=.\islave.cpp
# End Source File
# Begin Source File
SOURCE=.\items.cpp
# End Source File
# Begin Source File
SOURCE=.\leech.cpp
# End Source File
# Begin Source File
SOURCE=.\lights.cpp
# End Source File
# Begin Source File
SOURCE=.\maprules.cpp
# End Source File
# Begin Source File
SOURCE=.\monstermaker.cpp
# End Source File
# Begin Source File
SOURCE=.\monsters.cpp
# End Source File
# Begin Source File
SOURCE=.\monsterstate.cpp
# End Source File
# Begin Source File
SOURCE=.\mortar.cpp
# End Source File
# Begin Source File
SOURCE=.\mp5.cpp
# End Source File
# Begin Source File
SOURCE=.\multiplay_gamerules.cpp
# End Source File
# Begin Source File
SOURCE=.\nihilanth.cpp
# End Source File
# Begin Source File
SOURCE=.\nodes.cpp
# End Source File
# Begin Source File
SOURCE=.\osprey.cpp
# End Source File
# Begin Source File
SOURCE=.\pathcorner.cpp
# End Source File
# Begin Source File
SOURCE=.\plane.cpp
# End Source File
# Begin Source File
SOURCE=.\plats.cpp
# End Source File
# Begin Source File
SOURCE=.\player.cpp
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_debug.c
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_math.c
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_shared.c
# End Source File
# Begin Source File
SOURCE=.\python.cpp
# End Source File
# Begin Source File
SOURCE=.\rat.cpp
# End Source File
# Begin Source File
SOURCE=.\roach.cpp
# End Source File
# Begin Source File
SOURCE=.\rpg.cpp
# End Source File
# Begin Source File
SOURCE=.\satchel.cpp
# End Source File
# Begin Source File
SOURCE=.\schedule.cpp
# End Source File
# Begin Source File
SOURCE=.\scientist.cpp
# End Source File
# Begin Source File
SOURCE=.\scripted.cpp
# End Source File
# Begin Source File
SOURCE=.\shotgun.cpp
# End Source File
# Begin Source File
SOURCE=.\singleplay_gamerules.cpp
# End Source File
# Begin Source File
SOURCE=.\skill.cpp
# End Source File
# Begin Source File
SOURCE=.\sound.cpp
# End Source File
# Begin Source File
SOURCE=.\soundent.cpp
# End Source File
# Begin Source File
SOURCE=.\spectator.cpp
# End Source File
# Begin Source File
SOURCE=.\squadmonster.cpp
# End Source File
# Begin Source File
SOURCE=.\squeakgrenade.cpp
# End Source File
# Begin Source File
SOURCE=.\subs.cpp
# End Source File
# Begin Source File
SOURCE=.\talkmonster.cpp
# End Source File
# Begin Source File
SOURCE=.\teamplay_gamerules.cpp
# End Source File
# Begin Source File
SOURCE=.\tempmonster.cpp
# End Source File
# Begin Source File
SOURCE=.\tentacle.cpp
# End Source File
# Begin Source File
SOURCE=.\triggers.cpp
# End Source File
# Begin Source File
SOURCE=.\tripmine.cpp
# End Source File
# Begin Source File
SOURCE=.\turret.cpp
# End Source File
# Begin Source File
SOURCE=.\util.cpp
# End Source File
# Begin Source File
SOURCE=..\game_shared\voice_gamemgr.cpp
# End Source File
# Begin Source File
SOURCE=.\weapons.cpp
# End Source File
# Begin Source File
SOURCE=.\world.cpp
# End Source File
# Begin Source File
SOURCE=.\xen.cpp
# End Source File
# Begin Source File
SOURCE=.\zombie.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd"
# Begin Source File
SOURCE=.\activity.h
# End Source File
# Begin Source File
SOURCE=.\activitymap.h
# End Source File
# Begin Source File
SOURCE=.\animation.h
# End Source File
# Begin Source File
SOURCE=.\basemonster.h
# End Source File
# Begin Source File
SOURCE=.\cbase.h
# End Source File
# Begin Source File
SOURCE=.\cdll_dll.h
# End Source File
# Begin Source File
SOURCE=.\client.h
# End Source File
# Begin Source File
SOURCE=.\decals.h
# End Source File
# Begin Source File
SOURCE=.\defaultai.h
# End Source File
# Begin Source File
SOURCE=.\doors.h
# End Source File
# Begin Source File
SOURCE=.\effects.h
# End Source File
# Begin Source File
SOURCE=..\engine\eiface.h
# End Source File
# Begin Source File
SOURCE=.\enginecallback.h
# End Source File
# Begin Source File
SOURCE=.\explode.h
# End Source File
# Begin Source File
SOURCE=.\extdll.h
# End Source File
# Begin Source File
SOURCE=.\flyingmonster.h
# End Source File
# Begin Source File
SOURCE=.\func_break.h
# End Source File
# Begin Source File
SOURCE=.\gamerules.h
# End Source File
# Begin Source File
SOURCE=.\hornet.h
# End Source File
# Begin Source File
SOURCE=.\items.h
# End Source File
# Begin Source File
SOURCE=.\monsterevent.h
# End Source File
# Begin Source File
SOURCE=.\monsters.h
# End Source File
# Begin Source File
SOURCE=.\nodes.h
# End Source File
# Begin Source File
SOURCE=.\plane.h
# End Source File
# Begin Source File
SOURCE=.\player.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_debug.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_defs.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_info.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_materials.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_movevars.h
# End Source File
# Begin Source File
SOURCE=..\pm_shared\pm_shared.h
# End Source File
# Begin Source File
SOURCE=.\saverestore.h
# End Source File
# Begin Source File
SOURCE=.\schedule.h
# End Source File
# Begin Source File
SOURCE=.\scripted.h
# End Source File
# Begin Source File
SOURCE=.\scriptevent.h
# End Source File
# Begin Source File
SOURCE=.\skill.h
# End Source File
# Begin Source File
SOURCE=.\soundent.h
# End Source File
# Begin Source File
SOURCE=.\spectator.h
# End Source File
# Begin Source File
SOURCE=.\squadmonster.h
# End Source File
# Begin Source File
SOURCE=.\talkmonster.h
# End Source File
# Begin Source File
SOURCE=.\teamplay_gamerules.h
# End Source File
# Begin Source File
SOURCE=.\trains.h
# End Source File
# Begin Source File
SOURCE=.\util.h
# End Source File
# Begin Source File
SOURCE=.\vector.h
# End Source File
# Begin Source File
SOURCE=.\weapons.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project

11
dlls/wscript

@ -10,15 +10,8 @@ def options(opt): @@ -10,15 +10,8 @@ def options(opt):
return
def configure(conf):
if conf.env.COMPILER_CC == 'msvc':
# hl.def removes MSVC function name decoration from GiveFnptrsToDll on Windows.
# Without this, the lookup for this function fails.
hlDefNode = conf.path.find_resource("./hl.def")
if hlDefNode is not None:
conf.env.append_unique('LINKFLAGS', '/def:%s' % hlDefNode.abspath())
else:
conf.fatal("Could not find hl.def")
# stub
return
def build(bld):
source = bld.path.parent.ant_glob([

Loading…
Cancel
Save