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#! /usr/bin/env python
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# encoding: utf-8
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# a1batross, mittorn, 2018
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from __future__ import print_function
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from waflib import Logs
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import sys
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import os
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VERSION = '0.99'
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APPNAME = 'xash3d-fwgs'
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top = '.'
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class Subproject:
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name = ''
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dedicated = True # if true will be ignored when building dedicated server
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singlebin = False # if true will be ignored when singlebinary is set
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ignore = False # if true will be ignored, set by user request
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def __init__(self, name, dedicated=True, singlebin=False):
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self.name = name
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self.dedicated = dedicated
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self.singlebin = singlebin
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SUBDIRS = [
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Subproject('public', dedicated=False),
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Subproject('engine', dedicated=False),
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Subproject('game_launch', singlebin=True),
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Subproject('ref_gl'),
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# Subproject('ref_soft'),
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Subproject('mainui'),
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Subproject('vgui_support'),
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]
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def subdirs():
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return map(lambda x: x.name, SUBDIRS)
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def options(opt):
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grp = opt.add_option_group('Common options')
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grp.add_option('-T', '--build-type', action='store', dest='BUILD_TYPE', default = None,
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help = 'build type: debug, release or none(custom flags)')
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grp.add_option('-d', '--dedicated', action = 'store_true', dest = 'DEDICATED', default = False,
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help = 'build Xash Dedicated Server(XashDS)')
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grp.add_option('--single-binary', action = 'store_true', dest = 'SINGLE_BINARY', default = False,
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help = 'build single "xash" binary instead of xash.dll/libxash.so (forced for dedicated)')
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grp.add_option('-8', '--64bits', action = 'store_true', dest = 'ALLOW64', default = False,
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help = 'allow targetting 64-bit engine')
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grp.add_option('--win-style-install', action = 'store_true', dest = 'WIN_INSTALL', default = False,
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help = 'install like Windows build, ignore prefix, useful for development')
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grp.add_option('--enable-bsp2', action = 'store_true', dest = 'SUPPORT_BSP2_FORMAT', default = False,
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help = 'build engine and renderers with BSP2 map support(recommended for Quake, breaks compability!)')
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opt.load('subproject')
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opt.add_subproject(subdirs())
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opt.load('xcompile compiler_cxx compiler_c sdl2')
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if sys.platform == 'win32':
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opt.load('msvc msdev msvs')
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opt.load('reconfigure')
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def configure(conf):
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conf.load('fwgslib reconfigure')
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conf.start_msg('Build type')
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if conf.options.BUILD_TYPE == None:
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conf.end_msg('not set', color='RED')
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conf.fatal('Please set a build type, for example "-T release"')
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elif not conf.options.BUILD_TYPE in ['fast', 'release', 'debug', 'nooptimize', 'sanitize', 'none']:
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conf.end_msg(conf.options.BUILD_TYPE, color='RED')
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conf.fatal('Invalid build type. Valid are "debug", "release" or "none"')
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conf.end_msg(conf.options.BUILD_TYPE)
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# -march=native should not be used
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if conf.options.BUILD_TYPE == 'fast':
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Logs.warn('WARNING: \'fast\' build type should not be used in release builds')
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conf.load('subproject')
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# Force XP compability, all build targets should add
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# subsystem=bld.env.MSVC_SUBSYSTEM
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# TODO: wrapper around bld.stlib, bld.shlib and so on?
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conf.env.MSVC_SUBSYSTEM = 'WINDOWS,5.01'
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conf.env.MSVC_TARGETS = ['x86'] # explicitly request x86 target for MSVC
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if sys.platform == 'win32':
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conf.load('msvc msvcfix msdev msvs')
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conf.load('xcompile compiler_c compiler_cxx gitversion clang_compilation_database')
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# Every static library must have fPIC
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if conf.env.DEST_OS != 'win32' and '-fPIC' in conf.env.CFLAGS_cshlib:
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conf.env.append_unique('CFLAGS_cstlib', '-fPIC')
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conf.env.append_unique('CXXFLAGS_cxxstlib', '-fPIC')
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# modify options dictionary early
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if conf.env.DEST_OS2 == 'android':
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conf.options.ALLOW64 = True # skip pointer length check
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conf.options.NO_VGUI = True # skip vgui
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conf.options.NANOGL = True
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conf.options.GLWES = True
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conf.options.GL = False
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# We restrict 64-bit builds ONLY for Win/Linux/OSX running on Intel architecture
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# Because compatibility with original GoldSrc
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if conf.env.DEST_OS in ['win32', 'linux', 'darwin'] and conf.env.DEST_CPU in ['x86_64']:
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conf.env.BIT32_ALLOW64 = conf.options.ALLOW64
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if not conf.env.BIT32_ALLOW64:
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Logs.info('WARNING: will build engine for 32-bit target')
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else:
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conf.env.BIT32_ALLOW64 = True
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conf.env.BIT32_MANDATORY = not conf.env.BIT32_ALLOW64
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conf.load('force_32bit')
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if conf.env.DEST_OS2 != 'android':
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conf.load('sdl2')
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linker_flags = {
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'common': {
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'msvc': ['/DEBUG'], # always create PDB, doesn't affect result binaries
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'gcc': ['-Wl,--no-undefined']
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},
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'sanitize': {
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'gcc': ['-fsanitize=undefined', '-fsanitize=address'],
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}
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}
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compiler_c_cxx_flags = {
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'common': {
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# disable thread-safe local static initialization for C++11 code, as it cause crashes on Windows XP
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'msvc': ['/D_USING_V110_SDK71_', '/Zi', '/FS', '/Zc:threadSafeInit-'],
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'clang': ['-g', '-gdwarf-2', '-Werror=implicit-function-declaration', '-Werror=return-type'],
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'gcc': ['-g', '-Werror=implicit-function-declaration', '-fdiagnostics-color=always', '-Werror=return-type']
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},
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'fast': {
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'msvc': ['/O2', '/Oy'], #todo: check /GL /LTCG
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'gcc': ['-Ofast', '-march=native', '-funsafe-math-optimizations', '-funsafe-loop-optimizations', '-fomit-frame-pointer'],
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'default': ['-O3']
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},
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'release': {
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'msvc': ['/O2'],
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'default': ['-O3']
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},
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'debug': {
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'msvc': ['/O1'],
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'gcc': ['-Og'],
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'default': ['-O1']
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},
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'sanitize': {
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'msvc': ['/Od', '/RTC1'],
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'gcc': ['-Og', '-fsanitize=undefined', '-fsanitize=address'],
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'default': ['-O1']
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},
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'nooptimize': {
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'msvc': ['/Od'],
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'default': ['-O0']
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}
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}
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conf.env.append_unique('CFLAGS', conf.get_flags_by_type(
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compiler_c_cxx_flags, conf.options.BUILD_TYPE, conf.env.COMPILER_CC))
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conf.env.append_unique('CXXFLAGS', conf.get_flags_by_type(
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compiler_c_cxx_flags, conf.options.BUILD_TYPE, conf.env.COMPILER_CC))
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conf.env.append_unique('LINKFLAGS', conf.get_flags_by_type(
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linker_flags, conf.options.BUILD_TYPE, conf.env.COMPILER_CC))
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conf.env.DEDICATED = conf.options.DEDICATED
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# we don't need game launcher on dedicated
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conf.env.SINGLE_BINARY = conf.options.SINGLE_BINARY or conf.env.DEDICATED
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if conf.env.DEST_OS == 'linux':
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conf.check_cc( lib='dl' )
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if conf.env.DEST_OS != 'win32':
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if conf.env.DEST_OS2 != 'android':
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conf.check_cc( lib='m' ) # HACK: already added in xcompile!
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conf.check_cc( lib='pthread' )
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else:
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# Common Win32 libraries
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# Don't check them more than once, to save time
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# Usually, they are always available
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# but we need them in uselib
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conf.check_cc( lib='user32' )
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conf.check_cc( lib='shell32' )
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conf.check_cc( lib='gdi32' )
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conf.check_cc( lib='advapi32' )
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conf.check_cc( lib='dbghelp' )
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conf.check_cc( lib='psapi' )
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conf.check_cc( lib='ws2_32' )
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# indicate if we are packaging for Linux/BSD
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if(not conf.options.WIN_INSTALL and
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conf.env.DEST_OS not in ['win32', 'darwin'] and
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conf.env.DEST_OS2 not in ['android']):
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conf.env.LIBDIR = conf.env.BINDIR = '${PREFIX}/lib/xash3d'
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else:
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conf.env.LIBDIR = conf.env.BINDIR = conf.env.PREFIX
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conf.env.append_unique('DEFINES', 'XASH_BUILD_COMMIT="{0}"'.format(conf.env.GIT_VERSION if conf.env.GIT_VERSION else 'notset'))
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for i in SUBDIRS:
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if conf.env.SINGLE_BINARY and i.singlebin:
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continue
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if conf.env.DEST_OS2 == 'android' and i.singlebin:
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continue
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if conf.env.DEDICATED and i.dedicated:
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continue
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conf.add_subproject(i.name)
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def build(bld):
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for i in SUBDIRS:
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if bld.env.SINGLE_BINARY and i.singlebin:
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continue
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if bld.env.DEST_OS2 == 'android' and i.singlebin:
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continue
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if bld.env.DEDICATED and i.dedicated:
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continue
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bld.add_subproject(i.name)
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