Minor changes to fix compile errors in linux.
~Tom
This commit is contained in:
2
configure
vendored
2
configure
vendored
@@ -8,7 +8,7 @@ Darwin)
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USE_AGL=1
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;;
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Linux)
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ln -sf Makefile.linux makefile
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ln -sf Makefile.linux Makefile
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ln -sf Makefile.linux src/Makefile
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#this should be set as a default if no option is specified and set via options otherwise
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@@ -2,7 +2,7 @@
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CPP = g++ -g
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INCLUDES = -I/usr/X11R6/include
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LD = g++
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OBJECTS = screen.o bmp.o camera.o ctrls.o level.o mygl.o myglFont.o myglTexture.o physics.o player.o strmanip.o tga.o vector.o window.o keys.o main.o
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OBJECTS = screen.o bmp.o camera.o ctrls.o level.o mygl.o myglFont.o myglTexture.o player.o strmanip.o tga.o vector.o window.o keys.o main.o
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LIBS = -L/usr/X11R6/lib -lGL -lGLU -lXxf86vm
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LIBRARIES =
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SO_LIBS =
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@@ -12,17 +12,17 @@ LDFLAGS = $(LIBS)
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.Phony: all clean install
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all: ../OpenArena/OA
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all: ../OpenArena
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clean:
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rm -f *.o
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rm -f ../OpenArena/OA
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rm -f ../OpenArena
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install:
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#Executables
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../OpenArena/OA: $(OBJECTS)
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$(LD) $(LDFLAGS) -o ../OpenArena/OA $(OBJECTS)
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../OpenArena: $(OBJECTS)
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$(LD) $(LDFLAGS) -o ../OpenArena $(OBJECTS)
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#Dynamic Libraries
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oa_game.so:
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@@ -45,7 +45,7 @@ bmp.o: bmp.cpp bmp.h mygl.h datatypes.h texture.h config.h
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camera.o: camera.cpp camera.h vector.h mygl.h screen.h config.h
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$(CPP) $(CPPFLAGS) -c -o camera.o camera.cpp
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ctrls.o: ctrls.cpp ctrls.h keys.h physics.h datatypes.h list.h config.h
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ctrls.o: ctrls.cpp ctrls.h keys.h datatypes.h list.h config.h
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$(CPP) $(CPPFLAGS) -c -o ctrls.o ctrls.cpp
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level.o: level.cpp level.h version.h config.h
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@@ -60,9 +60,6 @@ myglFont.o: myglFont.cpp myglFont.h config.h
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myglTexture.o: myglTexture.cpp myglTexture.h config.h
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$(CPP) $(CPPFLAGS) -c -o myglTexture.o myglTexture.cpp
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physics.o: physics.cpp physics.h config.h
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$(CPP) $(CPPFLAGS)-c -o physics.o physics.cpp
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player.o: player.cpp player.h config.h
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$(CPP) $(CPPFLAGS) -c -o player.o player.cpp
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@@ -128,15 +128,15 @@ int main(int argc, char** argv)
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level.screen.SetColorDepth(24);
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}
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g_Screen.SetOnInit(InitGL);
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g_Screen.SetOnResize(ResizeGLScene);
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// g_Screen.SetOnInit(InitGL);
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// g_Screen.SetOnResize(ResizeGLScene);
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if(!g_Screen.Open(OPENARENA_VERSION, level.screen.GetWidth(), level.screen.GetHeight(), level.screen.GetColorDepth(), level.screen.GetFullscreen()))
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{
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return 1;
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}
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level.SetWindow(g_Screen);
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level.SetWindow(&g_Screen);
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if(level.nextLevel == "")
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{
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