+void build_sqlite3( enum compiler compiler ){
+ vg_build_start( "sqlite3.o", compiler );
+ vg_build_object( "-c dep/sqlite3/sqlite3.c " );
+ vg_build_link( "-ldl " );
+ vg_build();
+}
+
- vg_build_link( "-lm -lsdkencryptedappticket -lsteam_api " );
+ if( compiler == k_compiler_gcc )
+ vg_build_object( "gameserver.c bin/sqlite3.o-gcc/sqlite3.o " );
+ else
+ vg_build_object( "gameserver.c bin/sqlite3.o-clang/sqlite3.o " );
+
+ vg_build_include( "-I./dep " );
+
+ vg_build_link( "-ldl -lpthread -lm -lsdkencryptedappticket -lsteam_api " );
vg_build_library_dir( "-L./vg/dep/steam " );
//vg_build_bin_dependency_file( "vg/dep/steam/steamclient.so" );?????
vg_build_library_dir( "-L./vg/dep/steam " );
//vg_build_bin_dependency_file( "vg/dep/steam/steamclient.so" );?????
+void build_aadb_edit( enum compiler compiler ){
+ vg_build_start( "aadb_edit", compiler );
+ vg_build_object( "aadb_edit.c " );
+ vg_build();
+ compiled_something = 1;
+}
+
void write_msg( vg_msg *msg, const char *path ){
FILE *fp = fopen( path, "wb" );
if( !fp ){
void write_msg( vg_msg *msg, const char *path ){
FILE *fp = fopen( path, "wb" );
if( !fp ){
- fwrite( msg->buf, msg->cur, 1, fp );
+ fwrite( msg->buf, msg->cur.co, 1, fp );
/* Scene */
_S( "scene_standard", "scene.vs", "scene_standard.fs" );
_S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.fs" );
/* Scene */
_S( "scene_standard", "scene.vs", "scene_standard.fs" );
_S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.fs" );
_S( "scene_fxglow", "scene_fxglow.vs", "scene_fxglow.fs" );
_S( "scene_vertex_blend", "scene.vs", "scene_vertex_blend.fs" );
_S( "scene_terrain", "scene.vs", "scene_terrain.fs" );
_S( "scene_fxglow", "scene_fxglow.vs", "scene_fxglow.fs" );
_S( "scene_vertex_blend", "scene.vs", "scene_vertex_blend.fs" );
_S( "scene_terrain", "scene.vs", "scene_terrain.fs" );
_S( "model_menu", "model.vs", "model_menu.fs" );
_S( "model_character_view", "model_skinned.vs", "model_character_view.fs" );
_S( "model_board_view", "model.vs", "model_character_view.fs" );
_S( "model_menu", "model.vs", "model_menu.fs" );
_S( "model_character_view", "model_skinned.vs", "model_character_view.fs" );
_S( "model_board_view", "model.vs", "model_character_view.fs" );
_S( "blit", "blit.vs", "blit.fs" );
_S( "blitblur", "blit.vs", "blitblur.fs" );
_S( "blitcolour","blit.vs", "colour.fs" );
_S( "blit", "blit.vs", "blit.fs" );
_S( "blitblur", "blit.vs", "blitblur.fs" );
_S( "blitcolour","blit.vs", "colour.fs" );