challenge effects
[carveJwlIkooP6JGAAIwe30JlM.git] / build.c
diff --git a/build.c b/build.c
index acc4b593038efc2aa16109f328c54df247e03d1a..a0a253f1a037626ab7f4987b9306a20a500e4aa9 100644 (file)
--- a/build.c
+++ b/build.c
@@ -81,6 +81,7 @@ void build_game( enum compiler compiler )
    vg_build_symbolic_link( "sound_src", "sound" );
    vg_build_symbolic_link( "playermodels_src", "playermodels" );
    vg_build_syscall( "mkdir -p %s/cfg", vg_compiler.build_dir );
+   vg_build_syscall( "mkdir -p %s/savedata", vg_compiler.build_dir );
 
    vg_build_syscall( "mkdir -p %s/tools", vg_compiler.build_dir );
    vg_build_syscall( "cp blender_export.py %s/tools/", vg_compiler.build_dir );
@@ -113,6 +114,12 @@ void build_game( enum compiler compiler )
    write_generic_addon_inf( k_addon_type_player,
                             "Outlaw", "ch_outlaw.mdl",
                             "playermodels_src/skaterift_outlaw/addon.inf" );
+   write_generic_addon_inf( k_addon_type_player,
+                            "Chip", "ch_chip.mdl",
+                            "playermodels_src/skaterift_chip/addon.inf" );
+   write_generic_addon_inf( k_addon_type_player,
+                            "Aaron", "ch_aaron.mdl",
+                            "playermodels_src/skaterift_aaron/addon.inf" );
 
    vg_build();
    compiled_something = 1;
@@ -133,6 +140,9 @@ int main( int argc, char *argv[] ){
       if( vg_long_opt( "clang-server" ) )
          build_server( k_compiler_clang );
 
+      if( vg_long_opt( "clean" ) )
+         vg_build_clean();
+
       if( vg_long_opt( "clang" ) )
          build_game( k_compiler_clang );
 
@@ -180,15 +190,17 @@ void build_shaders(void)
    /* Scene */
    _S( "scene_standard",            "scene.vs", "scene_standard.fs" );
    _S( "scene_standard_alphatest",  "scene.vs", "scene_standard_alphatest.fs" );
-   _S( "scene_fxglow",              "scene.vs", "scene_fxglow.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_route",               "scene.vs", "scene_route.fs" );
    _S( "scene_depth",               "scene.vs", "scene_depth.fs" );
    _S( "scene_position",            "scene.vs", "scene_position.fs" );
+   _S( "scene_cubemapped",          "scene.vs", "scene_cubemapped.fs" );
    _S( "scene_water",               "scene.vs", "scene_water.fs" );
    _S( "scene_water_fast",          "scene.vs", "scene_water_fast.fs" );
    _S( "scene_scoretext",           "scene_sfd.vs", "scene_standard.fs" );
+   _S( "scene_font",                "model_font.vs","scene_font.fs" );
 
    /* Models */
    _S( "model_sky",            "model.vs",         "model_sky.fs" );