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Previously, it was all controlled from the global init (applied to all projects), but some projects need different options. With these changes, you can disable the common options applied in the 'add_module' macro, and set your own if desired.
111 lines
3.1 KiB
CMake
111 lines
3.1 KiB
CMake
cmake_minimum_required( VERSION 3.16 )
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add_module( "lib" "game" "vpc" ${FOLDER_CONTEXT} TRUE TRUE )
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start_sources()
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add_sources( SOURCE_GROUP "Shared"
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"shared/ai_utility_shared.cpp"
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"shared/ai_utility_shared.h"
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"shared/animation.cpp"
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"shared/animation.h"
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"shared/collisionproperty.cpp"
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"shared/collisionproperty.h"
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"shared/ehandle.h"
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"shared/entitylist_base.cpp"
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"shared/entitylist_base.h"
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"shared/imovehelper.h"
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"shared/playernet_vars.h"
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"shared/predictioncopy.h"
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"shared/shared_classnames.h"
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"shared/shareddefs.h"
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"shared/takedamageinfo.h"
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"shared/usercmd.cpp"
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"shared/usercmd.h"
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"shared/usermessages.h"
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"shared/util_shared.cpp"
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"shared/util_shared.h"
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"shared/vscript_shared.cpp"
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"shared/vscript_shared.h"
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)
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add_sources( SOURCE_GROUP "Shared/Weapon"
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"shared/r1/weapon_bolt.cpp"
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"shared/r1/weapon_bolt.h"
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)
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add_sources( SOURCE_GROUP "Server"
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"server/ai_network.cpp"
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"server/ai_network.h"
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"server/ai_networkmanager.cpp"
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"server/ai_networkmanager.h"
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"server/ai_node.h"
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"server/ai_utility.cpp"
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"server/ai_utility.h"
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"server/baseanimating.cpp"
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"server/baseanimating.h"
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"server/baseanimatingoverlay.h"
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"server/basecombatcharacter.h"
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"server/baseentity.cpp"
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"server/baseentity.h"
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"server/detour_impl.h"
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"server/entitylist.cpp"
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"server/entitylist.h"
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"server/gameinterface.cpp"
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"server/gameinterface.h"
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"server/movehelper_server.cpp"
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"server/movehelper_server.h"
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"server/networkproperty.cpp"
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"server/networkproperty.h"
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"server/physics_main.cpp"
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"server/physics_main.h"
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"server/player.cpp"
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"server/player.h"
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"server/playerlocaldata.h"
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)
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add_sources( SOURCE_GROUP "Client"
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"client/c_baseentity.cpp"
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"client/c_baseentity.h"
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"client/c_baseplayer.h"
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"client/cliententitylist.h"
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"client/enginesprite.h"
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"client/hud.h"
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"client/input.cpp"
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"client/input.h"
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"client/movehelper_client.cpp"
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"client/movehelper_client.h"
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"client/spritemodel.cpp"
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"client/viewrender.cpp"
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"client/viewrender.h"
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)
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add_sources( SOURCE_GROUP "Public"
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"${ENGINE_SOURCE_DIR}/public/basehandle.h"
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"${ENGINE_SOURCE_DIR}/public/edict.h"
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"${ENGINE_SOURCE_DIR}/public/eiface.h"
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"${ENGINE_SOURCE_DIR}/public/globalvars_base.h"
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"${ENGINE_SOURCE_DIR}/public/ihandleentity.h"
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"${ENGINE_SOURCE_DIR}/public/iserverentity.h"
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"${ENGINE_SOURCE_DIR}/public/iservernetworkable.h"
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"${ENGINE_SOURCE_DIR}/public/iserverunknown.h"
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"${ENGINE_SOURCE_DIR}/public/icliententity.h"
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"${ENGINE_SOURCE_DIR}/public/icliententitylist.h"
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"${ENGINE_SOURCE_DIR}/public/iclientnetworkable.h"
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"${ENGINE_SOURCE_DIR}/public/iclientrenderable.h"
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"${ENGINE_SOURCE_DIR}/public/iclientthinkable.h"
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"${ENGINE_SOURCE_DIR}/public/iclientunknown.h"
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"${ENGINE_SOURCE_DIR}/public/game/shared/weapon_types.h"
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"${ENGINE_SOURCE_DIR}/public/game/shared/in_buttons.h"
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"${ENGINE_SOURCE_DIR}/public/game/client/iinput.h"
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)
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end_sources()
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target_include_directories( ${PROJECT_NAME} PRIVATE
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"${ENGINE_SOURCE_DIR}/tier0/"
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"${ENGINE_SOURCE_DIR}/tier1/"
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)
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