now use fpc

This commit is contained in:
2025-06-03 20:07:03 +03:00
parent 83b18faab8
commit 804711f2c4
12 changed files with 261 additions and 11 deletions

48
engine/__build.cpp Normal file
View File

@@ -0,0 +1,48 @@
#include "helper.h"
#include "c.h"
#include "ld.h"
#include "tier1/utlstring.h"
CUtlVector<CUtlString> engine_CompiledFiles = {
"engine/console.cpp",
"engine/filesystem.cpp",
"engine/server.cpp",
"engine/engine.cpp",
/* rendering */
"engine/vk_video.cpp",
"engine/vk_mesh.cpp",
/* entities */
"engine/baseentity.cpp",
"engine/level.cpp",
"engine/brush.cpp",
/* server */
"engine/sv_worldspawn.cpp",
"engine/sv_light.cpp",
/* client */
"engine/cl_worldspawn.cpp",
"engine/cl_light.cpp",
"engine/vk_videosdl.cpp",
};
int engine_build()
{
CCProject compileProject = {};
CLDProject ldProject = {};
compileProject.m_szName = "engine";
compileProject.files = engine_CompiledFiles;
compileProject.includeDirectories = all_IncludeDirectories;
compileProject.bFPIC = true;
ldProject = compileProject.Compile();
ldProject.linkType = ELINK_DYNAMIC_LIBRARY;
CUtlString outputProject = ldProject.Link();
return 0;
};
DECLARE_BUILD_STAGE(engine, engine_build);