introduces ios support? still needs metal
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@@ -1,35 +0,0 @@
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#include "god/build.h"
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#include "god/c.h"
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#include "god/ld.h"
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char* client_dll = 0;
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void client_build(struct build_data b)
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{
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char* files[] = {
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"game/client/baseplayer.cpp",
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NULL,
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};
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struct project p = {
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.b = &b,
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.files = files,
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.name = "client",
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};
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struct project o = C_compile(p, (struct C_settings){
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.generation_flags = C_GENERATION_FLAGS_PIC,
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.compile_flags = C_COMPILE_FLAGS_WALL,
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.include_dirs = include_dirs,
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});
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char* libs[] = {
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"c",
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NULL,
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};
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client_dll = ld_link_project(o, (struct link_settings){
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.type = LINK_TYPE_DYNAMIC,
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.libs = libs,
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});
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mv("build/"GAME_NAME"/game/"GAME_NAME"/bin/libclient.so",server_dll);
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}
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@@ -18,15 +18,20 @@ int client_build()
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compileProject.includeDirectories = all_IncludeDirectories;
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compileProject.bFPIC = true;
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ldProject = compileProject.Compile();
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ldProject.linkType = ELINK_DYNAMIC_LIBRARY;
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if (bStaticBuild)
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ldProject.linkType = ELINK_STATIC_LIBRARY;
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else
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ldProject.linkType = ELINK_DYNAMIC_LIBRARY;
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CUtlString outputProject = ldProject.Link();
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const char *szGameName = ICommandLine::ParamValue("-game");
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if (szGameName == NULL)
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szGameName = "funnygame";
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IFileSystem2::MakeDirectory(CUtlString("build/%s/game/%s/bin",szGameName, szGameName));
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IFileSystem2::CopyFile(CUtlString("build/%s/game/%s/bin",szGameName,szGameName), outputProject);
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if (!bStaticBuild)
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{
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IFileSystem2::MakeDirectory(CUtlString("%s/funnygame/bin",szOutputDir.GetString()));
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IFileSystem2::CopyFile(CUtlString("%s/funnygame/bin", szOutputDir.GetString()), outputProject);
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} else {
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client_lib = outputProject;
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}
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return 0;
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};
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@@ -1,6 +1,9 @@
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#include "baseplayer.h"
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#include "cglm/affine-pre.h"
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#include "cglm/mat4.h"
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#include "engine.h"
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#include "rendering.h"
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#include "input.h"
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class C_MOBAPlayer: public C_BaseEntity
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{
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@@ -27,6 +30,13 @@ void C_MOBAPlayer::Destroy()
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}
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void C_MOBAPlayer::Think( float fDelta )
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{
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float x = g_fAxisValues[AXIS_MOUSE_X];
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float y = g_fAxisValues[AXIS_MOUSE_Y];
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float fPitch = glm_rad(x);
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float fYaw = glm_rad(y);
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glm_mat4_identity(g_cameraView);
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glm_rotate_z(g_cameraView, fYaw, g_cameraView);
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glm_rotate_y(g_cameraView, fPitch, g_cameraView);
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if (g_localClient.pBasePlayer == pEntity)
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{
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g_cameraView[3][0] = pEntity->m_position[0];
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