diff --git a/CMakeLists.txt b/CMakeLists.txt index 1390aca7f..d35a8c391 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -477,7 +477,6 @@ ELSE() # engine/client/sys_droid.c # engine/client/sys_linux.c # engine/client/sys_morphos.c -# engine/client/sys_npfte.c # engine/client/sys_plugfte.c # engine/client/sys_sdl.c # engine/client/sys_xdk.c diff --git a/build_wip.sh b/build_wip.sh index a455deb57..fc0dc395b 100755 --- a/build_wip.sh +++ b/build_wip.sh @@ -236,9 +236,6 @@ export NATIVE_PLUGINS="qi ezhud xmpp irc" if [ "$BUILD_ANDROID" != "n" ]; then NATIVE_PLUGINS="$PLUGINS_DROID" build "Android" android droid-rel fi -#if [ "$BUILD_WIN32" != "n" ]; then -# build "NPFTE" npfte npfte-rel -#fi if [ "$BUILD_DOS" == "y" ]; then #no networking makes dedicated servers useless. and only a crappy sw renderer is implemented right now. #the qcc might be useful to someone though! diff --git a/engine/Makefile b/engine/Makefile index c0944f0b8..e5e2fcb16 100644 --- a/engine/Makefile +++ b/engine/Makefile @@ -1394,12 +1394,6 @@ ifeq (win,$(findstring win,$(FTE_TARGET))$(findstring _SDL,$(FTE_TARGET))) GLB_DIR=gl_mgw$(BITS) GLCL_DIR=glcl_mgw$(BITS) - NPFTE_OBJS=httpclient.o image.o sys_win_threads.o sys_npfte.o sys_axfte.o sys_plugfte.o $(LTO_END) npplug.o ../../ftequake/npapi.def $(LTO_START) - NPFTE_DLL_NAME=../npfte$(BITS).dll - NPFTE_LDFLAGS=-Wl,--enable-stdcall-fixup $(IMAGELDFLAGS) -ldxguid -lws2_32 -lwinmm -lgdi32 -lole32 -loleaut32 -luuid -lstdc++ -shared -Wl,--subsystem,windows - NPFTE_CFLAGS=$(NPFTECFLAGS) $(W32_CFLAGS) -DMULTITHREAD - NPFTEB_DIR=npfte_mgw$(BITS) - MCL_OBJS=$(D3DGL_OBJS) $(GLQUAKE_OBJS) $(SOFTWARE_OBJS) $(D3DQUAKE_OBJS) gl_vidnt.o gl_videgl.o $(WINDOWS_OBJS) M_EXE_NAME=../$(EXE_NAME)$(BITS)$(EXEPOSTFIX) MCL_EXE_NAME=../$(EXE_NAME)cl$(BITS)$(EXEPOSTFIX) @@ -1841,9 +1835,6 @@ $(OUT_DIR)/resources.o : winquake.rc $(DO_WINDRES) $(OUT_DIR)/fteqcc.o : fteqcc.rc $(DO_WINDRES) -#npAPI stuff requires some extra resources -$(OUT_DIR)/npplug.o : ftequake/npplug.rc - $(DO_WINDRES) #$(OUT_DIR)/%.d: %.c