Update doc file for building the source tree, as that's now changed.

This commit is contained in:
Marco Cawthorne 2020-11-25 13:12:39 +01:00
parent 6073f73979
commit a6b192a2c7
3 changed files with 22 additions and 0 deletions

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@ -1,3 +1,20 @@
Building the engine and toolchain:
The build_engine.sh will do that for you. It will still ask you to have at least
a certain amount of dependencies installed (such as the GCC, make and the X/SDL
headers for your operating system.
Building the editor:
Handled by build_editor.sh, this will require the GCC9. It currently does not
build on GCC10.
GTK2, Pango, GTKGLEXT and MiniZip are one of a few other main dependencies.
Building the game-logic:
Once build_engine.sh has been executed, you can now build the source tree with
build_game.sh. It'll use the fteqcc binary that's in the ./bin/ directory.
Old, manual build instructions:
================================================================================
1. Building all of the game-logic
To build the game-logic for all games, issue 'make' inside the src/

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@ -3,6 +3,8 @@ set -e
SCRPATH="$( cd "$( dirname $(readlink -nf $0) )" && pwd )"
PATH="$SCRPATH"/bin:"$PATH"
cd "$SCRPATH"
if [ -f "$SCRPATH"/bin/fteqw ]; then
fteqw -manifest valve.fmf $*
else

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@ -45,8 +45,11 @@ void Player_UseDown(void)
makevectors(self.v_angle);
vecSrc = self.origin + self.view_ofs;
self.hitcontentsmaski = CONTENTBITS_POINTSOLID;
traceline(vecSrc, vecSrc + (v_forward * 64), MOVE_NORMAL, self);
if (trace_ent.PlayerUse) {
self.flags &= ~FL_USE_RELEASED;