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* Move main executable files to their own directory * Adapt the build to the new file structure ... and fix some weird #include's that were relying on the project root being an include directory.
47 lines
1.1 KiB
C++
47 lines
1.1 KiB
C++
#include "builddefines.h"
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#include <stdarg.h>
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#include <stdio.h>
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#include <wchar.h>
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#include "types.h"
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#include "screenids.h"
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#include "Sys Globals.h"
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#include "gameloop.h"
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// External globals
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extern CHAR8 gubFilename[ 200 ]; // symbol already declared globally in editscreen.cpp (jonathanl)
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BOOLEAN gfEditMode = FALSE;
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extern CHAR8 gDebugStr[128]; // symbol already defined in overhead.cpp (jonathanl)
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CHAR8 gSystemDebugStr[128];
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INT8 gbFPSDisplay = SHOW_MIN_FPS;
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BOOLEAN gfResetInputCheck = FALSE;
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BOOLEAN gfGlobalError = FALSE;
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UINT32 guiGameCycleCounter = 0;
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CHAR8 gubErrorText[ 512 ];//for long filenames
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BOOLEAN SET_ERROR( const STR8 String, ...)
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{
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va_list ArgPtr;
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va_start(ArgPtr, String);
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vsprintf( gubErrorText, String, ArgPtr);
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va_end(ArgPtr);
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SetPendingNewScreen( ERROR_SCREEN );
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gfGlobalError = TRUE;
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return( FALSE );
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}
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//create a varible that can be tested outside the pre-compiler convention.
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// also see its "Sys Globals.h" declaration
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#ifdef JA2BETAVERSION
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BOOLEAN JA2BETAVERSION_FLAG = 1;
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#else
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BOOLEAN JA2BETAVERSION_FLAG = 0;
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#endif
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