Update workflows
This commit is contained in:
@@ -9,7 +9,7 @@ env:
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GLFW_URL: "https://github.com/glfw/glfw/releases/download/3.3.2/glfw-3.3.2.bin.WIN64.zip"
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jobs:
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build:
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runs-on: windows-2019
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runs-on: windows-2022
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strategy:
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matrix:
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platform: [win-amd64-librw_d3d9-oal, win-amd64-librw_gl3_glfw-oal]
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@@ -17,15 +17,15 @@ jobs:
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steps:
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- name: Add msbuild to PATH
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uses: microsoft/setup-msbuild@v1.0.2
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- uses: actions/checkout@v2
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- uses: actions/checkout@v4
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with:
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submodules: 'true'
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- if: ${{ matrix.platform }} == "win-amd64-librw_gl3_glfw-mss"
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- if: contains(matrix.platform, 'librw_gl3_glfw')
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name: Download glfw
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uses: carlosperate/download-file-action@v1.0.3
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with:
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file-url: ${{env.GLFW_URL}}
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- if: ${{ matrix.platform }} == "win-amd64-librw_gl3_glfw-mss"
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- if: contains(matrix.platform, 'librw_gl3_glfw')
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name: Unpack archives
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run: |
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7z x ${{env.GLFW_FILE}}
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@@ -38,19 +38,21 @@ jobs:
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# - name: Pack artifacts
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# run: |
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# 7z a reVC_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
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- name: Move binaries to gamefiles
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- name: Stage gamefiles (vanilla resources) + binaries
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run: |
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mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.exe ./gamefiles/
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mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.pdb ./gamefiles/
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New-Item -ItemType Directory -Path ./dist -Force
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Copy-Item -Path ./gamefiles/vanilla/* -Destination ./dist/ -Recurse -Force
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mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.exe ./dist/
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mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.pdb ./dist/
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- name: Move dynamic dependencies to gamefiles
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run: |
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mv ./vendor/mpg123/dist/Win64/libmpg123-0.dll ./gamefiles/
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mv ./vendor/openal-soft/dist/Win64/OpenAL32.dll ./gamefiles/
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mv ./vendor/mpg123/dist/Win64/libmpg123-0.dll ./dist/
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mv ./vendor/openal-soft/dist/Win64/OpenAL32.dll ./dist/
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- name: Upload artifact to actions
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uses: actions/upload-artifact@v2
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uses: actions/upload-artifact@v4
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with:
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name: reVC_${{matrix.buildtype}}_${{matrix.platform}}
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path: ./gamefiles/*
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path: ./dist/*
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# - name: Upload artifact to Bintray
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# uses: hpcsc/upload-bintray-docker-action@v1
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# with:
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@@ -9,7 +9,7 @@ env:
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GLFW_URL: "https://github.com/glfw/glfw/releases/download/3.3.2/glfw-3.3.2.bin.WIN32.zip"
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jobs:
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build:
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runs-on: windows-2019
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runs-on: windows-2022
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strategy:
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matrix:
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platform: [win-x86-librw_d3d9-mss, win-x86-librw_gl3_glfw-mss, win-x86-librw_d3d9-oal, win-x86-librw_gl3_glfw-oal]
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@@ -17,15 +17,15 @@ jobs:
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steps:
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- name: Add msbuild to PATH
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uses: microsoft/setup-msbuild@v1.0.2
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- uses: actions/checkout@v2
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- uses: actions/checkout@v4
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with:
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submodules: 'true'
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- if: ${{ matrix.platform }} == "win-x86-librw_gl3_glfw-mss"
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- if: contains(matrix.platform, 'librw_gl3_glfw')
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name: Download glfw
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uses: carlosperate/download-file-action@v1.0.3
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with:
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file-url: ${{env.GLFW_URL}}
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- if: ${{ matrix.platform }} == "win-x86-librw_gl3_glfw-mss"
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- if: contains(matrix.platform, 'librw_gl3_glfw')
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name: Unpack archives
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run: |
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7z x ${{env.GLFW_FILE}}
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@@ -38,20 +38,22 @@ jobs:
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# - name: Pack artifacts
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# run: |
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# 7z a reVC_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
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- name: Move binaries to gamefiles
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- name: Stage gamefiles (vanilla resources) + binaries
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run: |
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mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.exe ./gamefiles/
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mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.pdb ./gamefiles/
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New-Item -ItemType Directory -Path ./dist -Force
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Copy-Item -Path ./gamefiles/vanilla/* -Destination ./dist/ -Recurse -Force
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mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.exe ./dist/
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mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.pdb ./dist/
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- if: contains(matrix.platform, 'oal')
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name: Move dynamic dependencies to gamefiles
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run: |
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mv ./vendor/mpg123/dist/Win32/libmpg123-0.dll ./gamefiles/
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mv ./vendor/openal-soft/dist/Win32/OpenAL32.dll ./gamefiles/
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mv ./vendor/mpg123/dist/Win32/libmpg123-0.dll ./dist/
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mv ./vendor/openal-soft/dist/Win32/OpenAL32.dll ./dist/
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- name: Upload artifact to actions
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uses: actions/upload-artifact@v2
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uses: actions/upload-artifact@v4
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with:
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name: reVC_${{matrix.buildtype}}_${{matrix.platform}}
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path: ./gamefiles/*
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path: ./dist/*
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# - name: Upload artifact to Bintray
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# uses: hpcsc/upload-bintray-docker-action@v1
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# with:
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+15
-6
@@ -34,8 +34,14 @@ option(${PROJECT}_WITH_OPUS "Build ${EXECUTABLE} with opus support" OFF)
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option(${PROJECT}_WITH_LIBSNDFILE "Build ${EXECUTABLE} with libsndfile (instead of internal decoder)" OFF)
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# Revisited Trilogy variant. ON = RT (10thAE resources + mods), OFF = vanilla.
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# RT exists only on the Nintendo Switch build; every other platform is vanilla,
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# so the option is not offered there and the vanilla resources are always used.
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# Passes NO_RT to the compiler when off so config.h can disable the RT define.
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option(${PROJECT}_RT "Build the Revisited Trilogy (10thAE) variant; OFF = vanilla" ON)
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if(NINTENDO_SWITCH)
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option(${PROJECT}_RT "Build the Revisited Trilogy (10thAE) variant; OFF = vanilla" ON)
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else()
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set(${PROJECT}_RT OFF)
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endif()
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if(NOT ${PROJECT}_RT)
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add_compile_definitions(NO_RT)
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endif()
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@@ -105,11 +111,14 @@ if(${PROJECT}_INSTALL)
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endif()
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endif()
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# Distinguish the two resource variants so both archives can live side by side
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if(${PROJECT}_RT)
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set(variant "-10thae")
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else()
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set(variant "-vanilla")
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# Distinguish the two Switch resource variants so both archives can live side by side.
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# Other platforms only ever build vanilla, so they keep their original package name.
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if(NINTENDO_SWITCH)
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if(${PROJECT}_RT)
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set(variant "-10thae")
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else()
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set(variant "-vanilla")
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endif()
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endif()
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set(CPACK_PACKAGE_NAME "${PROJECT_NAME}${platform}${audio}${os}${compiler}${variant}")
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+16
-15
@@ -215,6 +215,22 @@ enum Config {
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#define NO_CDCHECK // skip audio CD check
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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// Revisited Trilogy modifications (HUD/menu/controller cosmetics, custom fonts).
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// Enabled by default on Switch; the REVC_RT CMake option passes NO_RT to turn it off.
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// Every other platform builds vanilla. Platform necessities (audio/loading tweaks)
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// are gated on __SWITCH__ separately, so a vanilla NX build still keeps those.
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// Kept above VANILLA_DEFINES so the tunables below exist in every configuration.
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#if defined(__SWITCH__) && !defined(NO_RT)
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#define RT
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#endif
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// RT tunables, centralized so shared code stays readable. RT off = upstream values.
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#ifdef RT
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#define RT_RADAR_SCALE 1.3f // enlarge the minimap by 30%
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#else
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#define RT_RADAR_SCALE 1.0f
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#endif
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#ifdef VANILLA_DEFINES
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#if !defined(_WIN32) || defined(__LP64__) || defined(_WIN64)
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#error Vanilla can only be built for win-x86
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@@ -285,21 +301,6 @@ enum Config {
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#define FIX_INCOMPATIBLE_SAVES // try to fix incompatible saves, requires COMPATIBLE_SAVES
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#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
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// Revisited Trilogy modifications (HUD/menu/controller cosmetics, custom fonts).
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// Enabled by default on Switch; comment out to build a clean "vanilla NX".
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// Platform necessities (audio/loading tweaks) are gated on __SWITCH__ separately,
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// so a vanilla NX build (RT off) still keeps those.
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#if defined(__SWITCH__) && !defined(NO_RT)
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#define RT
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#endif
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// RT tunables, centralized so shared code stays readable. RT off = upstream values.
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#ifdef RT
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#define RT_RADAR_SCALE 1.3f // enlarge the minimap by 30%
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#else
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#define RT_RADAR_SCALE 1.0f
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#endif
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//#define NO_MOVIES // compile-time: when defined, intro videos are skipped entirely
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#define EXTENDED_OFFSCREEN_DESPAWN_RANGE // Use onscreen despawn range for offscreen peds and vehicles to avoid them despawning in the distance when you look
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@@ -2,7 +2,13 @@
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// of FFmpeg).
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// Nintendo Switch / GLFW movie player. Ported from the SDL2 build; only the
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// windowing-system glue differs (GLFW proc address / buffer swap / timer).
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#if defined RW_GL3 && !defined LIBRW_SDL2
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//
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// Switch-only on purpose: Windows D3D9 builds play the intro through the win.cpp
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// skeleton (DirectShow), and the other GLFW targets never played it at all - the
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// MPEG states there have always just fallen through. Everyone else gets the stub
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// at the bottom of this file, which keeps glfw.cpp's intro state machine linkable
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// without dragging pl_mpeg and OpenAL into those builds.
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#if defined __SWITCH__ && defined RW_GL3 && !defined LIBRW_SDL2 && defined AUDIO_OAL
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#include "common.h"
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+11
-10
@@ -1868,6 +1868,17 @@ windowIconifyCB(GLFWwindow* window, int iconified) {
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/*
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*****************************************************************************
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*/
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// True if the player pressed a button to skip an intro movie. Uses the menu
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// confirm button so it follows the selected controller type (Nintendo layout:
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// A/east; PlayStation/Xbox: Cross/south), plus Start or Enter on a keyboard.
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// Defined for every platform - the intro state machine below is not #ifdef'd.
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static bool SkipMovieButtonJustDown()
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{
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return CPad::GetPad(0)->GetMenuConfirmJustDown()
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|| CPad::GetPad(0)->GetStartJustDown()
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|| CPad::GetPad(0)->GetEnterJustDown();
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}
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#ifdef _WIN32
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int PASCAL
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WinMain(HINSTANCE instance,
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@@ -1891,16 +1902,6 @@ WinMain(HINSTANCE instance,
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#endif
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#else
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// True if the player pressed a button to skip an intro movie. Uses the menu
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// confirm button so it follows the selected controller type (Nintendo layout:
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// A/east; PlayStation/Xbox: Cross/south), plus Start or Enter on a keyboard.
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static bool SkipMovieButtonJustDown()
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{
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return CPad::GetPad(0)->GetMenuConfirmJustDown()
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|| CPad::GetPad(0)->GetStartJustDown()
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|| CPad::GetPad(0)->GetEnterJustDown();
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}
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int
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main(int argc, char *argv[])
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{
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