Fix workflows build

This commit is contained in:
Dima353
2026-07-19 22:46:03 +03:00
parent a3947d7542
commit 27dad9ee5d
3 changed files with 34 additions and 26 deletions
+16 -15
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@@ -201,6 +201,22 @@ enum Config {
#define NO_CDCHECK // skip audio CD check #define NO_CDCHECK // skip audio CD check
#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch) #define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
// Revisited Trilogy modifications (HUD/menu/controller cosmetics, custom fonts).
// Enabled by default on Switch; the RE3_RT CMake option passes NO_RT to turn it off.
// Every other platform builds vanilla. Platform necessities (audio/loading tweaks)
// are gated on __SWITCH__ separately, so a vanilla NX build still keeps those.
// Kept above VANILLA_DEFINES so the tunables below exist in every configuration.
#if defined(__SWITCH__) && !defined(NO_RT)
#define RT
#endif
// RT tunables, centralized so shared code stays readable. RT off = upstream values.
#ifdef RT
#define RT_RADAR_SCALE 1.3f // enlarge the minimap by 30%
#else
#define RT_RADAR_SCALE 1.0f
#endif
#ifdef VANILLA_DEFINES #ifdef VANILLA_DEFINES
#if !defined(_WIN32) || defined(__LP64__) || defined(_WIN64) #if !defined(_WIN32) || defined(__LP64__) || defined(_WIN64)
#error Vanilla can only be built for win-x86 #error Vanilla can only be built for win-x86
@@ -272,21 +288,6 @@ enum Config {
#define FIX_INCOMPATIBLE_SAVES // try to fix incompatible saves, requires COMPATIBLE_SAVES #define FIX_INCOMPATIBLE_SAVES // try to fix incompatible saves, requires COMPATIBLE_SAVES
#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS #define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
// Revisited Trilogy modifications (HUD/menu/controller cosmetics, custom fonts).
// Enabled by default on Switch; comment out to build a clean "vanilla NX".
// Platform necessities (audio/loading tweaks) are gated on __SWITCH__ separately,
// so a vanilla NX build (RT off) still keeps those.
#if defined(__SWITCH__) && !defined(NO_RT)
#define RT
#endif
// RT tunables, centralized so shared code stays readable. RT off = upstream values.
#ifdef RT
#define RT_RADAR_SCALE 1.3f // enlarge the minimap by 30%
#else
#define RT_RADAR_SCALE 1.0f
#endif
//#define NO_MOVIES // compile-time: when defined, intro videos are skipped entirely //#define NO_MOVIES // compile-time: when defined, intro videos are skipped entirely
#define EXTENDED_OFFSCREEN_DESPAWN_RANGE // Use onscreen despawn range for offscreen peds and vehicles to avoid them despawning in the distance when you look #define EXTENDED_OFFSCREEN_DESPAWN_RANGE // Use onscreen despawn range for offscreen peds and vehicles to avoid them despawning in the distance when you look
+7 -1
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@@ -1,6 +1,12 @@
// Nintendo Switch / GLFW movie player. Ported from the SDL2 build; only the // Nintendo Switch / GLFW movie player. Ported from the SDL2 build; only the
// windowing-system glue differs (GLFW proc address / buffer swap / timer). // windowing-system glue differs (GLFW proc address / buffer swap / timer).
#if defined RW_GL3 && !defined LIBRW_SDL2 //
// Switch-only on purpose: Windows D3D9 builds play the intro through the win.cpp
// skeleton (DirectShow), and the other GLFW targets never played it at all - the
// MPEG states there have always just fallen through. Everyone else gets the stub
// at the bottom of this file, which keeps glfw.cpp's intro state machine linkable
// without dragging pl_mpeg and OpenAL into those builds.
#if defined __SWITCH__ && defined RW_GL3 && !defined LIBRW_SDL2 && defined AUDIO_OAL
#include "common.h" #include "common.h"
+11 -10
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@@ -1835,6 +1835,17 @@ windowIconifyCB(GLFWwindow* window, int iconified) {
/* /*
***************************************************************************** *****************************************************************************
*/ */
// True if the player pressed a button to skip an intro movie. Uses the menu
// confirm button so it follows the selected controller type (Nintendo layout:
// A/east; PlayStation/Xbox: Cross/south), plus Start or Enter on a keyboard.
// Defined for every platform - the intro state machine below is not #ifdef'd.
static bool SkipMovieButtonJustDown()
{
return CPad::GetPad(0)->GetMenuConfirmJustDown()
|| CPad::GetPad(0)->GetStartJustDown()
|| CPad::GetPad(0)->GetEnterJustDown();
}
#ifdef _WIN32 #ifdef _WIN32
int PASCAL int PASCAL
WinMain(HINSTANCE instance, WinMain(HINSTANCE instance,
@@ -1858,16 +1869,6 @@ WinMain(HINSTANCE instance,
#endif #endif
#else #else
// True if the player pressed a button to skip an intro movie. Uses the menu
// confirm button so it follows the selected controller type (Nintendo layout:
// A/east; PlayStation/Xbox: Cross/south), plus Start or Enter on a keyboard.
static bool SkipMovieButtonJustDown()
{
return CPad::GetPad(0)->GetMenuConfirmJustDown()
|| CPad::GetPad(0)->GetStartJustDown()
|| CPad::GetPad(0)->GetEnterJustDown();
}
int int
main(int argc, char *argv[]) main(int argc, char *argv[])
{ {