📄 quake2d.dpr
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program quake2d;
uses
SysUtils,
{$IFDEF WIN32}
sys_win in '..\win32\sys_win.pas',
vid_dll in '..\win32\vid_dll.pas',
snd_win in '..\win32\snd_win.pas',
in_win in '..\win32\in_win.pas',
q_shwin in '..\win32\q_shwin.pas',
net_wins in '..\win32\net_wins.pas',
cd_win in '..\win32\cd_win.pas',
vid_menu in '..\win32\vid_menu.pas',
ConProc in '..\win32\ConProc.pas',
qfiles in '..\qcommon\qfiles.pas',
crc in '..\qcommon\crc.pas',
CPas in '..\qcommon\CPas.pas',
cmd in '..\qcommon\cmd.pas',
Common in '..\qcommon\Common.pas',
CVar in '..\qcommon\CVar.pas',
Files in '..\qcommon\Files.pas',
CModel in '..\qcommon\CModel.pas',
MD4 in '..\qcommon\MD4.pas',
PMoveUnit in '..\qcommon\PMoveUnit.pas',
net_chan in '..\qcommon\net_chan.pas',
Delphi_cdecl_printf in '..\qcommon\Delphi_cdecl_printf.pas',
q_shared in '..\game\q_shared.pas',
m_flash in '..\game\m_flash.pas',
GameUnit in '..\game\GameUnit.pas',
cl_main in '..\client\cl_main.pas',
Client in '..\client\Client.pas',
ref in '..\client\ref.pas',
menu in '..\client\menu.pas',
Sound_h in '..\client\Sound_h.pas',
Console in '..\client\Console.pas',
cl_scrn in '..\client\cl_scrn.pas',
vid_h in '..\client\vid_h.pas',
keys in '..\client\keys.pas',
snd_loc in '..\client\snd_loc.pas',
cl_input in '..\client\cl_input.pas',
cl_cin in '..\client\cl_cin.pas',
snd_dma in '..\client\snd_dma.pas',
cl_ents in '..\client\cl_ents.pas',
cl_pred in '..\client\cl_pred.pas',
cl_view in '..\client\cl_view.pas',
cl_parse in '..\client\cl_parse.pas',
Qmenu in '..\client\Qmenu.pas',
cl_tent in '..\client\cl_tent.pas',
cl_fx in '..\client\cl_fx.pas',
cl_newfx in '..\client\cl_newfx.pas',
snd_mix in '..\client\snd_mix.pas',
snd_mem in '..\client\snd_mem.pas',
cl_inv in '..\client\cl_inv.pas',
server in '..\server\server.pas',
sv_game in '..\server\sv_game.pas',
sv_init in '..\server\sv_init.pas',
sv_ccmds in '..\server\sv_ccmds.pas',
Sv_main in '..\server\sv_main.pas',
sv_send in '..\server\sv_send.pas',
sv_ents in '..\server\sv_ents.pas',
sv_user in '..\server\sv_user.pas',
sv_world in '..\server\sv_world.pas',
DelphiTypes in '..\qcommon\DelphiTypes.pas',
q_shared_add in '..\game\q_shared_add.pas',
game_add in '..\game\game_add.pas';
{$ELSE}
// This is for the Linux - Kylix part
sys_linux in '../linux/sys_linux.pas',
vid_so in '../linux/vid_so.pas',
//snd_linux in '../linux/snd_linux.pas',
snd_sdl in '../linux/snd_sdl.pas',
in_linux in '../linux/in_linux.pas',
q_shlinux in '../linux/q_shlinux.pas',
net_udp in '../linux/net_udp.pas',
//cd_linux in '../linux/cd_linux.pas',
cd_sdl in '../linux/cd_sdl.pas',
vid_menu in '../linux/vid_menu.pas',
glob in '../linux/glob.pas',
rw_linux_h in '../linux/rw_linux_h.pas',
qfiles in '../qcommon/qfiles.pas',
crc in '../qcommon/crc.pas',
CPas in '../qcommon/CPas.pas',
cmd in '../qcommon/cmd.pas',
Common in '../qcommon/Common.pas',
CVar in '../qcommon/CVar.pas',
Files in '../qcommon/Files.pas',
CModel in '../qcommon/CModel.pas',
MD4 in '../qcommon/MD4.pas',
PMoveUnit in '../qcommon/PMoveUnit.pas',
net_chan in '../qcommon/net_chan.pas',
Delphi_cdecl_printf in '../qcommon/Delphi_cdecl_printf.pas',
q_shared in '../game/q_shared.pas',
m_flash in '../game/m_flash.pas',
GameUnit in '../game/GameUnit.pas',
cl_main in '../client/cl_main.pas',
Client in '../client/Client.pas',
ref in '../client/ref.pas',
menu in '../client/menu.pas',
Sound_h in '../client/Sound_h.pas',
Console in '../client/Console.pas',
cl_scrn in '../client/cl_scrn.pas',
vid_h in '../client/vid_h.pas',
keys in '../client/keys.pas',
snd_loc in '../client/snd_loc.pas',
cl_input in '../client/cl_input.pas',
cl_cin in '../client/cl_cin.pas',
snd_dma in '../client/snd_dma.pas',
cl_ents in '../client/cl_ents.pas',
cl_pred in '../client/cl_pred.pas',
cl_view in '../client/cl_view.pas',
cl_parse in '../client/cl_parse.pas',
Qmenu in '../client/Qmenu.pas',
cl_tent in '../client/cl_tent.pas',
cl_fx in '../client/cl_fx.pas',
cl_newfx in '../client/cl_newfx.pas',
snd_mix in '../client/snd_mix.pas',
snd_mem in '../client/snd_mem.pas',
cl_inv in '../client/cl_inv.pas',
server in '../server/server.pas',
sv_game in '../server/sv_game.pas',
sv_init in '../server/sv_init.pas',
sv_ccmds in '../server/sv_ccmds.pas',
Sv_main in '../server/sv_main.pas',
sv_send in '../server/sv_send.pas',
sv_ents in '../server/sv_ents.pas',
sv_user in '../server/sv_user.pas',
sv_world in '../server/sv_world.pas',
DelphiTypes in '../qcommon/DelphiTypes.pas',
q_shared_add in '../game/q_shared_add.pas',
game_add in '../game/game_add.pas';
{$ENDIF}
{$R *.res}
{$IFDEF WIN32}
{$INCLUDE ..\Jedi.inc}
{$ELSE}
{$INCLUDE ../Jedi.inc}
{$ENDIF}
var
Saved8087CW: Word;
CommandLine: String;
i: Integer;
begin
{ Save the current FPU state and then disable FPU exceptions }
Saved8087CW := Default8087CW;
Set8087CW($133f); { Disable all fpu exceptions }
{ Juha:
We can't use CmdLine variable here, because we should not include the
executable name, so we need to build one here }
for i := 1 to ParamCount do
CommandLine := CommandLine + ' ' + ParamStr(i) ;
CommandLine := Trim(CommandLine);
{$IFDEF COMPILER6_UP}{$WARN SYMBOL_PLATFORM OFF}{$WARN SYMBOL_DEPRECATED OFF}{$ENDIF}
{$IFDEF WIN32}
WinMain( hInstance, hPrevInst, PChar(CommandLine), CmdShow );
{$ELSE}
Main ( i , PChar(CommandLine));
{$ENDIF}
{$IFDEF COMPILER6_UP}{$WARN SYMBOL_PLATFORM ON}{$WARN SYMBOL_DEPRECATED ON}{$ENDIF}
{ Reset the FPU to the previous state }
Set8087CW(Saved8087CW);
end.
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