initial import
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87
warzone2100-legacy/fix-build.patch
Normal file
87
warzone2100-legacy/fix-build.patch
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@@ -0,0 +1,87 @@
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--- a/build_tools/autorevision/autorevision.cpp 2011-10-23 22:05:12.000000000 +0200
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+++ b/build_tools/autorevision/autorevision.cpp 2021-06-16 20:25:30.037820011 +0200
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@@ -635,7 +635,7 @@
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const string cwd(GetWorkingDir());
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if (!ChangeDir(_workingDir))
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- return false;
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+ return result;
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set_env("LANG", "C");
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set_env("LC_ALL", "C");
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@@ -645,7 +645,7 @@
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ChangeDir(cwd);
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if (!process)
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- return false;
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+ return result;
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char buf[1024];
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if (fgets(buf, sizeof(buf), process))
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--- a/lib/ivis_opengl/piedraw.c 2011-10-23 22:05:14.000000000 +0200
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+++ b/lib/ivis_opengl/piedraw.c 2025-01-09 17:19:47.927557356 +0100
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@@ -648,53 +648,21 @@
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op_depth_pass_back = GL_DECR_WRAP_EXT;
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}
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- // generic 1-pass version
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- if (GLEE_EXT_stencil_two_side)
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- {
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- glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
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- glDisable(GL_CULL_FACE);
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- glStencilMask(~0);
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- glActiveStencilFaceEXT(GL_BACK);
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- glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_back);
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- glStencilFunc(GL_ALWAYS, 0, ~0);
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- glActiveStencilFaceEXT(GL_FRONT);
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- glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_front);
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- glStencilFunc(GL_ALWAYS, 0, ~0);
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-
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- pie_ShadowDrawLoop();
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-
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- glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
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- }
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- // check for ATI-specific 1-pass version
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- else if (GLEE_ATI_separate_stencil)
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- {
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- glDisable(GL_CULL_FACE);
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- glStencilMask(~0);
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- glStencilOpSeparateATI(GL_BACK, GL_KEEP, GL_KEEP, op_depth_pass_back);
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- glStencilOpSeparateATI(GL_FRONT, GL_KEEP, GL_KEEP, op_depth_pass_front);
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- glStencilFunc(GL_ALWAYS, 0, ~0);
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-
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- pie_ShadowDrawLoop();
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- }
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- // fall back to default 2-pass version
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- else
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- {
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- glStencilMask(~0);
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- glStencilFunc(GL_ALWAYS, 0, ~0);
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- glEnable(GL_CULL_FACE);
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+ glStencilMask(~0);
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+ glStencilFunc(GL_ALWAYS, 0, ~0);
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+ glEnable(GL_CULL_FACE);
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- // Setup stencil for front-facing polygons
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- glCullFace(GL_BACK);
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- glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_front);
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+ // Setup stencil for front-facing polygons
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+ glCullFace(GL_BACK);
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+ glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_front);
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- pie_ShadowDrawLoop();
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+ pie_ShadowDrawLoop();
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- // Setup stencil for back-facing polygons
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- glCullFace(GL_FRONT);
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- glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_back);
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+ // Setup stencil for back-facing polygons
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+ glCullFace(GL_FRONT);
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+ glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_back);
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- pie_ShadowDrawLoop();
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- }
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+ pie_ShadowDrawLoop();
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glEnable(GL_CULL_FACE);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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