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CMakeLists.txt
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CMakeLists.txt
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# Kisak-Strike: Gentoo Offensive
# Main CMake File
# List of targets from VPC
# Dmserializers* Matchmaking_DS_CSGO* ServerBrowser* tier3*
# Dmxloader* materialsystem* Server_CSGO* Unitlib*
# appframework* engine* mathlib* shaderapiempty* valve_avi*
# bitmap* engine_ds mathlib_extended* shaderlib* vgui2*
# bitmap_byteswap* Fgdlib* matsys_controls* vgui_controls*
# bonesetup* filesystem_stdio* meshutils* vguimatsurface*
# Bzip2* inputsystem* particles* soundemittersystem* vgui_surfacelib*
# choreoobjects* interfaces* quickhull* soundsystem_lowlevel* videocfg*
# launcher* Raytrace* stdshader_dx9* vpklib*
# launcher_main* studiorender* vscript*
# localize* vstdlib*
# Client_CSGO* matchmakingbase* resourcefile* tier0* vtf*
# datacache* matchmakingbase_ds* responserules_runtime* tier1*
# Dedicated* Matchmaking_CSGO* SceneFileCache* tier2*
cmake_minimum_required(VERSION 3.16)
project(KisakStrike)
include(kisak-strike-build-options.cmake)
add_subdirectory(appframework)
add_subdirectory(external/crypto++-5.61)
add_subdirectory(interfaces)
add_subdirectory(fgdlib)
add_subdirectory(gcsdk)
add_subdirectory(tier0)
add_subdirectory(tier1)
add_subdirectory(tier2)
add_subdirectory(tier3)
add_subdirectory(vstdlib)
add_subdirectory(mathlib) #also does mathlib_extended.
add_subdirectory(vpklib)
add_subdirectory(vgui2/matsys_controls)
add_subdirectory(vgui2/src)
add_subdirectory(vgui2/vgui_controls)
add_subdirectory(vgui2/vgui_surfacelib)
add_subdirectory(soundsystem/lowlevel)
add_subdirectory(thirdparty/quickhull)
if(CMAKE_SYSTEM_PROCESSOR STREQUAL "e2k")
# We use sustem gperftools-2.5 on OS Elbrus
else()
add_subdirectory(thirdparty/gperftools-2.8.1) #We include this version instead of distro-pkg because there is a false positive in ASAN
endif()
add_subdirectory(thirdparty/protobuf-2.5.0/cmake)
add_subdirectory(utils/bzip2)
add_subdirectory(utils/jpeglib)
add_subdirectory(unitlib)
add_subdirectory(videocfg)
add_subdirectory(vtf)
add_subdirectory(engine/voice_codecs/minimp3) # This will fix the Issues about audio.
add_subdirectory(avi)
add_subdirectory(bitmap) #also does bitmap_byteswap
add_subdirectory(bonesetup)
add_subdirectory(choreoobjects)
add_subdirectory(datacache)
add_subdirectory(dedicated)
add_subdirectory(dedicated_main)
add_subdirectory(dmserializers)
add_subdirectory(dmxloader)
add_subdirectory(engine)
add_subdirectory(engine_ds)
add_subdirectory(filesystem)
add_subdirectory(inputsystem)
add_subdirectory(localize)
add_subdirectory(materialsystem)
add_subdirectory(materialsystem/shaderlib)
add_subdirectory(materialsystem/shaderapiempty)
add_subdirectory(materialsystem/stdshaders)
add_subdirectory(materialsystem/shaderapidx9)
add_subdirectory(meshutils)
add_subdirectory(particles)
add_subdirectory(raytrace)
add_subdirectory(resourcefile)
add_subdirectory(responserules/runtime)
add_subdirectory(scenefilecache)
add_subdirectory(serverbrowser)
add_subdirectory(soundemittersystem)
add_subdirectory(studiorender)
add_subdirectory(togl)
add_subdirectory(vguimatsurface)
add_subdirectory(vscript)
add_subdirectory(game/client) #CSGO Client
add_subdirectory(game/server) #CSGO Server
add_subdirectory(matchmaking) #Does all 4 matchmaking projects
add_subdirectory(launcher)
add_subdirectory(launcher_main) #The actual executable that just dlopen's launcher
if( USE_SCALEFORM )
add_subdirectory(scaleformui) #DUMMY cmake project so CLion can do analysis
elseif( USE_ROCKETUI )
#Custom Kisak-Strike UI powered by RmlUI
add_subdirectory(thirdparty/RmlUi)
add_subdirectory(rocketui)
endif()
#Frankenstein physics lib sewn together from 3 different leaks by mad scientist lwss
if( USE_KISAK_PHYSICS )
add_definitions(-DUSE_KISAK_PHYSICS)
message("Using Open-Source Kisakstrike Physics rebuild!\n")
add_subdirectory(ivp/havana/havok/hk_base)
add_subdirectory(ivp/havana/havok/hk_math)
add_subdirectory(ivp/havana/havok/hk_physics/constraint)
add_subdirectory(ivp/ivp_compact_builder)
add_subdirectory(ivp/ivp_physics)
add_subdirectory(vphysics)
#Experimental open source Bullet Physics
elseif( USE_BULLET_PHYSICS )
add_definitions(-DUSE_BULLET_PHYSICS)
#lwss: threading is experimental
if( USE_BULLET_PHYSICS_THREADED )
add_definitions(-DBT_THREADSAFE -DBT_USE_OPENMP)
set(BULLET2_MULTITHREADING ON CACHE BOOL "" FORCE)
set(BULLET2_USE_OPEN_MP_MULTITHREADING ON CACHE BOOL "" FORCE)
endif()
message("Using Bullet Open-Source Physics\n")
set(BUILD_BULLET2_DEMOS OFF CACHE BOOL "" FORCE)
set(BUILD_CPU_DEMOS OFF CACHE BOOL "" FORCE)
set(BUILD_EXTRAS OFF CACHE BOOL "" FORCE)
set(BUILD_BULLET3 OFF CACHE BOOL "" FORCE)
set(BUILD_UNIT_TESTS OFF CACHE BOOL "" FORCE)
set(BUILD_ENET OFF CACHE BOOL "" FORCE)
set(BUILD_CLSOCKET OFF CACHE BOOL "" FORCE)
set(OpenGL_GL_PREFERENCE LEGACY)
if (CMAKE_BUILD_TYPE EQUAL "DEBUG")
message("Adding Bullet debug flag\n")
add_definitions(-DBT_DEBUG)
add_definitions(-DBT_DEBUG_MEMORY_ALLOCATIONS)
endif()
add_subdirectory(thirdparty/bullet3)
add_subdirectory(vphysics_bullet)
else()
message("Using Valve Standard VPhysics .so blob!\n")
endif()