Files
questshock/engine/src/Libraries/2D/Source/Clip/clpltyp.h
T
ml a5ec8db5f7
build / build (push) Failing after 5s
Vendor the Shockolate engine and build it via a Docker image with every
dependency (SDL2, SDL2_mixer, fluidsynth-lite, a MIDI soundfont)
prebuilt, so compiling the engine needs no network access - just the
image and the engine source. Add res/assets/extract_assets.sh to pull
the game's data files out of a purchased GOG installer, and a Makefile
that assembles a runnable dist/ from the two.

Also add `make package`, which builds a redistributable tarball that
omits the proprietary game assets (shipping res/GET_ASSETS.txt instead)
plus license information for both the MIT tooling and the GPLv3 engine,
and a Gitea Actions workflow that builds and publishes it to
dl.ladkau.de on every push.
2026-07-19 15:43:38 +02:00

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1.1 KiB
C

/*
Copyright (C) 2015-2018 Night Dive Studios, LLC.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* $Source: n:/project/lib/src/2d/RCS/clpltyp.h $
* $Revision: 1.1 $
* $Author: lmfeeney $
* $Date: 1994/06/11 01:10:35 $
*/
#ifndef __CLPLTYPE_H
#define __CLPLTYPE_H
#include "plytyp.h"
typedef
void *grt_line_clip_fill;
typedef
int (*grt_line_clip_fill_v) (long, long, grs_vertex *, grs_vertex *);
typedef
int (*grt_line_clip_fill_xy) (short, short, short, long, long);
extern grt_line_clip_fill *grd_line_clip_fill_vector;
#endif