Fixes as to make including AngelScript actually possible.
continuous-integration/drone/push Build is passing
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continuous-integration/drone/push Build is passing
Details
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@ -81,6 +81,7 @@ endif (WINDOWS)
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target_link_libraries(pkmnLib PUBLIC ${_LINKS})
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if (SCRIPT_PROVIDER STREQUAL "angelscript")
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SET(GCC_COVERAGE_COMPILE_FLAGS "-fno-strict-aliasing")
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target_link_libraries(pkmnLib-angelscript PUBLIC ${_LINKS})
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endif()
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@ -21,12 +21,9 @@ class PkmnLibConan(ConanFile):
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cmake.configure()
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cmake.build()
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# Explicit way:
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# self.run('cmake "%s/src" %s' % (self.source_folder, cmake.command_line))
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# self.run("cmake --build . %s" % cmake.build_config)
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def package(self):
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self.copy("*.hpp", dst="include", src="src")
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self.copy("*.h", dst="include", src="src")
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self.copy("*.lib", dst="lib", keep_path=False)
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self.copy("*.dll", dst="bin", keep_path=False)
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self.copy("*.dylib*", dst="lib", keep_path=False)
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@ -1,8 +1,13 @@
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#include "../Battling/Library/PokemonScriptResolver.hpp"
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#define ANGELSCRIPT_DLL_LIBRARY_IMPORT
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#define GetPropertyCache
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#undef GetProperty
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#include <angelscript.h>
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#define GetProperty GetPropertyCache
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using namespace PkmnLib::Battling;
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void PokemonScriptResolver::Initialize(const PkmnLib::Battling::BattleLibrary* library){
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}
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CreatureLib::Battling::Script* PokemonScriptResolver::LoadScript(ScriptCategory category, const std::string& scriptName){
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