A repository of common bits for compilation projects based on Garry's Mod.
The include folder has all the required headers for building modules for Garry's Mod (LuaJIT and Garry's Mod headers) with C++.
There's common code for premake on the premake folder for faster development. premake5 is required to generate projects.
Do not use internal classes/structures (like the GameDepot::System
class or the IGamemodeSystem::Information
structure) unless you compile with Visual Studio 2015, Visual Studio 2017 or Visual Studio 2019 on release mode, for Windows.
On Linux, everything should work fine as is, on release mode.
For Mac OSX, any Xcode (using the GCC compiler) version MIGHT work as long as the Mac OSX 10.7 SDK is used, on release mode.
These restrictions are not random; they exist because of ABI compatibility reasons.
If stuff starts erroring or fails to work, be sure to check the correct line endings (\n
and such) are present in the files for each OS.
In your project's premake5.lua
(or whatever you named it) you should include your local copy of this repository, for example:
newoption({
trigger = "gmcommon",
description = "Sets the path to the garrysmod_common (https://github.com/danielga/garrysmod_common) directory",
value = "path to garrysmod_common directory"
})
local gmcommon = assert(_OPTIONS.gmcommon or os.getenv("GARRYSMOD_COMMON"),
"you didn't provide a path to your garrysmod_common (https://github.com/danielga/garrysmod_common) directory")
include(path.join(gmcommon, "generator.v2.lua"))
Creates the workspace with the provided workspace_name
, optional workspace_add_debug
for including a debug compilation mode (default is true
) and optional workspace_path
for files (can also be set by premake option (--workspace=path
) and by default uses the value in the config file). Must be called at least once before the next functions.
CreateWorkspace({
name = workspace_name,
allow_debug = workspace_add_debug, -- optional
path = workspace_path -- optional
})
Creates the project for the provided state on project_serverside
(it's a boolean), optional project_manual_files
(allows you to add the source/header files manually through the function files
and default is false
) and optional project_source_path
for source files path (can also be set by premake option --source=path
and by default uses the value in the config file, but beware it will be used by all projects).
CreateProject({
serverside = project_serverside,
manual_files = project_manual_files, -- optional
source_path = project_source_path -- optional
})
Call the next functions as needed. [directory]
means it's optional because you can also use premake options, environment variables or the config file in this repo.
IncludeLuaShared() -- uses this repo path
IncludeDetouring() -- uses this repo detouring submodule
IncludeScanning() -- uses this repo scanning submodule
IncludeSDKCommon([directory]) -- premake option: --sourcesdk=directory - env var: SOURCE_SDK
IncludeSDKTier0([directory]) -- premake option: --sourcesdk=directory - env var: SOURCE_SDK
IncludeSDKTier1([directory]) -- premake option: --sourcesdk=directory - env var: SOURCE_SDK
IncludeSDKTier2([directory]) -- premake option: --sourcesdk=directory - env var: SOURCE_SDK
IncludeSDKTier3([directory]) -- premake option: --sourcesdk=directory - env var: SOURCE_SDK
IncludeSDKMathlib([directory]) -- premake option: --sourcesdk=directory - env var: SOURCE_SDK
IncludeSDKRaytrace([directory]) -- premake option: --sourcesdk=directory - env var: SOURCE_SDK
IncludeSteamAPI([directory]) -- premake option: --sourcesdk=directory - env var: SOURCE_SDK
You can also request the project to auto-install the compiled files to a directory selected by you or automatically found on your system. Use one of the following:
- Append the
--autoinstall
flag to your command to either use theGARRYSMOD_LUA_BIN
environment var, automatic path finder or theDEFAULT_GARRYSMOD_LUA_BIN_DIRECTORY
config (which you have to define yourself inconfig.lua
). - Append the
--autoinstall=path
config to your command to use the path you want.
Using specific MacOSX SDKs is also supported, by using either the premake config --macosx_sdkroot
or the preferred SDKROOT
environment variable when calling make
.
https://github.com/ValveSoftware/source-sdk-2013
https://github.com/danielga/sourcesdk-minimal