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Added -fvisibility=hidden parameter for gcc.
Should help a bit with endless missing DLL_LINKAGE attributes and (according to gcc docs) help a bit with library loading times.
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@ -100,9 +100,14 @@ endif()
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if(CMAKE_COMPILER_IS_GNUCXX OR NOT WIN32) #so far all *nix compilers support such parameters
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if(CMAKE_COMPILER_IS_GNUCXX OR NOT WIN32) #so far all *nix compilers support such parameters
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if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
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if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
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set(CLANG_SPECIFIC_FLAGS "-Wno-mismatched-tags")
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set(CLANG_SPECIFIC_FLAGS "-Wno-mismatched-tags")
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endif()
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endif()
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++0x -Wall -Wextra -Wpointer-arith -Wno-switch -Wno-sign-compare -Wno-unused-parameter -Wuninitialized -Wno-overloaded-virtual ${CLANG_SPECIFIC_FLAGS}")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++0x -Wall -Wextra -Wpointer-arith -Wno-switch -Wno-sign-compare -Wno-unused-parameter -Wuninitialized -Wno-overloaded-virtual ${CLANG_SPECIFIC_FLAGS}")
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if(UNIX)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fvisibility=hidden")
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endif()
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endif()
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endif()
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if(WIN32) # on Win everything goes into H3 root directory
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if(WIN32) # on Win everything goes into H3 root directory
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@ -1527,7 +1527,7 @@ struct ObstaclesRemoved : public CPackForClient //3014
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}
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}
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};
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};
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struct CatapultAttack : public CPackForClient //3015
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struct DLL_LINKAGE CatapultAttack : public CPackForClient //3015
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{
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{
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struct AttackInfo
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struct AttackInfo
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{
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{
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@ -1543,8 +1543,7 @@ struct CatapultAttack : public CPackForClient //3015
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}
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}
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};
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};
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DLL_LINKAGE CatapultAttack();
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CatapultAttack() {type = 3015;}
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DLL_LINKAGE ~CatapultAttack();
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DLL_LINKAGE void applyGs(CGameState *gs);
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DLL_LINKAGE void applyGs(CGameState *gs);
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void applyCl(CClient *cl);
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void applyCl(CClient *cl);
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@ -25,7 +25,7 @@ struct ArtSlotInfo;
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#include "GameConstants.h"
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#include "GameConstants.h"
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struct CPack
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struct DLL_LINKAGE CPack
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{
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{
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ui16 type;
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ui16 type;
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@ -37,7 +37,7 @@ struct CPack
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logNetwork->errorStream() << "CPack serialized... this should not happen!";
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logNetwork->errorStream() << "CPack serialized... this should not happen!";
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}
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}
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void applyGs(CGameState *gs) { }
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void applyGs(CGameState *gs) { }
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virtual std::string toString() const { return boost::str(boost::format("{CPack: type '%d'}") % type); }
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DLL_LINKAGE virtual std::string toString() const { return boost::str(boost::format("{CPack: type '%d'}") % type); }
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};
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};
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std::ostream & operator<<(std::ostream & out, const CPack * pack);
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std::ostream & operator<<(std::ostream & out, const CPack * pack);
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@ -1495,16 +1495,6 @@ DLL_LINKAGE void ObstaclesRemoved::applyGs( CGameState *gs )
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}
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}
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}
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}
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DLL_LINKAGE CatapultAttack::CatapultAttack()
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{
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type = 3015;
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}
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DLL_LINKAGE CatapultAttack::~CatapultAttack()
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{
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}
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DLL_LINKAGE void CatapultAttack::applyGs( CGameState *gs )
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DLL_LINKAGE void CatapultAttack::applyGs( CGameState *gs )
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{
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{
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if(gs->curB && gs->curB->siege != CGTownInstance::NONE) //if there is a battle and it's a siege
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if(gs->curB && gs->curB->siege != CGTownInstance::NONE) //if there is a battle and it's a siege
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@ -23,28 +23,28 @@ class CStackBasicDescriptor;
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namespace JsonRandom
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namespace JsonRandom
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{
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{
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struct RandomStackInfo
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struct DLL_LINKAGE RandomStackInfo
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{
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{
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std::vector<const CCreature *> allowedCreatures;
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std::vector<const CCreature *> allowedCreatures;
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si32 minAmount;
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si32 minAmount;
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si32 maxAmount;
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si32 maxAmount;
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};
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};
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si32 loadValue(const JsonNode & value, CRandomGenerator & rng, si32 defaultValue = 0);
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DLL_LINKAGE si32 loadValue(const JsonNode & value, CRandomGenerator & rng, si32 defaultValue = 0);
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TResources loadResources(const JsonNode & value, CRandomGenerator & rng);
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DLL_LINKAGE TResources loadResources(const JsonNode & value, CRandomGenerator & rng);
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std::vector<si32> loadPrimary(const JsonNode & value, CRandomGenerator & rng);
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DLL_LINKAGE std::vector<si32> loadPrimary(const JsonNode & value, CRandomGenerator & rng);
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std::map<SecondarySkill, si32> loadSecondary(const JsonNode & value, CRandomGenerator & rng);
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DLL_LINKAGE std::map<SecondarySkill, si32> loadSecondary(const JsonNode & value, CRandomGenerator & rng);
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ArtifactID loadArtifact(const JsonNode & value, CRandomGenerator & rng);
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DLL_LINKAGE ArtifactID loadArtifact(const JsonNode & value, CRandomGenerator & rng);
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std::vector<ArtifactID> loadArtifacts(const JsonNode & value, CRandomGenerator & rng);
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DLL_LINKAGE std::vector<ArtifactID> loadArtifacts(const JsonNode & value, CRandomGenerator & rng);
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SpellID loadSpell(const JsonNode & value, CRandomGenerator & rng, std::vector<SpellID> spells);
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DLL_LINKAGE SpellID loadSpell(const JsonNode & value, CRandomGenerator & rng, std::vector<SpellID> spells);
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std::vector<SpellID> loadSpells(const JsonNode & value, CRandomGenerator & rng, std::vector<SpellID> spells);
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DLL_LINKAGE std::vector<SpellID> loadSpells(const JsonNode & value, CRandomGenerator & rng, std::vector<SpellID> spells);
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CStackBasicDescriptor loadCreature(const JsonNode & value, CRandomGenerator & rng);
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DLL_LINKAGE CStackBasicDescriptor loadCreature(const JsonNode & value, CRandomGenerator & rng);
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std::vector<CStackBasicDescriptor> loadCreatures(const JsonNode & value, CRandomGenerator & rng);
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DLL_LINKAGE std::vector<CStackBasicDescriptor> loadCreatures(const JsonNode & value, CRandomGenerator & rng);
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std::vector<RandomStackInfo> evaluateCreatures(const JsonNode & value);
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DLL_LINKAGE std::vector<RandomStackInfo> evaluateCreatures(const JsonNode & value);
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std::vector<Bonus> loadBonuses(const JsonNode & value);
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DLL_LINKAGE std::vector<Bonus> loadBonuses(const JsonNode & value);
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std::vector<Component> loadComponents(const JsonNode & value);
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DLL_LINKAGE std::vector<Component> loadComponents(const JsonNode & value);
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}
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}
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