This is a simple component start point template. It demonstrates how to declare pawn functions using the pawn-natives derived syntax (old methods are still available) and add per-player data managed by the server.
Since this is a template, i.e. a start point for new components, it needs a Unique ID adding. Don't forget to get a new one from here:
- CMake 3.19+
- Conan 1.53+
- Visual Studio 2019+ (on Windows)
- Clang (on Linux)
Visual Studio needs the Desktop development with C++
workload with the MSVC v142
, Windows 10 SDK
, and C++ Clang tools for Windows
components.
# With HTTPS:
git clone --recursive https://github.com/openmultiplayer/basic-template
# With SSH:
git clone --recursive [email protected]:openmultiplayer/basic-template
Note the use of the --recursive
argument, because this repository contains submodules. A useful setting when cloning recursive repos is:
git config --global url."[email protected]:".insteadOf "https://github.com/"
Which allows you to push https://
repos you have permissions on.
mkdir build
cd build
cmake .. -A Win32 -T ClangCL
Open Visual Studio and build the solution.
mkdir build
cd build
# May need to configure this line.
export CC=/usr/lib/llvm/13/bin/clang CXX=/usr/lib/llvm/13/bin/clang++
cmake .. -G Ninja -DCMAKE_C_FLAGS=-m32 -DCMAKE_CXX_FLAGS=-m32 -DCMAKE_BUILD_TYPE=Debug \
cmake --build . --config Debug
Change Debug
to Release
for final versions.
cd docker
.\build.sh
You may need to set up some directories first:
mkdir build
mkdir conan
sudo chown 1000 build
sudo chown 1000 conan
Instead you run the script as root, and target a specific distro:
UBUNTU_VERSION=18.04 sudo .\build.sh
The output is in docker/build/