last codename engine commit, its over
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package;
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import commands.*;
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class Main {
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public static var commands:Array<Command> = [];
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public static function initCommands() {
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commands = [
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{
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names: ["setup"],
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doc: "Setups (or updates) all libraries required for the engine.",
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func: Update.main,
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dDoc: "This command runs through all libraries in libs.xml, and install them.\nIf they're already installed, they will be updated."
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},
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{
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names: ["help", null],
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doc: "Shows help. Pass a command name to get additional help.",
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func: help,
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dDoc: "Usage: help <cmd>\n\nFor example, use \"cne help test\" to get additional help on the test command."
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},
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{
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names: ["test"],
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doc: "Creates a non final test build, then runs it.",
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func: Compiler.test,
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dDoc: "Usage: test <optional args>\n" +
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"\nThis will create a quick debug build binded to the source then run it, which means:" +
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"\n- The assets WON'T be copied over - Assets will be read from the game's source." +
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"\n- This build WON'T be ready for release - Running anywhere else than in the bin folder will result in a crash from missing assets" +
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"\n- This build will also use the mods folder from the source directory." +
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"\n\nIf you want a full build which contains all assets, run \"cne release\" or \"cne test-release\"" +
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"\nAdditional arguments will be sent to the lime compiler."
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},
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{
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names: ["build"],
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doc: "Creates a non final test build, without running it.",
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func: Compiler.build,
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dDoc: "Usage: build <optional arguments>\n" +
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"\nThis will create a quick debug build binded to the source then run it, which means:" +
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"\n- The assets WON'T be copied over - Assets will be read from the game's source." +
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"\n- This build WON'T be ready for release - Running anywhere else than in the bin folder will result in a crash from missing assets" +
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"\n- This build will also use the mods folder from the source directory." +
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"\n\nIf you want a full build which contains all assets, run \"cne release\" or \"cne test-release\"" +
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"\nAdditional arguments will be sent to the lime compiler."
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},
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{
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names: ["release"],
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doc: "Creates a final non debug build, containing all assets.",
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func: Compiler.release,
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dDoc: "Usage: release <optional arguments>\n" +
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"\nThis will create a final ready-for-release build, which means this build will be able to be release on websites such as GameBanana without worrying about source-dependant stuff."
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},
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{
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names: ["test-release"],
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doc: "Creates a final non debug build, containing all assets.",
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func: Compiler.testRelease,
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dDoc: "Usage: release <optional arguments>\n" +
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"\nThis will create and run a final ready-for-release build, which means this build will be able to be release on websites such as GameBanana without worrying about source-dependant stuff."
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}
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];
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}
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public static function main() {
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initCommands();
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var args = Sys.args();
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var commandName = args.shift();
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if (commandName != null)
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commandName = commandName.toLowerCase();
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for(c in commands) {
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if (c.names.contains(commandName)) {
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c.func(args);
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return;
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}
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}
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}
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public static function help(args:Array<String>) {
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var cmdName = args.shift();
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if (cmdName != null) {
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cmdName = cmdName.toLowerCase();
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var matchingCommand = null;
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for(c in commands) if (c.names.contains(cmdName)) {
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matchingCommand = c;
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break;
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}
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if (matchingCommand == null) {
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Sys.println('help - Command named ${cmdName} not found.');
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return;
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}
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Sys.println('${matchingCommand.names.join(", ")}');
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Sys.println("---");
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Sys.println(matchingCommand.dDoc);
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return;
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}
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// shows help
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Sys.println("Codename Engine Command Line utility");
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Sys.println('Available commands (${commands.length}):\n');
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for(line in commands) {
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Sys.println('${line.names.join(", ")} - ${line.doc}');
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}
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}
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}
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typedef Command = {
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var names:Array<String>;
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var func:Array<String>->Void;
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var ?doc:String;
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var ?dDoc:String;
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}
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package commands;
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class Compiler {
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public static function test(args:Array<String>) {
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__build(args, ["test", getBuildTarget(), "-D", "TEST_BUILD"]);
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}
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public static function build(args:Array<String>) {
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__build(args, ["build", "windows", "-D", "TEST_BUILD"]);
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}
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public static function release(args:Array<String>) {
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__build(args, ["build", "windows"]);
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}
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public static function testRelease(args:Array<String>) {
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__build(args, ["test", "windows"]);
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}
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private static function __build(args:Array<String>, arg:Array<String>) {
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for(a in args)
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arg.push(a);
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Sys.command("lime", arg);
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}
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private static function getBuildTarget() {
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return switch(Sys.systemName()) {
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case "Windows":
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"windows";
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case "Mac":
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"macos";
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case "Linux":
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"linux";
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case def:
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def.toLowerCase();
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}
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}
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}
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@@ -1,10 +1,12 @@
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package commands;
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import haxe.Json;
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import sys.io.File;
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import sys.io.Process;
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import sys.FileSystem;
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class Update {
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public static function main() {
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public static function main(args:Array<String>) {
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// to prevent messing with currently installed libs
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if (!FileSystem.exists('.haxelib'))
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FileSystem.createDirectory('.haxelib');
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+5
-5
@@ -57,11 +57,14 @@
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<define name="PRELOAD_ALL" unless="web" />
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<define name="NO_PRELOAD_ALL" unless="PRELOAD_ALL"/>
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<library name="assets" preload="true" if="PRELOAD_ALL"/>
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<library name="assets" preload="false" if="NO_PRELOAD_ALL" />
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<assets path="assets/" rename="assets" exclude="*.ogg" if="web"/>
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<assets path="assets/" rename="assets" exclude="*.mp3" unless="web"/>
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<section unless="TEST_BUILD">
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<assets path="assets/" rename="assets" exclude="*.ogg" if="web"/>
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<assets path="assets/" rename="assets" exclude="*.mp3" unless="web"/>
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</section>
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<assets path='mods' rename='mods' embed='false'/>
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<assets path='art/readme.txt' rename='do NOT readme.txt' />
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@@ -132,9 +135,6 @@
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<!-- Comment this out to disable softcoded states and state scripting !-->
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<haxedef name="SOFTCODED_STATES" />
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<!-- Comment this out to disable usage of source assets when using lime test windows !-->
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<haxedef name="USE_SOURCE_ASSETS" />
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<!-- Comment this out to use the default OpenFL assets system for the assets/ folder. !-->
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<haxedef name="USE_ADAPTED_ASSETS" />
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@@ -83,7 +83,7 @@ class Main extends Sprite
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#else
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""
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#end;
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public static var startedFromSource:Bool = false;
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public static var startedFromSource:Bool = #if TEST_BUILD true #else false #end;
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private static var __threadCycle:Int = 0;
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@@ -123,26 +123,14 @@ class Main extends Sprite
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funkin.backend.scripting.GlobalScript.init();
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#end
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#if sys
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if (startedFromSource = Sys.args().contains("-livereload")) {
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#if USE_SOURCE_ASSETS
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#if windows
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trace("Used lime test windows. Switching into source assets.");
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#elseif mac
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trace("Used lime test mac. Switching into source assets.");
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#elseif linux
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trace("Used lime test linux. Switching into source assets.");
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#end
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#if (sys && TEST_BUILD)
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trace("Used cne test / cne build. Switching into source assets.");
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#if MOD_SUPPORT
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ModsFolder.modsPath = './${pathBack}mods/';
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ModsFolder.modsPath = './${pathBack}mods/';
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#end
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Paths.assetsTree.__defaultLibraries.push(ModsFolder.loadLibraryFromFolder('assets', './${pathBack}assets/', true));
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#end
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} else {
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#if USE_ADAPTED_ASSETS
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#elseif USE_ADAPTED_ASSETS
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Paths.assetsTree.__defaultLibraries.push(ModsFolder.loadLibraryFromFolder('assets', './assets/', true));
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#end
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}
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#end
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+1
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@haxe -cp update -D analyzer-optimize -main Update --interp
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@haxe -cp commandline -D analyzer-optimize --run Main setup
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