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try to fix CI failures on Windows and MacOS
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@ -55,7 +55,7 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp"
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"VerifyBehavior.cpp")
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add_library(dBehaviors OBJECT ${DGAME_DBEHAVIORS_SOURCES})
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target_link_libraries(dBehaviors PUBLIC dDatabaseCDClient dPhysics magic_enum::magic_enum tinyxml2)
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target_link_libraries(dBehaviors PUBLIC dDatabaseCDClient dPhysics magic_enum::magic_enum)
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target_include_directories(dBehaviors PUBLIC "."
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"${PROJECT_SOURCE_DIR}/dGame/dGameMessages" # via BehaviorContext.h
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PRIVATE
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@ -79,4 +79,4 @@ target_include_directories(dComponents PUBLIC "."
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)
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target_precompile_headers(dComponents REUSE_FROM dGameBase)
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target_link_libraries(dComponents PUBLIC magic_enum::magic_enum tinyxml2 INTERFACE dBehaviors)
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target_link_libraries(dComponents PUBLIC magic_enum::magic_enum INTERFACE dBehaviors)
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@ -6,7 +6,7 @@ set(DGAME_DGAMEMESSAGES_SOURCES
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add_library(dGameMessages OBJECT ${DGAME_DGAMEMESSAGES_SOURCES})
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target_link_libraries(dGameMessages
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PUBLIC magic_enum::magic_enum tinyxml2 dDatabase
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PUBLIC magic_enum::magic_enum dDatabase
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INTERFACE dGameBase # TradingManager
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)
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target_include_directories(dGameMessages PUBLIC "."
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@ -24,7 +24,7 @@ target_include_directories(dInventory PUBLIC "."
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"${PROJECT_SOURCE_DIR}/dGame/dMission" # via MissionComponent.h
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"${PROJECT_SOURCE_DIR}/dZoneManager" # via Item.cpp
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)
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target_link_libraries(dInventory PUBLIC magic_enum::magic_enum tinyxml2)
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target_link_libraries(dInventory PUBLIC magic_enum::magic_enum)
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target_precompile_headers(dInventory REUSE_FROM dGameBase)
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# Workaround for compiler bug where the optimized code could result in a memcpy of 0 bytes, even though that isnt possible.
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# https://gcc.gnu.org/bugzilla/show_bug.cgi?id=97185
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@ -1,4 +1,4 @@
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#include <cstdio>
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#include <optional>
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#include <gtest/gtest.h>
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#include "Core.h"
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#include <dComponents/Component.h>
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