source-engine/linux/make_check/cache/tier0.dsp.check

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# Microsoft Developer Studio Project File - Name="tier0" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=TIER0 - WIN32 DEBUG
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "tier0.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "tier0.mak" CFG="TIER0 - WIN32 DEBUG"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "tier0 - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "tier0 - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
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# PROP Scc_ProjName "tier0"
# PROP Scc_LocalPath "."
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
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# ADD BASE CPP /nologo /G6 /W4 /Ox /Ot /Ow /Og /Oi /Op /Gf /Gy /I "..\common" /I "..\public" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D fopen=dont_use_fopen /D "TIER0_DLL_EXPORT" /D "_WIN32" /FD /c
# ADD CPP /nologo /G6 /MT /W4 /Zi /Ox /Ot /Ow /Og /Oi /Op /Gf /Gy /I "..\common" /I "..\public" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "TIER0_DLL_EXPORT" /D "_WIN32" /FR /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# Begin Custom Build - Publishing to target directory (..\..\game\bin\)...
TargetDir=.\Release
TargetPath=.\Release\tier0.dll
InputPath=.\Release\tier0.dll
SOURCE="$(InputPath)"
BuildCmds= \
if exist ..\..\game\bin\tier0.dll attrib -r ..\..\game\bin\tier0.dll \
copy $(TargetPath) ..\..\game\bin\tier0.dll \
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if exist ..\lib\public\tier0.lib attrib -r ..\lib\public\tier0.lib \
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if exist ..\..\game\bin\tier0.pdb attrib -r ..\..\game\bin\tier0.pdb \
copy $(TargetDir)\tier0.pdb ..\..\game\bin \
"..\..\game\bin\tier0.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
"..\..\game\bin\tier0.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
"..\lib\public\tier0.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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# End Custom Build
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# ADD BASE CPP /nologo /G6 /W4 /Gm /ZI /Od /Op /I "..\common" /I "..\public" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D fopen=dont_use_fopen /D "TIER0_DLL_EXPORT" /D "_WIN32" /FR /FD /GZ /c
# ADD CPP /nologo /G6 /MTd /W4 /Gm /GX /ZI /Od /Op /I "..\common" /I "..\public" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "TIER0_DLL_EXPORT" /D "_WIN32" /FR /FD /GZ /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD BASE LINK32 /nologo /subsystem:windows /dll /debug /machine:I386 /pdbtype:sept /libpath:"..\lib\common\\" /libpath:"..\lib\public\\"
# ADD LINK32 ws2_32.lib advapi32.lib /nologo /subsystem:windows /dll /debug /machine:I386 /pdbtype:sept /libpath:"..\lib\common" /libpath:"..\lib\public"
# Begin Custom Build - Publishing to target directory (..\..\game\bin\)...
TargetDir=.\Debug
TargetPath=.\Debug\tier0.dll
InputPath=.\Debug\tier0.dll
SOURCE="$(InputPath)"
BuildCmds= \
if exist ..\..\game\bin\tier0.dll attrib -r ..\..\game\bin\tier0.dll \
copy $(TargetPath) ..\..\game\bin\tier0.dll \
if exist $(TargetDir)\tier0.map copy $(TargetDir)\tier0.map ..\..\game\bin\tier0.map \
if exist ..\lib\public\tier0.lib attrib -r ..\lib\public\tier0.lib \
if exist $(TargetDir)\tier0.lib copy $(TargetDir)\tier0.lib ..\lib\public\tier0.lib \
"..\..\game\bin\tier0.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
"..\lib\public\tier0.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
# End Custom Build
!ENDIF
# Begin Target
# Name "tier0 - Win32 Release"
# Name "tier0 - Win32 Debug"
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SOURCE=.\cpu.cpp
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