mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-07 17:29:36 +00:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// stdafx.cpp : source file that includes just the standard includes
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// build_res_list.pch will be the pre-compiled header
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// stdafx.obj will contain the pre-compiled type information
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#include "stdafx.h"
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// TODO: reference any additional headers you need in STDAFX.H
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// and not in this file
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// stdafx.h : include file for standard system include files,
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// or project specific include files that are used frequently, but
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// are changed infrequently
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//
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#if !defined(AFX_STDAFX_H__0BBD59F6_3493_4BAA_8F0F_5B599107F0EF__INCLUDED_)
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#define AFX_STDAFX_H__0BBD59F6_3493_4BAA_8F0F_5B599107F0EF__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
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#include <stdio.h>
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// TODO: reference additional headers your program requires here
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_STDAFX_H__0BBD59F6_3493_4BAA_8F0F_5B599107F0EF__INCLUDED_)
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@@ -0,0 +1,73 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// build_res_list.cpp : Defines the entry point for the console application.
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//
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#include "stdafx.h"
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#include <stdio.h>
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#include <io.h>
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#include <string.h>
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int PrintUsage()
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{
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printf( "build_res_list <source directory> <output filename>\n" );
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return 1;
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}
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void ScanDirectories_R( const char *pFullDir, const char *pRelDir, FILE *fp )
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{
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char spec[512];
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_snprintf( spec, sizeof( spec ), "%s\\*.*", pFullDir );
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printf( "\"%s\"\n", pFullDir );
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_finddata_t findInfo;
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long handle = _findfirst( spec, &findInfo );
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if ( handle != -1 )
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{
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do
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{
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if ( !stricmp( findInfo.name, "." ) || !stricmp( findInfo.name, ".." ) )
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continue;
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char fullName[512], relName[512];
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_snprintf( fullName, sizeof( fullName ), "%s\\%s", pFullDir, findInfo.name );
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_snprintf( relName, sizeof( relName ), "%s%s%s", pRelDir, (pRelDir[0] == 0) ? "" : "\\", findInfo.name );
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if ( findInfo.attrib & _A_SUBDIR )
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{
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ScanDirectories_R( fullName, relName, fp );
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}
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else
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{
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fprintf( fp, "\"%s\"\n", relName );
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}
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} while ( !_findnext( handle, &findInfo ) );
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_findclose( handle );
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}
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}
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int main(int argc, char* argv[])
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{
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if ( argc < 3 )
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return PrintUsage();
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const char *pSourceDir = argv[1];
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const char *pOutputFilename = argv[2];
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FILE *fp = fopen( pOutputFilename, "wt" );
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if ( !fp )
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{
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printf( "Can't open %s for writing.\n", pOutputFilename );
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return PrintUsage();
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}
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ScanDirectories_R( pSourceDir, "", fp );
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fclose( fp );
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return 0;
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}
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@@ -0,0 +1,133 @@
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# Microsoft Developer Studio Project File - Name="build_res_list" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Console Application" 0x0103
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CFG=build_res_list - Win32 Debug
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!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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!MESSAGE use the Export Makefile command and run
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!MESSAGE
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!MESSAGE NMAKE /f "build_res_list.mak".
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!MESSAGE
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!MESSAGE You can specify a configuration when running NMAKE
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!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE
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!MESSAGE NMAKE /f "build_res_list.mak" CFG="build_res_list - Win32 Debug"
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!MESSAGE
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!MESSAGE Possible choices for configuration are:
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!MESSAGE
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!MESSAGE "build_res_list - Win32 Release" (based on "Win32 (x86) Console Application")
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!MESSAGE "build_res_list - Win32 Debug" (based on "Win32 (x86) Console Application")
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!MESSAGE
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# Begin Project
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# PROP AllowPerConfigDependencies 0
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# PROP Scc_ProjName ""
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# PROP Scc_LocalPath ""
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CPP=cl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "build_res_list - Win32 Release"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 0
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# PROP BASE Output_Dir "Release"
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# PROP BASE Intermediate_Dir "Release"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 0
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# PROP Output_Dir "Release"
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# PROP Intermediate_Dir "Release"
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /c
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# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /c
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# ADD BASE RSC /l 0x409 /d "NDEBUG"
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# ADD RSC /l 0x409 /d "NDEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
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# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
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# Begin Custom Build
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TargetPath=.\Release\build_res_list.exe
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InputPath=.\Release\build_res_list.exe
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SOURCE="$(InputPath)"
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"..\..\..\game\bin\build_res_list.exe" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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if exist ..\..\..\game\bin\build_res_list.exe del /f ..\..\..\game\bin\build_res_list.exe
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copy $(TargetPath) ..\..\..\game\bin
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# End Custom Build
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!ELSEIF "$(CFG)" == "build_res_list - Win32 Debug"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 1
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# PROP BASE Output_Dir "Debug"
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# PROP BASE Intermediate_Dir "Debug"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 1
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# PROP Output_Dir "Debug"
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# PROP Intermediate_Dir "Debug"
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /GZ /c
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# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /GZ /c
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# ADD BASE RSC /l 0x409 /d "_DEBUG"
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# ADD RSC /l 0x409 /d "_DEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
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# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
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# Begin Custom Build
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TargetPath=.\Debug\build_res_list.exe
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InputPath=.\Debug\build_res_list.exe
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SOURCE="$(InputPath)"
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"..\..\..\game\bin\build_res_list.exe" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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if exist ..\..\..\game\bin\build_res_list.exe del /f ..\..\..\game\bin\build_res_list.exe
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copy $(TargetPath) ..\..\..\game\bin
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# End Custom Build
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!ENDIF
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# Begin Target
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# Name "build_res_list - Win32 Release"
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# Name "build_res_list - Win32 Debug"
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# Begin Group "Source Files"
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# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
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# Begin Source File
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SOURCE=.\build_res_list.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\StdAfx.cpp
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# ADD CPP /Yc"stdafx.h"
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# End Source File
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# End Group
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# Begin Group "Header Files"
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# PROP Default_Filter "h;hpp;hxx;hm;inl"
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# Begin Source File
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SOURCE=.\StdAfx.h
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# End Source File
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# End Group
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# Begin Group "Resource Files"
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# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
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# End Group
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# Begin Source File
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SOURCE=.\ReadMe.txt
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# End Source File
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# End Target
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# End Project
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Reference in New Issue
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