This commit is contained in:
FluorescentCIAAfricanAmerican
2020-04-22 12:56:21 -04:00
commit 3bf9df6b27
15370 changed files with 5489726 additions and 0 deletions
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//========= Copyright Valve Corporation, All rights reserved. ============//
// stdafx.cpp : source file that includes just the standard includes
// build_res_list.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"
// TODO: reference any additional headers you need in STDAFX.H
// and not in this file
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//========= Copyright Valve Corporation, All rights reserved. ============//
// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#if !defined(AFX_STDAFX_H__0BBD59F6_3493_4BAA_8F0F_5B599107F0EF__INCLUDED_)
#define AFX_STDAFX_H__0BBD59F6_3493_4BAA_8F0F_5B599107F0EF__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
#include <stdio.h>
// TODO: reference additional headers your program requires here
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_STDAFX_H__0BBD59F6_3493_4BAA_8F0F_5B599107F0EF__INCLUDED_)
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//========= Copyright Valve Corporation, All rights reserved. ============//
// build_res_list.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include <stdio.h>
#include <io.h>
#include <string.h>
int PrintUsage()
{
printf( "build_res_list <source directory> <output filename>\n" );
return 1;
}
void ScanDirectories_R( const char *pFullDir, const char *pRelDir, FILE *fp )
{
char spec[512];
_snprintf( spec, sizeof( spec ), "%s\\*.*", pFullDir );
printf( "\"%s\"\n", pFullDir );
_finddata_t findInfo;
long handle = _findfirst( spec, &findInfo );
if ( handle != -1 )
{
do
{
if ( !stricmp( findInfo.name, "." ) || !stricmp( findInfo.name, ".." ) )
continue;
char fullName[512], relName[512];
_snprintf( fullName, sizeof( fullName ), "%s\\%s", pFullDir, findInfo.name );
_snprintf( relName, sizeof( relName ), "%s%s%s", pRelDir, (pRelDir[0] == 0) ? "" : "\\", findInfo.name );
if ( findInfo.attrib & _A_SUBDIR )
{
ScanDirectories_R( fullName, relName, fp );
}
else
{
fprintf( fp, "\"%s\"\n", relName );
}
} while ( !_findnext( handle, &findInfo ) );
_findclose( handle );
}
}
int main(int argc, char* argv[])
{
if ( argc < 3 )
return PrintUsage();
const char *pSourceDir = argv[1];
const char *pOutputFilename = argv[2];
FILE *fp = fopen( pOutputFilename, "wt" );
if ( !fp )
{
printf( "Can't open %s for writing.\n", pOutputFilename );
return PrintUsage();
}
ScanDirectories_R( pSourceDir, "", fp );
fclose( fp );
return 0;
}
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# Microsoft Developer Studio Project File - Name="build_res_list" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=build_res_list - 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 "build_res_list.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 "build_res_list.mak" CFG="build_res_list - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "build_res_list - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "build_res_list - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "build_res_list - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /c
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# Begin Custom Build
TargetPath=.\Release\build_res_list.exe
InputPath=.\Release\build_res_list.exe
SOURCE="$(InputPath)"
"..\..\..\game\bin\build_res_list.exe" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
if exist ..\..\..\game\bin\build_res_list.exe del /f ..\..\..\game\bin\build_res_list.exe
copy $(TargetPath) ..\..\..\game\bin
# End Custom Build
!ELSEIF "$(CFG)" == "build_res_list - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /Yu"stdafx.h" /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# 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
# 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
# Begin Custom Build
TargetPath=.\Debug\build_res_list.exe
InputPath=.\Debug\build_res_list.exe
SOURCE="$(InputPath)"
"..\..\..\game\bin\build_res_list.exe" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
if exist ..\..\..\game\bin\build_res_list.exe del /f ..\..\..\game\bin\build_res_list.exe
copy $(TargetPath) ..\..\..\game\bin
# End Custom Build
!ENDIF
# Begin Target
# Name "build_res_list - Win32 Release"
# Name "build_res_list - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=.\build_res_list.cpp
# End Source File
# Begin Source File
SOURCE=.\StdAfx.cpp
# ADD CPP /Yc"stdafx.h"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=.\StdAfx.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# Begin Source File
SOURCE=.\ReadMe.txt
# End Source File
# End Target
# End Project