mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
40 lines
1.6 KiB
Plaintext
40 lines
1.6 KiB
Plaintext
//-----------------------------------------------------------------------------
|
|
// SOURCE_REPLAY.VPC
|
|
//
|
|
// Controls compilation of the replay system via the REPLAY_ENABLE preprocessor
|
|
// definition.
|
|
//
|
|
// The BUILD_REPLAY macro (below) controls the definition of REPLAY_ENABLE
|
|
// across multiple projects like engine, TF client & server DLL's, and any
|
|
// other games with replay support.
|
|
//
|
|
// This file serves two purposes:
|
|
//
|
|
// 1. To provide a single place where replay can be built out of all games,
|
|
// in other words the engine, as well as any supported game client/server
|
|
// DLL's. This is useful for avoiding shipping any replay code prematurely
|
|
// (i.e. when we do staging -> rel integrations), for example.
|
|
//
|
|
// 1. Any client/server DLL's that don't have REPLAY_ENABLE defined will not
|
|
// attempt to load or interact with the replay system, because they will
|
|
// not build the code to do so.
|
|
//
|
|
// If BUILD_REPLAY=1, replay will be built in the engine, and client/server
|
|
// projects for supported games - otherwise, it will not.
|
|
//
|
|
// If you are adding replay support to a specific game, you must include this
|
|
// file in both its client_* and server_*.vpc files.
|
|
//
|
|
// This file should not be included in client_base.vpc or server_base.vpc.
|
|
//
|
|
// Replay is only loaded for games explicitly specified in engine/replay.cpp
|
|
// (see s_pSupportedReplayGames).
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
$Macro BUILD_REPLAY 1
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
$Include "$SRCDIR\vpc_scripts\source_replay_private.vpc" [$BUILD_REPLAY && !$X360]
|