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416 lines
11 KiB
Plaintext
416 lines
11 KiB
Plaintext
# Microsoft Developer Studio Project File - Name="vphysics" - 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) Dynamic-Link Library" 0x0102
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CFG=vphysics - 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 "vphysics.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 "vphysics.mak" CFG="vphysics - 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 "vphysics - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "vphysics - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
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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 ""$/Src/vphysics", NXMCAAAA"
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# PROP Scc_LocalPath "."
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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "vphysics - 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 /MT /W3 /GX /O2 /D "ENABLE_IVP_MOPP" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "VPHYSICS_EXPORTS" /YX /FD /c
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# ADD CPP /nologo /G6 /MT /W4 /Zi /O2 /I "..\ivp\IVP_INTERN" /I "..\ivp\IVP_COLLISION" /I "..\ivp\IVP_PHYSICS" /I "..\ivp\IVP_SURFACE_MANAGER" /I "..\ivp\IVP_UTILITY" /I "..\ivp\IVP_CONTROLLER" /I "..\ivp\IVP_COMPACT_BUILDER" /I "..\ivp\havana\havok" /I "..\ivp\havana" /I "..\public" /I "..\public\tier1" /D "NDEBUG" /D "_WIN32" /D "WIN32" /D "_MBCS" /D "_USRDLL" /D "VPHYSICS_EXPORTS" /D strncpy=use_Q_strncpy_instead /D _snprintf=use_Q_snprintf_instead /D "_WINDOWS" /D "HAVANA_CONSTRAINTS" /D "HAVOK_MOPP" /FR /YX /FD /c
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# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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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 /nologo /dll /machine:I386
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# ADD LINK32 /nologo /base:"0x26000000" /dll /map /debug /machine:I386 /nodefaultlib:"libc.lib" /libpath:"..\lib\public" /libpath:"..\lib\common" /libpath:"..\ivp\havana\hk_library\win32\release\\" /libpath:"..\ivp\ivp_library\win32_release"
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# Begin Custom Build - Copying to Game Directory
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TargetDir=.\Release
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TargetPath=.\Release\vphysics.dll
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InputPath=.\Release\vphysics.dll
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SOURCE="$(InputPath)"
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BuildCmds= \
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if exist ..\..\game\bin\vphysics.dll attrib -r ..\..\game\bin\vphysics.dll \
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copy $(TargetPath) ..\..\game\bin\vphysics.dll \
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if exist $(TargetDir)\vphysics.map copy $(TargetDir)\vphysics.map ..\..\game\bin\vphysics.map \
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if exist ..\..\game\bin\vphysics.pdb attrib -r ..\..\game\bin\vphysics.pdb \
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copy $(TargetDir)\vphysics.pdb ..\..\game\bin \
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"..\..\game\bin\vphysics.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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"..\..\game\bin\vphysics.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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# End Custom Build
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!ELSEIF "$(CFG)" == "vphysics - 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 Intermediate_Dir "Debug"
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "ENABLE_IVP_MOPP" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "VPHYSICS_EXPORTS" /YX /FD /GZ /c
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# ADD CPP /nologo /G6 /MTd /W4 /Gm /ZI /Od /I "..\ivp\IVP_INTERN" /I "..\ivp\IVP_COLLISION" /I "..\ivp\IVP_PHYSICS" /I "..\ivp\IVP_SURFACE_MANAGER" /I "..\ivp\IVP_UTILITY" /I "..\ivp\IVP_CONTROLLER" /I "..\ivp\IVP_COMPACT_BUILDER" /I "..\ivp\havana\havok" /I "..\ivp\havana" /I "..\public" /I "..\public\tier1" /D "DEBUG" /D "_DEBUG" /D "_WIN32" /D "WIN32" /D "_MBCS" /D "_USRDLL" /D "VPHYSICS_EXPORTS" /D strncpy=use_Q_strncpy_instead /D _snprintf=use_Q_snprintf_instead /D "_WINDOWS" /D "HAVANA_CONSTRAINTS" /D "HAVOK_MOPP" /FR /YX /FD /GZ /c
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# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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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 /nologo /dll /debug /machine:I386 /pdbtype:sept
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# ADD LINK32 /nologo /base:"0x26000000" /dll /debug /machine:I386 /nodefaultlib:"libc.lib" /pdbtype:sept /libpath:"..\lib\public" /libpath:"..\lib\common" /libpath:"..\ivp\havana\hk_library\win32\release\\" /libpath:"..\ivp\ivp_library\win32_release"
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# Begin Custom Build - Copying to Game Directory
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TargetDir=.\Debug
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TargetPath=.\Debug\vphysics.dll
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InputPath=.\Debug\vphysics.dll
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SOURCE="$(InputPath)"
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"..\..\game\bin\vphysics.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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if exist ..\..\game\bin\vphysics.dll attrib -r ..\..\game\bin\vphysics.dll
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copy $(TargetPath) ..\..\game\bin\vphysics.dll
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if exist $(TargetDir)\vphysics.map copy $(TargetDir)\vphysics.map ..\..\game\bin\vphysics.map
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# End Custom Build
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!ENDIF
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# Begin Target
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# Name "vphysics - Win32 Release"
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# Name "vphysics - Win32 Debug"
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# Begin Source File
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SOURCE=..\tier1\characterset.cpp
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# SUBTRACT CPP /YX
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SOURCE=.\convert.cpp
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SOURCE=..\public\filesystem_helpers.cpp
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SOURCE=..\tier1\interface.cpp
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SOURCE=.\main.cpp
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SOURCE=.\physics_fluid.cpp
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SOURCE=.\physics_motioncontroller.cpp
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