mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
5035 lines
96 KiB
Plaintext
5035 lines
96 KiB
Plaintext
# Microsoft Developer Studio Project File - Name="engine" - 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=engine - Win32 Dedicated Release
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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 "engine.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 "engine.mak" CFG="engine - Win32 Dedicated Release"
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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 "engine - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "engine - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "engine - Win32 Dedicated Debug" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "engine - Win32 Dedicated Release" (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 ""$/Src/engine", BTEBAAAA"
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# PROP Scc_LocalPath "."
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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "engine - 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 ".\quiver__"
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# PROP BASE Intermediate_Dir ".\quiver__"
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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 ".\GLDebug"
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# PROP Intermediate_Dir ".\GLDebug"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /G5 /MT /GX /Zi /Od /I "..\scitech\include" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "THIRDPERSON" /D "~NEWPHYSICS" /D "QUAKE2" /FR /YX /c
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# ADD CPP /nologo /G6 /MTd /W4 /Gm /GR /ZI /Od /Op /I ".\audio\public" /I "..\vgui2\include" /I "..\vgui2\controls" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "_DEBUG" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /FR /FD /GM /c
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# SUBTRACT CPP /YX
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# ADD BASE MTL /nologo /D "_DEBUG" /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 /fo".\GLDebug\hw.res" /d "_DEBUG" /d "GLQUAKE"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo /o".\GLDebug\hw.bsc"
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LINK32=link.exe
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# ADD BASE LINK32 ..\scitech\lib\win32\vc\mglfx.lib winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /incremental:no /debug /machine:I386 /nodefaultlib:"LIBC"
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# SUBTRACT BASE LINK32 /nodefaultlib
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# ADD LINK32 oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib ws2_32.lib wininet.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmt.lib" /nodefaultlib:"libcd" /libpath:"..\lib\public" /libpath:"..\lib\common\vc6" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib"
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# SUBTRACT LINK32 /pdb:none /incremental:no /map
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# Begin Custom Build - Copying to game dir
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TargetDir=.\GLDebug
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TargetPath=.\GLDebug\engine.dll
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InputPath=.\GLDebug\engine.dll
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SOURCE="$(InputPath)"
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"..\..\game\bin\engine.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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if exist ..\..\game\bin\engine.dll attrib -r ..\..\game\bin\engine.dll
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if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\engine.dll
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if exist $(TargetDir)\engine.map copy $(TargetDir)\engine.map ..\..\game\bin\engine.map
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# End Custom Build
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!ELSEIF "$(CFG)" == "engine - Win32 Release"
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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 ".\quiver__"
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# PROP BASE Intermediate_Dir ".\quiver__"
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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 ".\GLRelease"
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# PROP Intermediate_Dir ".\GLRelease"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /G5 /MT /GX /Zi /Od /I "..\scitech\include" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "THIRDPERSON" /D "~NEWPHYSICS" /D "QUAKE2" /D "GLQUAKE" /FR /YX /c
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# ADD CPP /nologo /G6 /MT /W4 /GR /Zi /Ox /Ot /Ow /Og /Op /Ob2 /Gf /Gy /I ".\audio\public" /I "..\vgui2\include" /I "..\vgui2\controls" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "NDEBUG" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /Fr /FD /GM /c
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# ADD BASE MTL /nologo /D "_DEBUG" /win32
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# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "_DEBUG"
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# ADD RSC /l 0x409 /fo".\GLRelease\hw.res" /d "NDEBUG" /d "GLQUAKE"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo /o"debuggl/enginegl.bsc"
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# ADD BSC32 /nologo /o".\GLRelease\hw.bsc"
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LINK32=link.exe
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# ADD BASE LINK32 ..\scitech\lib\win32\vc\mglfx.lib winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:no /debug /machine:I386 /nodefaultlib:"LIBC" /out:"debuggl/enginegl.exe"
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# SUBTRACT BASE LINK32 /nodefaultlib
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# ADD LINK32 dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib ws2_32.lib wininet.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /map /debug /machine:I386 /nodefaultlib:"LIBCD" /nodefaultlib:"libc" /libpath:"..\lib\public" /libpath:"..\lib\common\vc6" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib"
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# SUBTRACT LINK32 /pdb:none
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# Begin Custom Build - Copying to game dir
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TargetDir=.\GLRelease
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TargetPath=.\GLRelease\engine.dll
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InputPath=.\GLRelease\engine.dll
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SOURCE="$(InputPath)"
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BuildCmds= \
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if exist ..\..\game\bin\engine.dll attrib -r ..\..\game\bin\engine.dll \
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if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\engine.dll \
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if exist $(TargetDir)\engine.map copy $(TargetDir)\engine.map ..\..\game\bin\engine.map \
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if exist ..\..\game\bin\engine.pdb attrib -r ..\..\game\bin\engine.pdb \
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if exist $(TargetDir)\engine.pdb copy $(TargetDir)\engine.pdb ..\..\game\bin\engine.pdb \
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"..\..\game\bin\engine.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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"..\..\game\bin\engine.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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# End Custom Build
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated 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 "engine___Win32_Dedicated_Debug0"
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# PROP BASE Intermediate_Dir "engine___Win32_Dedicated_Debug0"
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# PROP BASE Ignore_Export_Lib 1
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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 "engine_Dedicated_Debug"
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# PROP Intermediate_Dir "engine_Dedicated_Debug"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /G6 /W4 /Gm /GR /ZI /Od /Op /I ".\audio\public" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\vgui2\include" /I "..\vgui2\controls" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_DEBUG" /D "_WIN32" /FR /FD /GM /c
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# SUBTRACT BASE CPP /YX
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# ADD CPP /nologo /G6 /MTd /W4 /Gm /GR /ZI /Od /Op /I "audio\public" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "_DEBUG" /D "SWDS" /D "IMAGE_LOADER_NO_DXTC" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /FR /FD /GM /c
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# SUBTRACT CPP /YX
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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 /fo".\GLDebug\hw.res" /d "_DEBUG" /d "GLQUAKE"
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# ADD RSC /l 0x409 /fo".\engine_Dedicated_Debug\swds.res" /d "_DEBUG" /d "GLQUAKE"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo /o".\GLDebug\hw.bsc"
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# ADD BSC32 /nologo /o".\engine_Dedicated_Release\swds.bsc"
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LINK32=link.exe
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# ADD BASE LINK32 vgui_controls.lib oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmtd.lib" /nodefaultlib:"libcmt.lib" /libpath:"..\lib\public" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib"
|
|
# SUBTRACT BASE LINK32 /pdb:none /incremental:no /map
|
|
# ADD LINK32 oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib ws2_32.lib wininet.lib /nologo /base:"0x20000000" /subsystem:windows /dll /map /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmt.lib" /out:"engine_Dedicated_Debug/swds.dll" /libpath:"..\lib\public" /libpath:"..\lib\common\vc6" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib"
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# SUBTRACT LINK32 /pdb:none /incremental:no
|
|
# Begin Custom Build - Copying to game dir
|
|
TargetDir=.\engine_Dedicated_Debug
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TargetPath=.\engine_Dedicated_Debug\swds.dll
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InputPath=.\engine_Dedicated_Debug\swds.dll
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|
SOURCE="$(InputPath)"
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|
"..\..\game\bin\swds.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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if exist ..\..\game\bin\swds.dll attrib -r ..\..\game\bin\swds.dll
|
|
if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\swds.dll
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if exist $(TargetDir)\engine.map copy $(TargetDir)\swds.map ..\..\game\bin\swds.map
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# End Custom Build
|
|
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|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
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# PROP BASE Use_MFC 0
|
|
# PROP BASE Use_Debug_Libraries 1
|
|
# PROP BASE Output_Dir "engine___Win32_Dedicated_Release"
|
|
# PROP BASE Intermediate_Dir "engine___Win32_Dedicated_Release"
|
|
# PROP BASE Ignore_Export_Lib 1
|
|
# PROP BASE Target_Dir ""
|
|
# PROP Use_MFC 0
|
|
# PROP Use_Debug_Libraries 1
|
|
# PROP Output_Dir "engine___Win32_Dedicated_Release"
|
|
# PROP Intermediate_Dir "engine___Win32_Dedicated_Release"
|
|
# PROP Ignore_Export_Lib 0
|
|
# PROP Target_Dir ""
|
|
# ADD BASE CPP /nologo /G6 /W4 /Gm /GR /ZI /Od /Op /I "..\public" /I "..\public\tier1" /I "..\common" /I "audio\public" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_DEBUG" /D "_WIN32" /D "SWDS" /D "IMAGE_LOADER_NO_DXTC" /FR /FD /GM /c
|
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# SUBTRACT BASE CPP /YX
|
|
# ADD CPP /nologo /G6 /MT /W4 /GR /Ox /Ot /Ow /Og /Op /Ob2 /Gf /Gy /I "audio\public" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "SWDS" /D "IMAGE_LOADER_NO_DXTC" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /Fr /FD /GM /c
|
|
# SUBTRACT CPP /YX
|
|
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
|
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
|
# ADD BASE RSC /l 0x409 /fo".\GLDebug\hw.res" /d "_DEBUG" /d "GLQUAKE"
|
|
# ADD RSC /l 0x409 /fo".\engine_Dedicated_Release\swds.res" /d "GLQUAKE" /d "NDEBUG"
|
|
BSC32=bscmake.exe
|
|
# ADD BASE BSC32 /nologo /o".\GLDebug\hw.bsc"
|
|
# ADD BSC32 /nologo /o".\engine_Dedicated_Release\swds.bsc"
|
|
LINK32=link.exe
|
|
# ADD BASE LINK32 vgui_controls.lib oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmtd.lib" /nodefaultlib:"libcmt.lib" /out:"engine_Dedicated_Debug/swds.dll" /libpath:"..\lib\public" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib"
|
|
# SUBTRACT BASE LINK32 /pdb:none /incremental:no /map
|
|
# ADD LINK32 oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib ws2_32.lib wininet.lib /nologo /base:"0x20000000" /subsystem:windows /dll /pdb:none /map /debug /machine:I386 /nodefaultlib:"LIBCD" /nodefaultlib:"libc" /out:"engine_Dedicated_Release/swds.dll" /libpath:"..\lib\public" /libpath:"..\lib\common\vc6" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib"
|
|
# Begin Custom Build - Copying to game dir
|
|
TargetDir=.\engine_Dedicated_Release
|
|
TargetPath=.\engine_Dedicated_Release\swds.dll
|
|
InputPath=.\engine_Dedicated_Release\swds.dll
|
|
SOURCE="$(InputPath)"
|
|
|
|
"..\..\game\bin\swds.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
if exist ..\..\game\bin\swds.dll attrib -r ..\..\game\bin\swds.dll
|
|
if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\swds.dll
|
|
if exist $(TargetDir)\engine.map copy $(TargetDir)\swds.map ..\..\game\bin\swds.map
|
|
|
|
# End Custom Build
|
|
|
|
!ENDIF
|
|
|
|
# Begin Target
|
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|
|
# Name "engine - Win32 Debug"
|
|
# Name "engine - Win32 Release"
|
|
# Name "engine - Win32 Dedicated Debug"
|
|
# Name "engine - Win32 Dedicated Release"
|
|
# Begin Group "Source Files"
|
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|
|
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90"
|
|
# Begin Group "Audio Code"
|
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|
|
# PROP Default_Filter ""
|
|
# Begin Source File
|
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|
|
SOURCE=.\EngineSoundClient.cpp
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|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
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|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP BASE Exclude_From_Build 1
|
|
# PROP Exclude_From_Build 1
|
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|
|
!ENDIF
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|
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# End Source File
|
|
# Begin Source File
|
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|
|
SOURCE=.\EngineSoundServer.cpp
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=.\EngSoundService.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP BASE Exclude_From_Build 1
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ENDIF
|
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|
|
# End Source File
|
|
# Begin Source File
|
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|
|
SOURCE=..\Public\riff.cpp
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|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
# ADD CPP /I ".\audio\private"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP BASE Exclude_From_Build 1
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ENDIF
|
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|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=.\snd_io.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
# ADD CPP /I ".\audio\private"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP BASE Exclude_From_Build 1
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# End Group
|
|
# Begin Group "VGUI Panels"
|
|
|
|
# PROP Default_Filter ""
|
|
# Begin Source File
|
|
|
|
SOURCE=..\common\vgui\vgui_basebudgetpanel.cpp
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\common\vgui\vgui_basebudgetpanel.h
|
|
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!IF "$(CFG)" == "engine - Win32 Debug"
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# PROP Exclude_From_Build 1
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SOURCE=.\cl_demoaction_types.cpp
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!IF "$(CFG)" == "engine - Win32 Debug"
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!ELSEIF "$(CFG)" == "engine - Win32 Release"
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# PROP Exclude_From_Build 1
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SOURCE=.\cl_demoaction_types.h
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!IF "$(CFG)" == "engine - Win32 Debug"
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!ELSEIF "$(CFG)" == "engine - Win32 Release"
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# PROP Exclude_From_Build 1
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SOURCE=.\cl_demoactioneditors.cpp
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|
|
!IF "$(CFG)" == "engine - Win32 Debug"
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|
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!ELSEIF "$(CFG)" == "engine - Win32 Release"
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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# PROP Exclude_From_Build 1
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SOURCE=.\cl_demoactioneditors.h
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|
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!IF "$(CFG)" == "engine - Win32 Debug"
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|
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!ELSEIF "$(CFG)" == "engine - Win32 Release"
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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# PROP Exclude_From_Build 1
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SOURCE=.\cl_demoactionmanager.cpp
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|
|
!IF "$(CFG)" == "engine - Win32 Debug"
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|
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!ELSEIF "$(CFG)" == "engine - Win32 Release"
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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# PROP Exclude_From_Build 1
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SOURCE=.\cl_demoactionmanager.h
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|
|
!IF "$(CFG)" == "engine - Win32 Debug"
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|
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!ELSEIF "$(CFG)" == "engine - Win32 Release"
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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SOURCE=.\cl_demoeditorpanel.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
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|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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|
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# PROP Exclude_From_Build 1
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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# PROP BASE Exclude_From_Build 1
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# PROP Exclude_From_Build 1
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!ENDIF
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|
|
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|
|
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SOURCE=.\cl_demoeditorpanel.h
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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|
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# PROP Exclude_From_Build 1
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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# PROP BASE Exclude_From_Build 1
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|
|
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|
|
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SOURCE=.\cl_demosmootherpanel.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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|
|
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# PROP Exclude_From_Build 1
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|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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# PROP BASE Exclude_From_Build 1
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!ENDIF
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|
|
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|
|
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SOURCE=.\cl_demosmootherpanel.h
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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|
|
|
# PROP Exclude_From_Build 1
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|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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|
|
|
# PROP BASE Exclude_From_Build 1
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|
# PROP Exclude_From_Build 1
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|
|
|
!ENDIF
|
|
|
|
# End Source File
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|
# Begin Source File
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|
|
|
SOURCE=.\cl_demouipanel.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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|
|
|
# PROP BASE Exclude_From_Build 1
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|
# PROP Exclude_From_Build 1
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|
|
|
!ENDIF
|
|
|
|
# End Source File
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|
# Begin Source File
|
|
|
|
SOURCE=.\cl_demouipanel.h
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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|
|
|
# PROP BASE Exclude_From_Build 1
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|
# PROP Exclude_From_Build 1
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|
|
|
!ENDIF
|
|
|
|
# End Source File
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# Begin Source File
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|
|
|
SOURCE=.\cl_entityreport.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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|
|
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# PROP BASE Exclude_From_Build 1
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|
# PROP Exclude_From_Build 1
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|
|
|
!ENDIF
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|
|
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# End Source File
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# Begin Source File
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|
|
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SOURCE=.\cl_ents_parse.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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|
|
|
# PROP BASE Exclude_From_Build 1
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|
# PROP Exclude_From_Build 1
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|
|
|
!ENDIF
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|
|
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# End Source File
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|
# Begin Source File
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|
|
|
SOURCE=.\cl_localnetworkbackdoor.cpp
|
|
|
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!IF "$(CFG)" == "engine - Win32 Debug"
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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|
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|
|
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!ELSEIF "$(CFG)" == "engine - Win32 Release"
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|
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|
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|
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|
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|
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!IF "$(CFG)" == "engine - Win32 Debug"
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|
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!ELSEIF "$(CFG)" == "engine - Win32 Release"
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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# PROP Exclude_From_Build 1
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!IF "$(CFG)" == "engine - Win32 Debug"
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!ELSEIF "$(CFG)" == "engine - Win32 Release"
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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# PROP Exclude_From_Build 1
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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# ADD CPP /Yu"glquake.h"
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|
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!IF "$(CFG)" == "engine - Win32 Debug"
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|
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!ELSEIF "$(CFG)" == "engine - Win32 Release"
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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# PROP Exclude_From_Build 1
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
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!ELSEIF "$(CFG)" == "engine - Win32 Release"
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|
|
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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|
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# PROP Exclude_From_Build 1
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|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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# PROP Exclude_From_Build 1
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|
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|
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|
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SOURCE=.\EngineStats.cpp
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SOURCE=.\enginetrace.cpp
|
|
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SOURCE=.\FileSystem_Engine.cpp
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SOURCE=..\public\filesystem_helpers.cpp
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|
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# Begin Source File
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|
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SOURCE=..\public\filesystem_init.cpp
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# SUBTRACT CPP /D fopen=dont_use_fopen /D "PROTECTED_THINGS_ENABLE"
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|
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# Begin Source File
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SOURCE=.\GameEventManager.cpp
|
|
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|
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SOURCE=.\GameEventManagerOld.cpp
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SOURCE=.\gametrace_engine.cpp
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|
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|
|
|
SOURCE=.\Gl_draw.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# ADD BASE CPP /Yu"glquake.h"
|
|
# SUBTRACT CPP /YX /Yc /Yu
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# SUBTRACT BASE CPP /YX /Yc /Yu
|
|
# SUBTRACT CPP /YX /Yc /Yu
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=.\gl_drawlights.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP BASE Exclude_From_Build 1
|
|
# PROP Exclude_From_Build 1
|
|
# ADD BASE CPP /Yu"glquake.h"
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=.\gl_lightmap.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP BASE Exclude_From_Build 1
|
|
# PROP Exclude_From_Build 1
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|
# ADD BASE CPP /Yu"glquake.h"
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=.\gl_matsysiface.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
# SUBTRACT CPP /YX /Yc /Yu
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
# SUBTRACT CPP /YX /Yc /Yu
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
# SUBTRACT BASE CPP /YX /Yc /Yu
|
|
# SUBTRACT CPP /YX /Yc /Yu
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP BASE Exclude_From_Build 1
|
|
# PROP Exclude_From_Build 1
|
|
# SUBTRACT BASE CPP /YX /Yc /Yu
|
|
# SUBTRACT CPP /YX /Yc /Yu
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=.\gl_rlight.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP BASE Exclude_From_Build 1
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=.\gl_rmain.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP BASE Exclude_From_Build 1
|
|
# PROP Exclude_From_Build 1
|
|
# ADD BASE CPP /Yu"glquake.h"
|
|
# ADD CPP /Yu"glquake.h"
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=.\Gl_rmisc.cpp
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
# SUBTRACT CPP /YX /Yc /Yu
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
# SUBTRACT CPP /YX /Yc /Yu
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
# SUBTRACT CPP /YX /Yc /Yu
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP BASE Exclude_From_Build 1
|
|
# PROP Exclude_From_Build 1
|
|
# SUBTRACT BASE CPP /YX /Yc /Yu
|
|
# SUBTRACT CPP /YX /Yc /Yu
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
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|
# Begin Source File
|
|
|
|
SOURCE=.\audio\private\voice_sound_engine_interface.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=.\audio\private\voice_wavefile.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=.\audio\private\vox_private.h
|
|
# End Source File
|
|
# End Group
|
|
# End Group
|
|
# Begin Source File
|
|
|
|
SOURCE=..\lib\public\vgui_controls.lib
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\lib\public\vstdlib.lib
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\DX9SDK\lib\dsound.lib
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\DX9SDK\lib\dxguid.lib
|
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release"
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\lib\public\tier0.lib
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\lib\public\vtf.lib
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\lib\common\jpeglib.lib
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\lib\common\Steam.lib
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\lib\common\vc6\validatevalvecdkey.lib
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\lib\common\vc6\cryptlib.lib
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\lib\common\vc6\FindSteamServers.lib
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\lib\common\vc6\bzip2.lib
|
|
# End Source File
|
|
# End Target
|
|
# End Project
|