source-engine/linux/make_check/cache/engine.dsp.check
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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96 KiB
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# Microsoft Developer Studio Project File - Name="engine" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=engine - Win32 Dedicated Release
!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 "engine.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 "engine.mak" CFG="engine - Win32 Dedicated Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "engine - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "engine - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "engine - Win32 Dedicated Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "engine - Win32 Dedicated Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""$/Src/engine", BTEBAAAA"
# PROP Scc_LocalPath "."
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "engine - Win32 Debug"
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# PROP Use_MFC 0
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# PROP Output_Dir ".\GLDebug"
# PROP Intermediate_Dir ".\GLDebug"
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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
# 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 BASE LINK32 /nodefaultlib
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# SUBTRACT LINK32 /pdb:none /incremental:no /map
# Begin Custom Build - Copying to game dir
TargetDir=.\GLDebug
TargetPath=.\GLDebug\engine.dll
InputPath=.\GLDebug\engine.dll
SOURCE="$(InputPath)"
"..\..\game\bin\engine.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
if exist ..\..\game\bin\engine.dll attrib -r ..\..\game\bin\engine.dll
if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\engine.dll
if exist $(TargetDir)\engine.map copy $(TargetDir)\engine.map ..\..\game\bin\engine.map
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# ADD CPP /nologo /G6 /MT /W4 /GR /Zi /Ox /Ot /Ow /Og /Op /Ob2 /Gf /Gy /I ".\audio\public" /I "..\vgui2\include" /I "..\vgui2\controls" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "NDEBUG" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /Fr /FD /GM /c
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LINK32=link.exe
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# SUBTRACT BASE LINK32 /nodefaultlib
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# SUBTRACT LINK32 /pdb:none
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TargetPath=.\GLRelease\engine.dll
InputPath=.\GLRelease\engine.dll
SOURCE="$(InputPath)"
BuildCmds= \
if exist ..\..\game\bin\engine.dll attrib -r ..\..\game\bin\engine.dll \
if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\engine.dll \
if exist $(TargetDir)\engine.map copy $(TargetDir)\engine.map ..\..\game\bin\engine.map \
if exist ..\..\game\bin\engine.pdb attrib -r ..\..\game\bin\engine.pdb \
if exist $(TargetDir)\engine.pdb copy $(TargetDir)\engine.pdb ..\..\game\bin\engine.pdb \
"..\..\game\bin\engine.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
"..\..\game\bin\engine.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
# End Custom Build
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# SUBTRACT BASE LINK32 /pdb:none /incremental:no /map
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# SUBTRACT LINK32 /pdb:none /incremental:no
# Begin Custom Build - Copying to game dir
TargetDir=.\engine_Dedicated_Debug
TargetPath=.\engine_Dedicated_Debug\swds.dll
InputPath=.\engine_Dedicated_Debug\swds.dll
SOURCE="$(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 $(TargetDir)\swds.map ..\..\game\bin\swds.map
# End Custom Build
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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# 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
# 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
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BSC32=bscmake.exe
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LINK32=link.exe
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# SUBTRACT BASE LINK32 /pdb:none /incremental:no /map
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# 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 $(TargetDir)\swds.map ..\..\game\bin\swds.map
# End Custom Build
!ENDIF
# Begin Target
# Name "engine - Win32 Debug"
# Name "engine - Win32 Release"
# Name "engine - Win32 Dedicated Debug"
# Name "engine - Win32 Dedicated Release"
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# Begin Group "Audio Code"
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# Begin Source File
SOURCE=.\EngineSoundClient.cpp
!IF "$(CFG)" == "engine - Win32 Debug"
!ELSEIF "$(CFG)" == "engine - Win32 Release"
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SOURCE=.\EngineSoundServer.cpp
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SOURCE=..\Public\riff.cpp
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# ADD CPP /I ".\audio\private"
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SOURCE=.\snd_io.cpp
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!IF "$(CFG)" == "engine - Win32 Debug"
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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!IF "$(CFG)" == "engine - Win32 Debug"
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# PROP Exclude_From_Build 1
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SOURCE=..\common\vgui\vgui_budgetbargraphpanel.cpp
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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!IF "$(CFG)" == "engine - Win32 Debug"
# ADD CPP /Yu"glquake.h"
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