# Microsoft Developer Studio Project File - Name="hl" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT ** # TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102 CFG=hl - Win32 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 "hl.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 "hl.mak" CFG="hl - Win32 Release" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "hl - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "hl - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "hl - Win32 Profile" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE # Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName ""$/GoldSrc/dlls", ELEBAAAA" # PROP Scc_LocalPath "." CPP=cl.exe MTL=midl.exe RSC=rc.exe !IF "$(CFG)" == "hl - 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 ".\Releasehl" # PROP Intermediate_Dir ".\Releasehl" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c # ADD CPP /nologo /G5 /MT /W3 /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\game_shared" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /Fr /YX /FD /c # ADD BASE MTL /nologo /D "NDEBUG" /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # 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 /nologo /subsystem:windows /dll /machine:I386 # ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /dll /map /debug /machine:I386 /def:".\hl.def" /out:".\Releasehl/spirit.dll" # SUBTRACT LINK32 /profile # Begin Custom Build TargetDir=.\Releasehl InputPath=.\Releasehl\spirit.dll SOURCE="$(InputPath)" "C:\games\half-life\spiritdev\dlls\spirit.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" copy $(TargetDir)\spirit.dll "C:\games\half-life\spiritdev\dlls\spirit.dll" # End Custom Build !ELSEIF "$(CFG)" == "hl - Win32 Debug" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir ".\hl___Win" # PROP BASE Intermediate_Dir ".\hl___Win" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir ".\debughl" # PROP Intermediate_Dir ".\debughl" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c # ADD CPP /nologo /G5 /MTd /W3 /Gm /ZI /Od /I "..\dlls" /I "..\engine" /I "..\common" /I "..\game_shared" /I "..\pm_shared" /I "..\\" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /FR /YX /FD /c # ADD BASE MTL /nologo /D "_DEBUG" /win32 # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /d "_DEBUG" # ADD RSC /l 0x409 /i "..\engine" /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 /nologo /subsystem:windows /dll /debug /machine:I386 # ADD LINK32 user32.lib advapi32.lib /nologo /subsystem:windows /dll /debug /machine:I386 /def:".\hl.def" /out:".\debughl/spirit.dll" /implib:".\Debug\hl.lib" # SUBTRACT LINK32 /profile # Begin Custom Build TargetDir=.\debughl InputPath=.\debughl\spirit.dll SOURCE="$(InputPath)" "C:\sierra\half-life\spiritdev\dlls\spirit.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" copy $(TargetDir)\spirit.dll "C:\sierra\half-life\spiritdev\dlls\spirit.dll" # End Custom Build !ELSEIF "$(CFG)" == "hl - Win32 Profile" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir ".\hl___Win" # PROP BASE Intermediate_Dir ".\hl___Win" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir ".\Profilehl" # PROP Intermediate_Dir ".\Profilehl" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /G5 /MT /W3 /GX /Zi /O2 /I "..\engine" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /YX /c # SUBTRACT BASE CPP /Fr # ADD CPP /nologo /G5 /MT /W3 /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\game_shared" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /Fr /YX /FD /c # ADD BASE MTL /nologo /D "NDEBUG" /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # 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 /nologo /subsystem:windows /dll /debug /machine:I386 /def:".\hl.def" # SUBTRACT BASE LINK32 /profile # ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /dll /profile /debug /machine:I386 /def:".\hl.def" /out:".\Profilehl/spirit.dll" # Begin Custom Build TargetDir=.\Profilehl InputPath=.\Profilehl\spirit.dll SOURCE="$(InputPath)" "C:\sierra\half-life\spiritdev\dlls\spirit.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" copy $(TargetDir)\spirit.dll "C:\sierra\half-life\spiritdev\dlls\spirit.dll" # End Custom Build !ENDIF # Begin Target # Name "hl - Win32 Release" # Name "hl - Win32 Debug" # Name "hl - Win32 Profile" # Begin Group "Source Files" # PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90" # Begin Source File SOURCE=.\aflock.cpp # End Source File # Begin Source File SOURCE=.\agrunt.cpp # End Source File # Begin Source File SOURCE=.\AI_BaseNPC_Schedule.cpp # End Source File # Begin Source File SOURCE=.\airtank.cpp # End Source File # Begin Source File SOURCE=.\alias.cpp # End Source File # Begin Source File SOURCE=.\animating.cpp # End Source File # Begin Source File SOURCE=.\animation.cpp # End Source File # Begin Source File SOURCE=.\apache.cpp # End Source File # Begin Source File SOURCE=.\barnacle.cpp # End Source File # Begin Source File SOURCE=.\barney.cpp # End Source File # Begin Source File SOURCE=.\bigmomma.cpp # End Source File # Begin Source File SOURCE=.\bloater.cpp # End Source File # Begin Source File SOURCE=.\bmodels.cpp # End Source File # Begin Source File SOURCE=.\bullsquid.cpp # End Source File # Begin Source File SOURCE=.\buttons.cpp # End Source File # Begin Source File SOURCE=.\cbase.cpp # End Source File # Begin Source File SOURCE=.\client.cpp # End Source File # Begin Source File SOURCE=.\combat.cpp # End Source File # Begin Source File SOURCE=.\controller.cpp # End Source File # Begin Source File SOURCE=.\crossbow.cpp # End Source File # Begin Source File SOURCE=.\crowbar.cpp # End Source File # Begin Source File SOURCE=.\defaultai.cpp # End Source File # Begin Source File SOURCE=.\doors.cpp # End Source File # Begin Source File SOURCE=.\effects.cpp # End Source File # Begin Source File SOURCE=.\egon.cpp # End Source File # Begin Source File SOURCE=.\explode.cpp # End Source File # Begin Source File SOURCE=.\flyingmonster.cpp # End Source File # Begin Source File SOURCE=.\func_break.cpp # End Source File # Begin Source File SOURCE=.\func_tank.cpp # End Source File # Begin Source File SOURCE=.\game.cpp # End Source File # Begin Source File SOURCE=.\gamerules.cpp # End Source File # Begin Source File SOURCE=.\gargantua.cpp # End Source File # Begin Source File SOURCE=.\gauss.cpp # End Source File # Begin Source File SOURCE=.\genericmonster.cpp # End Source File # Begin Source File SOURCE=.\ggrenade.cpp # End Source File # Begin Source File SOURCE=.\globals.cpp # End Source File # Begin Source File SOURCE=.\gman.cpp # End Source File # Begin Source File SOURCE=.\h_ai.cpp # End Source File # Begin Source File SOURCE=.\h_battery.cpp # End Source File # Begin Source File SOURCE=.\h_cine.cpp # End Source File # Begin Source File SOURCE=.\h_cycler.cpp # End Source File # Begin Source File SOURCE=.\h_export.cpp # End Source File # Begin Source File SOURCE=.\handgrenade.cpp # End Source File # Begin Source File SOURCE=.\hassassin.cpp # End Source File # Begin Source File SOURCE=.\headcrab.cpp # End Source File # Begin Source File SOURCE=.\healthkit.cpp # End Source File # Begin Source File SOURCE=.\hgrunt.cpp # End Source File # Begin Source File SOURCE=.\wpn_shared\hl_wpn_glock.cpp # End Source File # Begin Source File SOURCE=.\hornet.cpp # End Source File # Begin Source File SOURCE=.\hornetgun.cpp # End Source File # Begin Source File SOURCE=.\houndeye.cpp # End Source File # Begin Source File SOURCE=.\ichthyosaur.cpp # End Source File # Begin Source File SOURCE=.\islave.cpp # End Source File # Begin Source File SOURCE=.\items.cpp # End Source File # Begin Source File SOURCE=.\leech.cpp # End Source File # Begin Source File SOURCE=.\lights.cpp # End Source File # Begin Source File SOURCE=.\locus.cpp # End Source File # Begin Source File SOURCE=.\maprules.cpp # End Source File # Begin Source File SOURCE=.\monstermaker.cpp # End Source File # Begin Source File SOURCE=.\monsters.cpp # End Source File # Begin Source File SOURCE=.\monsterstate.cpp # End Source File # Begin Source File SOURCE=.\mortar.cpp # End Source File # Begin Source File SOURCE=.\movewith.cpp # End Source File # Begin Source File SOURCE=.\mp5.cpp # End Source File # Begin Source File SOURCE=.\multiplay_gamerules.cpp # End Source File # Begin Source File SOURCE=.\nihilanth.cpp # End Source File # Begin Source File SOURCE=.\nodes.cpp # End Source File # Begin Source File SOURCE=.\osprey.cpp # End Source File # Begin Source File SOURCE=.\pathcorner.cpp # End Source File # Begin Source File SOURCE=.\plane.cpp # End Source File # Begin Source File SOURCE=.\plats.cpp # End Source File # Begin Source File SOURCE=.\player.cpp # End Source File # Begin Source File SOURCE=..\pm_shared\pm_debug.c # End Source File # Begin Source File SOURCE=..\pm_shared\pm_math.c # End Source File # Begin Source File SOURCE=..\pm_shared\pm_shared.c # End Source File # Begin Source File SOURCE=.\python.cpp # End Source File # Begin Source File SOURCE=.\rat.cpp # End Source File # Begin Source File SOURCE=.\roach.cpp # End Source File # Begin Source File SOURCE=.\rpg.cpp # End Source File # Begin Source File SOURCE=.\satchel.cpp # End Source File # Begin Source File SOURCE=.\scientist.cpp # End Source File # Begin Source File SOURCE=.\scripted.cpp # End Source File # Begin Source File SOURCE=.\shotgun.cpp # End Source File # Begin Source File SOURCE=.\singleplay_gamerules.cpp # End Source File # Begin Source File SOURCE=.\skill.cpp # End Source File # Begin Source File SOURCE=.\sound.cpp # End Source File # Begin Source File SOURCE=.\soundent.cpp # End Source File # Begin Source File SOURCE=.\spectator.cpp # End Source File # Begin Source File SOURCE=.\squadmonster.cpp # End Source File # Begin Source File SOURCE=.\squeakgrenade.cpp # End Source File # Begin Source File SOURCE=.\subs.cpp # End Source File # Begin Source File SOURCE=.\talkmonster.cpp # End Source File # Begin Source File SOURCE=.\teamplay_gamerules.cpp # End Source File # Begin Source File SOURCE=.\tempmonster.cpp # End Source File # Begin Source File SOURCE=.\tentacle.cpp # End Source File # Begin Source File SOURCE=.\triggers.cpp # End Source File # Begin Source File SOURCE=.\tripmine.cpp # End Source File # Begin Source File SOURCE=.\turret.cpp # End Source File # Begin Source File SOURCE=.\util.cpp # End Source File # Begin Source File SOURCE=..\game_shared\voice_gamemgr.cpp # End Source File # Begin Source File SOURCE=.\weapons.cpp # End Source File # Begin Source File SOURCE=.\world.cpp # End Source File # Begin Source File SOURCE=.\xen.cpp # End Source File # Begin Source File SOURCE=.\zombie.cpp # End Source File # End Group # Begin Group "Header Files" # PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd" # Begin Source File SOURCE=.\activity.h # End Source File # Begin Source File SOURCE=.\activitymap.h # End Source File # Begin Source File SOURCE=.\animation.h # End Source File # Begin Source File SOURCE=.\basemonster.h # End Source File # Begin Source File SOURCE=.\cbase.h # End Source File # Begin Source File SOURCE=.\cdll_dll.h # End Source File # Begin Source File SOURCE=.\client.h # End Source File # Begin Source File SOURCE=.\decals.h # End Source File # Begin Source File SOURCE=.\defaultai.h # End Source File # Begin Source File SOURCE=.\doors.h # End Source File # Begin Source File SOURCE=.\effects.h # End Source File # Begin Source File SOURCE=..\engine\eiface.h # End Source File # Begin Source File SOURCE=.\enginecallback.h # End Source File # Begin Source File SOURCE=.\explode.h # End Source File # Begin Source File SOURCE=.\extdll.h # End Source File # Begin Source File SOURCE=.\flyingmonster.h # End Source File # Begin Source File SOURCE=.\func_break.h # End Source File # Begin Source File SOURCE=.\gamerules.h # End Source File # Begin Source File SOURCE=.\hornet.h # End Source File # Begin Source File SOURCE=.\items.h # End Source File # Begin Source File SOURCE=.\locus.h # End Source File # Begin Source File SOURCE=.\monsterevent.h # End Source File # Begin Source File SOURCE=.\monsters.h # End Source File # Begin Source File SOURCE=.\movewith.h # End Source File # Begin Source File SOURCE=.\nodes.h # End Source File # Begin Source File SOURCE=.\plane.h # End Source File # Begin Source File SOURCE=.\player.h # End Source File # Begin Source File SOURCE=..\pm_shared\pm_debug.h # End Source File # Begin Source File SOURCE=..\pm_shared\pm_defs.h # End Source File # Begin Source File SOURCE=..\pm_shared\pm_info.h # End Source File # Begin Source File SOURCE=..\pm_shared\pm_materials.h # End Source File # Begin Source File SOURCE=..\pm_shared\pm_movevars.h # End Source File # Begin Source File SOURCE=..\pm_shared\pm_shared.h # End Source File # Begin Source File SOURCE=.\saverestore.h # End Source File # Begin Source File SOURCE=.\schedule.h # End Source File # Begin Source File SOURCE=.\scripted.h # End Source File # Begin Source File SOURCE=.\scriptevent.h # End Source File # Begin Source File SOURCE=.\skill.h # End Source File # Begin Source File SOURCE=.\soundent.h # End Source File # Begin Source File SOURCE=.\spectator.h # End Source File # Begin Source File SOURCE=.\squadmonster.h # End Source File # Begin Source File SOURCE=.\talkmonster.h # End Source File # Begin Source File SOURCE=.\teamplay_gamerules.h # End Source File # Begin Source File SOURCE=.\trains.h # End Source File # Begin Source File SOURCE=.\util.h # End Source File # Begin Source File SOURCE=.\vector.h # End Source File # Begin Source File SOURCE=.\weapons.h # End Source File # End Group # Begin Group "Resource Files" # PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe" # End Group # End Target # End Project