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430 lines
11 KiB
430 lines
11 KiB
![]()
4 years ago
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# Microsoft Developer Studio Project File - Name="StudioRender" - 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=StudioRender - 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 "studiorender.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 "studiorender.mak" CFG="StudioRender - 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 "StudioRender - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "StudioRender - 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 ""$/Src/StudioRender", MNSDAAAA"
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# PROP Scc_LocalPath "."
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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "StudioRender - 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 Ignore_Export_Lib 0
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "STUDIORENDER_EXPORTS" /YX /FD /c
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# ADD CPP /nologo /G6 /W4 /Zi /Ox /Ot /Og /Oi /Ob2 /I "..\public" /I "..\public\tier1" /I "..\common" /D "NDEBUG" /D "_WIN32" /D "IMAGE_LOADER_NO_DXTC" /D "_MBCS" /D "_USRDLL" /D "STUDIORENDER_EXPORTS" /D "_WINDOWS" /D "PROTECTED_THINGS_ENABLE" /FAs /FD /c
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# SUBTRACT CPP /Os /YX
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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 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 /base:"0x2C000000" /dll /map /debug /machine:I386 /libpath:"..\lib\public" /libpath:"..\lib\common"
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# Begin Custom Build
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TargetDir=.\Release
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TargetPath=.\Release\studiorender.dll
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InputPath=.\Release\studiorender.dll
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SOURCE="$(InputPath)"
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BuildCmds= \
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if exist ..\..\game\bin\studiorender.dll attrib -r ..\..\game\bin\studiorender.dll \
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copy $(TargetPath) ..\..\game\bin\studiorender.dll \
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if exist $(TargetDir)\studiorender.map copy $(TargetDir)\studiorender.map ..\..\game\bin\studiorender.map \
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if exist ..\..\game\bin\studiorender.pdb attrib -r ..\..\game\bin\studiorender.pdb \
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copy $(TargetDir)\studiorender.pdb ..\..\game\bin \
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"..\..\game\bin\StudioRender.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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"..\..\game\bin\studiorender.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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# End Custom Build
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!ELSEIF "$(CFG)" == "StudioRender - 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 Output_Dir "Debug"
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# PROP Intermediate_Dir "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 /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "STUDIORENDER_EXPORTS" /YX /FD /GZ /c
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# ADD CPP /nologo /G6 /W4 /Gm /ZI /Od /I "..\public" /I "..\public\tier1" /I "..\common" /D "WIN32" /D fopen=dont_use_fopen /D "_DEBUG" /D "IMAGE_LOADER_NO_DXTC" /D "_MBCS" /D "_USRDLL" /D "STUDIORENDER_EXPORTS" /D "_WINDOWS" /D "PROTECTED_THINGS_ENABLE" /FR /FD /GZ /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 /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 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 /base:"0x2C000000" /dll /debug /machine:I386 /pdbtype:sept /libpath:"..\lib\public" /libpath:"..\lib\common"
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# Begin Custom Build
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TargetDir=.\Debug
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TargetPath=.\Debug\studiorender.dll
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InputPath=.\Debug\studiorender.dll
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SOURCE="$(InputPath)"
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"..\..\game\bin\StudioRender.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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if exist ..\..\game\bin\studiorender.dll attrib -r ..\..\game\bin\studiorender.dll
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copy $(TargetPath) ..\..\game\bin\studiorender.dll
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if exist $(TargetDir)\studiorender.map copy $(TargetDir)\studiorender.map ..\..\game\bin\studiorender.map
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# End Custom Build
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!ENDIF
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# Begin Target
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# Name "StudioRender - Win32 Release"
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# Name "StudioRender - Win32 Debug"
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# Begin Group "Source Files"
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# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
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# Begin Source File
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SOURCE=..\tier1\convar.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\CStudioRender.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\FlexRenderData.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\Public\ImageLoader.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\tier1\interface.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\Public\Mathlib.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\public\tier0\memoverride.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\r_studio.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\r_studiodecal.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\r_studiodraw.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\r_studioflex.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\r_studiogettriangles.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\r_studiolight.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\studiorender_cvar.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\tier1\utlbuffer.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\Public\vmatrix.cpp
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# End Source File
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# PROP Default_Filter "h;hpp;hxx;hm;inl"
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# Begin Source File
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SOURCE=..\Public\amd3dx.h
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# End Source File
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# Begin Source File
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SOURCE=..\public\basehandle.h
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# End Source File
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# Begin Source File
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SOURCE=..\Public\basetypes.h
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# End Source File
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# Begin Source File
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SOURCE=..\Public\bspflags.h
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# End Source File
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# Begin Source File
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SOURCE=..\Public\clientstats.h
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# End Source File
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# Begin Source File
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SOURCE=..\Public\cmodel.h
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# End Source File
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# Begin Source File
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SOURCE=..\Public\commonmacros.h
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# End Source File
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# Begin Source File
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SOURCE=..\public\compressed_vector.h
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SOURCE=..\Public\const.h
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# End Source File
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# Begin Source File
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SOURCE=..\public\tier1\convar.h
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# End Source File
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# Begin Source File
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SOURCE=.\CStudioRender.h
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# End Source File
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# Begin Source File
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SOURCE=..\public\tier0\dbg.h
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# End Source File
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# Begin Source File
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SOURCE=..\public\tier0\fasttimer.h
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# End Source File
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SOURCE=.\FlexRenderData.h
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# End Source File
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SOURCE=..\public\gametrace.h
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SOURCE=..\public\appframework\IAppSystem.h
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SOURCE=..\public\vstdlib\ICommandLine.h
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SOURCE=..\public\ihandleentity.h
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SOURCE=..\Public\ImageLoader.h
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# End Source File
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# Begin Source File
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SOURCE=..\public\materialsystem\imaterial.h
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||
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# End Source File
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SOURCE=..\public\materialsystem\imaterialsystem.h
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SOURCE=..\public\materialsystem\imaterialsystemhardwareconfig.h
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SOURCE=..\public\materialsystem\imaterialvar.h
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SOURCE=..\public\materialsystem\imesh.h
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# End Source File
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SOURCE=..\public\tier1\interface.h
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||
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# End Source File
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# Begin Source File
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SOURCE=..\Public\IStudioRender.h
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# End Source File
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SOURCE=..\public\materialsystem\itexture.h
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# End Source File
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# Begin Source File
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SOURCE=..\Public\MATHLIB.H
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# Begin Source File
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SOURCE=..\Public\measure_section.h
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# End Source File
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SOURCE=..\public\tier0\mem.h
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# End Source File
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SOURCE=..\public\tier0\memalloc.h
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||
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SOURCE=..\public\tier0\memdbgoff.h
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||
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SOURCE=..\public\tier0\memdbgon.h
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||
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SOURCE=..\Public\model_types.h
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SOURCE=..\public\optimize.h
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||
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||
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|
SOURCE=..\Public\PixelWriter.h
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||
|
# End Source File
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# Begin Source File
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||
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|
||
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SOURCE=..\public\tier0\platform.h
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||
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SOURCE=..\public\protected_things.h
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SOURCE=..\Public\s3_intrf.h
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SOURCE=..\Public\string_t.h
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SOURCE=..\public\vstdlib\strtools.h
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SOURCE=..\Public\studio.h
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||
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||
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|
SOURCE=.\studiorender_cvar.h
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||
|
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# Begin Source File
|
||
|
|
||
|
SOURCE=..\public\tier1\utlbuffer.h
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||
|
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|
||
|
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|
||
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|
||
|
SOURCE=..\public\tier1\utllinkedlist.h
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||
|
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|
||
|
# Begin Source File
|
||
|
|
||
|
SOURCE=..\public\tier1\utlmemory.h
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||
|
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||
|
# Begin Source File
|
||
|
|
||
|
SOURCE=..\public\tier1\utlvector.h
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||
|
# End Source File
|
||
|
# Begin Source File
|
||
|
|
||
|
SOURCE=..\Public\vcollide.h
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||
|
# End Source File
|
||
|
# Begin Source File
|
||
|
|
||
|
SOURCE=..\Public\vector.h
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||
|
# End Source File
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||
|
# Begin Source File
|
||
|
|
||
|
SOURCE=..\Public\vector2d.h
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||
|
# End Source File
|
||
|
# Begin Source File
|
||
|
|
||
|
SOURCE=..\Public\vector4d.h
|
||
|
# End Source File
|
||
|
# Begin Source File
|
||
|
|
||
|
SOURCE=..\Public\vmatrix.h
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||
|
# End Source File
|
||
|
# Begin Source File
|
||
|
|
||
|
SOURCE=..\Public\vplane.h
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||
|
# End Source File
|
||
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# Begin Source File
|
||
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|
||
|
SOURCE=..\public\tier0\vprof.h
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||
|
# End Source File
|
||
|
# Begin Source File
|
||
|
|
||
|
SOURCE=..\public\vstdlib\vstdlib.h
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||
|
# End Source File
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||
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# Begin Source File
|
||
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|
||
|
SOURCE=..\public\vtf\vtf.h
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||
|
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|
||
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|
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|
||
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|
||
|
SOURCE=..\lib\public\vstdlib.lib
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||
|
# End Source File
|
||
|
# Begin Source File
|
||
|
|
||
|
SOURCE=..\lib\public\tier0.lib
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||
|
# End Source File
|
||
|
# End Target
|
||
|
# End Project
|