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217 lines
6.7 KiB
217 lines
6.7 KiB
![]()
4 years ago
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# Microsoft Developer Studio Project File - Name="vstdlib" - 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=vstdlib - Win32 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 "vstdlib.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 "vstdlib.mak" CFG="vstdlib - Win32 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 "vstdlib - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "vstdlib - 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 "vstdlib"
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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)" == "vstdlib - Win32 Release"
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# PROP BASE Use_MFC 0
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /G6 /W4 /Ox /Ot /Ow /Og /Oi /Op /Gf /Gy /I "..\common" /I "..\public" /I "..\public\tier1" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D fopen=dont_use_fopen /D "VSTDLIB_DLL_EXPORT" /D "_WIN32" /FD /c
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# ADD CPP /nologo /G6 /W4 /Z7 /Ox /Ot /Ow /Og /Oi /Op /Gf /Gy /I "..\common" /I "..\public" /I "..\public\tier1" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "VSTDLIB_DLL_EXPORT" /D "_WIN32" /FD /c
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# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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LINK32=link.exe
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# ADD BASE LINK32 /nologo /subsystem:windows /dll /machine:I386 /libpath:"..\..\src\lib\common\\" /libpath:"..\..\src\lib\public\\"
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# ADD LINK32 /nologo /subsystem:windows /dll /map /debug /machine:I386 /libpath:"..\lib\common\\" /libpath:"..\lib\public\\"
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# Begin Custom Build - Publishing to target directory (..\..\game\bin\)...
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TargetDir=.\Release
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TargetPath=.\Release\vstdlib.dll
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InputPath=.\Release\vstdlib.dll
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SOURCE="$(InputPath)"
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BuildCmds= \
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if exist ..\..\game\bin\vstdlib.dll attrib -r ..\..\game\bin\vstdlib.dll \
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copy $(TargetPath) ..\..\game\bin\vstdlib.dll \
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if exist ..\..\game\bin\vstdlib.pdb attrib -r ..\..\game\bin\vstdlib.pdb \
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copy $(TargetDir)\vstdlib.pdb ..\..\game\bin \
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if exist $(TargetDir)\vstdlib.map copy $(TargetDir)\vstdlib.map ..\..\game\bin\vstdlib.map \
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if exist ..\lib\public\vstdlib.lib attrib -r ..\lib\public\vstdlib.lib \
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if exist $(TargetDir)\vstdlib.lib copy $(TargetDir)\vstdlib.lib ..\lib\public\vstdlib.lib \
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"..\..\game\bin\vstdlib.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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"..\..\game\bin\vstdlib.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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"..\lib\public\vstdlib.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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# End Custom Build
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!ELSEIF "$(CFG)" == "vstdlib - 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 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 /G6 /W4 /Gm /ZI /Od /Op /I "..\common" /I "..\public" /I "..\public\tier1" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D fopen=dont_use_fopen /D "VSTDLIB_DLL_EXPORT" /D "_WIN32" /FR /FD /GZ /c
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# ADD CPP /nologo /G6 /W4 /Z7 /Od /Op /I "..\common" /I "..\public" /I "..\public\tier1" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "VSTDLIB_DLL_EXPORT" /D "_WIN32" /FR /FD /GZ /c
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# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "_DEBUG"
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# ADD RSC /l 0x409 /d "_DEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 /nologo /subsystem:windows /dll /debug /machine:I386 /pdbtype:sept /libpath:"..\..\src\lib\common\\" /libpath:"..\..\src\lib\public\\"
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# ADD LINK32 /nologo /subsystem:windows /dll /map /debug /machine:I386 /pdbtype:sept /libpath:"..\lib\common\\" /libpath:"..\lib\public\\"
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# Begin Custom Build - Publishing to target directory (..\..\game\bin\)...
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TargetDir=.\Debug
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TargetPath=.\Debug\vstdlib.dll
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InputPath=.\Debug\vstdlib.dll
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SOURCE="$(InputPath)"
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BuildCmds= \
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if exist ..\..\game\bin\vstdlib.dll attrib -r ..\..\game\bin\vstdlib.dll \
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copy $(TargetPath) ..\..\game\bin\vstdlib.dll \
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if exist $(TargetDir)\vstdlib.map copy $(TargetDir)\vstdlib.map ..\..\game\bin\vstdlib.map \
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if exist ..\lib\public\vstdlib.lib attrib -r ..\lib\public\vstdlib.lib \
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if exist $(TargetDir)\vstdlib.lib copy $(TargetDir)\vstdlib.lib ..\lib\public\vstdlib.lib \
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"..\..\game\bin\vstdlib.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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"..\lib\public\vstdlib.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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# End Custom Build
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!ENDIF
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# Begin Target
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# Name "vstdlib - Win32 Release"
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# Name "vstdlib - 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=.\commandline.cpp
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# End Source File
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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=.\cvar.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\public\vstdlib\cvar.h
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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=.\KeyValuesSystem.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=..\tier1\mempool.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\random.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\strtools.cpp
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# End Source File
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SOURCE=..\tier1\utlsymbol.cpp
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# Begin Source File
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SOURCE=..\public\vstdlib\ICommandLine.h
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# End Source File
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# Begin Source File
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SOURCE=..\public\vstdlib\IKeyValuesSystem.h
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# End Source File
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# Begin Source File
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SOURCE=..\public\tier1\mempool.h
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# Begin Source File
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SOURCE=..\public\vstdlib\random.h
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SOURCE=..\public\vstdlib\strtools.h
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SOURCE=..\public\vstdlib\vstdlib.h
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SOURCE=..\lib\public\tier0.lib
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# End Project
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