Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//-----------------------------------------------------------------------------
// SOURCE_REPLAY.VPC
//
// Controls compilation of the replay system via the REPLAY_ENABLE preprocessor
// definition.
//
// The BUILD_REPLAY macro (below) controls the definition of REPLAY_ENABLE
// across multiple projects like engine, TF client & server DLL's, and any
// other games with replay support.
//
// This file serves two purposes:
//
// 1. To provide a single place where replay can be built out of all games,
// in other words the engine, as well as any supported game client/server
// DLL's. This is useful for avoiding shipping any replay code prematurely
// (i.e. when we do staging -> rel integrations), for example.
//
// 1. Any client/server DLL's that don't have REPLAY_ENABLE defined will not
// attempt to load or interact with the replay system, because they will
// not build the code to do so.
//
// If BUILD_REPLAY=1, replay will be built in the engine, and client/server
// projects for supported games - otherwise, it will not.
//
// If you are adding replay support to a specific game, you must include this
// file in both its client_* and server_*.vpc files.
//
// This file should not be included in client_base.vpc or server_base.vpc.
//
// Replay is only loaded for games explicitly specified in engine/replay.cpp
// (see s_pSupportedReplayGames).
//
//-----------------------------------------------------------------------------
$Macro BUILD_REPLAY 1
//-----------------------------------------------------------------------------
$Include "$SRCDIR\vpc_scripts\source_replay_private.vpc" [$BUILD_REPLAY && !$X360]