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