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533 lines
13 KiB
533 lines
13 KiB
# Microsoft Developer Studio Project File - Name="MaterialSystem" - 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=MATERIALSYSTEM - 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 "materialsystem.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 "materialsystem.mak" CFG="MATERIALSYSTEM - 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 "MaterialSystem - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library") |
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!MESSAGE "MaterialSystem - 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 ""$/Src/common/MaterialSystem", FEACAAAA" |
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# PROP Scc_LocalPath "." |
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CPP=cl.exe |
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MTL=midl.exe |
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RSC=rc.exe |
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!IF "$(CFG)" == "MaterialSystem - 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 "MATERIALSYSTEM_EXPORTS" /YX /FD /c |
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# ADD CPP /nologo /G6 /W4 /Zi /O2 /Ob2 /I "..\common" /I "..\public" /I "..\public\tier1" /D "NDEBUG" /D "_WIN32" /D "DEFINE_MATERIALSYSTEM_INTERFACE" /D "WIN32" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /D strncpy=use_Q_strncpy_instead /D _snprintf=use_Q_snprintf_instead /D "_WINDOWS" /D "PROTECTED_THINGS_ENABLE" /Fr /FD /c |
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# SUBTRACT CPP /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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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 /dll /debug /machine:I386 /nodefaultlib:"libcd.lib" /libpath:"..\..\lib\public" /libpath:"..\..\lib\common" |
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# SUBTRACT LINK32 /profile /map |
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# Begin Custom Build |
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TargetDir=.\Release |
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TargetPath=.\Release\materialsystem.dll |
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InputPath=.\Release\materialsystem.dll |
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SOURCE="$(InputPath)" |
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BuildCmds= \ |
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if exist ..\..\game\bin\MaterialSystem.dll attrib -r ..\..\game\bin\MaterialSystem.dll \ |
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if exist ..\..\game\bin\MaterialSystem.map attrib -r ..\..\game\bin\MaterialSystem.map \ |
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if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\MaterialSystem.dll \ |
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if exist $(TargetDir)\MaterialSystem.map copy $(TargetDir)\MaterialSystem.map ..\..\game\bin\MaterialSystem.map \ |
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if exist ..\..\game\bin\MaterialSystem.pdb attrib -r ..\..\game\bin\MaterialSystem.pdb \ |
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if exist $(TargetDir)\MaterialSystem.pdb copy $(TargetDir)\MaterialSystem.pdb ..\..\game\bin \ |
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"..\..\game\bin\MaterialSystem.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" |
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$(BuildCmds) |
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"..\..\game\bin\MaterialSystem.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" |
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$(BuildCmds) |
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# End Custom Build |
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!ELSEIF "$(CFG)" == "MaterialSystem - 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 "MaterialSystem___Win32_Debug" |
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# PROP BASE Intermediate_Dir "MaterialSystem___Win32_Debug" |
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# PROP BASE Target_Dir "" |
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# PROP Use_MFC 0 |
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# PROP Output_Dir "Debug" |
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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 "MATERIALSYSTEM_EXPORTS" /YX /FD /GZ /c |
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# ADD CPP /nologo /G6 /W4 /Gm /ZI /Od /I "..\common" /I "..\public" /I "..\public\tier1" /D fopen=dont_use_fopen /D "_DEBUG" /D "_WIN32" /D "DEFINE_MATERIALSYSTEM_INTERFACE" /D "WIN32" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /D strncpy=use_Q_strncpy_instead /D _snprintf=use_Q_snprintf_instead /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:"0x28000000" /dll /map /debug /machine:I386 /nodefaultlib:"msvcrt.lib" /nodefaultlib:"libc.lib" /pdbtype:sept /libpath:"..\..\lib\public" /libpath:"..\..\lib\common" |
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# SUBTRACT LINK32 /nodefaultlib |
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# Begin Custom Build |
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TargetDir=.\Debug |
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TargetPath=.\Debug\materialsystem.dll |
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InputPath=.\Debug\materialsystem.dll |
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SOURCE="$(InputPath)" |
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"..\..\game\bin\MaterialSystem.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" |
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if exist ..\..\game\bin\MaterialSystem.dll attrib -r ..\..\game\bin\MaterialSystem.dll |
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if exist ..\..\game\bin\MaterialSystem.map attrib -r ..\..\game\bin\MaterialSystem.map |
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if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\MaterialSystem.dll |
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if exist $(TargetDir)\MaterialSystem.map copy $(TargetDir)\MaterialSystem.map ..\..\game\bin\MaterialSystem.map |
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# End Custom Build |
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!ENDIF |
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# Begin Target |
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# Name "MaterialSystem - Win32 Release" |
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# Name "MaterialSystem - Win32 Debug" |
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SOURCE=..\tier1\characterset.cpp |
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SOURCE=..\tier1\checksum_crc.cpp |
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SOURCE=..\tier1\checksum_md5.cpp |
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SOURCE=.\CMaterial.cpp |
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# SUBTRACT CPP /YX /Yc /Yu |
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SOURCE=.\CMaterialSubRect.cpp |
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SOURCE=.\CMaterialSystem.cpp |
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SOURCE=.\CMaterialVar.cpp |
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SOURCE=.\ColorSpace.cpp |
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SOURCE=.\CTexture.cpp |
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SOURCE=..\public\filesystem_helpers.cpp |
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SOURCE=..\Public\imageloader.cpp |
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SOURCE=.\ImagePacker.cpp |
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SOURCE=..\tier1\interface.cpp |
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SOURCE=..\tier1\KeyValues.cpp |
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SOURCE=.\mat_stub.cpp |
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SOURCE=.\MaterialSystem.rc |
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SOURCE=.\MaterialSystem_Global.cpp |
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# SUBTRACT CPP /YX /Yc /Yu |
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SOURCE=..\Public\mathlib.cpp |
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SOURCE=.\matrendertexture.cpp |
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SOURCE=..\Public\tier0\memoverride.cpp |
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SOURCE=..\tier1\mempool.cpp |
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# End Source File |
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SOURCE=.\ShaderSystem.cpp |
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# SUBTRACT CPP /YX /Yc /Yu |
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# End Source File |
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SOURCE=.\TextureManager.cpp |
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# SUBTRACT CPP /YX /Yc /Yu |
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SOURCE=..\Public\tgaloader.cpp |
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SOURCE=..\Public\tgawriter.cpp |
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SOURCE=..\tier1\utlbuffer.cpp |
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SOURCE=..\tier1\utlsymbol.cpp |
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SOURCE=..\Public\amd3dx.h |
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SOURCE=..\Public\basetypes.h |
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SOURCE=..\public\tier1\convar.h |
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SOURCE=..\Public\crtmemdebug.h |
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SOURCE=..\public\appframework\IAppSystem.h |
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SOURCE=.\IHardwareConfigInternal.h |
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SOURCE=..\Public\ImageLoader.h |
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SOURCE=.\ImagePacker.h |
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SOURCE=..\public\materialsystem\imaterial.h |
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SOURCE=.\IMaterialInternal.h |
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SOURCE=..\public\materialsystem\imaterialproxy.h |
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SOURCE=..\public\materialsystem\imaterialproxyfactory.h |
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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\imaterialsystemstub.h |
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SOURCE=..\public\materialsystem\imaterialvar.h |
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SOURCE=..\public\materialsystem\IShaderV2.h |
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SOURCE=..\Public\MATHLIB.H |
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SOURCE=..\public\tier1\mempool.h |
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SOURCE=..\public\vstdlib\strtools.h |
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SOURCE=.\TextureManager.h |
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SOURCE=..\Public\TGAWriter.h |
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SOURCE=..\public\tier1\utlbuffer.h |
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SOURCE=..\public\tier1\utlmemory.h |
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SOURCE=..\Public\vmatrix.h |
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SOURCE=..\Public\vplane.h |
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SOURCE=..\public\vstdlib\vstdlib.h |
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SOURCE=.\Wireframe.cpp |
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!IF "$(CFG)" == "MaterialSystem - Win32 Release" |
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# SUBTRACT CPP /YX /Yc /Yu |
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!ELSEIF "$(CFG)" == "MaterialSystem - Win32 Debug" |
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# SUBTRACT CPP /YX /Yc /Yu |
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!ENDIF |
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SOURCE=..\lib\public\shaderlib.lib |
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