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5034 lines
96 KiB
5034 lines
96 KiB
# Microsoft Developer Studio Project File - Name="engine" - 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=engine - Win32 Dedicated 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 "engine.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 "engine.mak" CFG="engine - Win32 Dedicated 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 "engine - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library") |
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!MESSAGE "engine - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library") |
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!MESSAGE "engine - Win32 Dedicated Debug" (based on "Win32 (x86) Dynamic-Link Library") |
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!MESSAGE "engine - Win32 Dedicated Release" (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 ""$/Src/engine", BTEBAAAA" |
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# PROP Scc_LocalPath "." |
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CPP=cl.exe |
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MTL=midl.exe |
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RSC=rc.exe |
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!IF "$(CFG)" == "engine - 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 ".\quiver__" |
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# PROP BASE Intermediate_Dir ".\quiver__" |
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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 ".\GLDebug" |
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# PROP Intermediate_Dir ".\GLDebug" |
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# PROP Ignore_Export_Lib 0 |
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# PROP Target_Dir "" |
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# ADD BASE CPP /nologo /G5 /MT /GX /Zi /Od /I "..\scitech\include" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "THIRDPERSON" /D "~NEWPHYSICS" /D "QUAKE2" /FR /YX /c |
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# ADD CPP /nologo /G6 /MTd /W4 /Gm /GR /ZI /Od /Op /I ".\audio\public" /I "..\vgui2\include" /I "..\vgui2\controls" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "_DEBUG" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /FR /FD /GM /c |
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# SUBTRACT CPP /YX |
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# ADD BASE MTL /nologo /D "_DEBUG" /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 /fo".\GLDebug\hw.res" /d "_DEBUG" /d "GLQUAKE" |
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BSC32=bscmake.exe |
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# ADD BASE BSC32 /nologo |
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# ADD BSC32 /nologo /o".\GLDebug\hw.bsc" |
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LINK32=link.exe |
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# ADD BASE LINK32 ..\scitech\lib\win32\vc\mglfx.lib winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /incremental:no /debug /machine:I386 /nodefaultlib:"LIBC" |
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# SUBTRACT BASE LINK32 /nodefaultlib |
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# ADD LINK32 oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib ws2_32.lib wininet.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmt.lib" /nodefaultlib:"libcd" /libpath:"..\lib\public" /libpath:"..\lib\common\vc6" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib" |
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# SUBTRACT LINK32 /pdb:none /incremental:no /map |
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# Begin Custom Build - Copying to game dir |
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TargetDir=.\GLDebug |
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TargetPath=.\GLDebug\engine.dll |
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InputPath=.\GLDebug\engine.dll |
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SOURCE="$(InputPath)" |
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"..\..\game\bin\engine.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" |
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if exist ..\..\game\bin\engine.dll attrib -r ..\..\game\bin\engine.dll |
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if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\engine.dll |
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if exist $(TargetDir)\engine.map copy $(TargetDir)\engine.map ..\..\game\bin\engine.map |
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# End Custom Build |
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!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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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 ".\quiver__" |
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# PROP BASE Intermediate_Dir ".\quiver__" |
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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 ".\GLRelease" |
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# PROP Intermediate_Dir ".\GLRelease" |
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# PROP Ignore_Export_Lib 0 |
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# PROP Target_Dir "" |
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# ADD BASE CPP /nologo /G5 /MT /GX /Zi /Od /I "..\scitech\include" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "THIRDPERSON" /D "~NEWPHYSICS" /D "QUAKE2" /D "GLQUAKE" /FR /YX /c |
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# ADD CPP /nologo /G6 /MT /W4 /GR /Zi /Ox /Ot /Ow /Og /Op /Ob2 /Gf /Gy /I ".\audio\public" /I "..\vgui2\include" /I "..\vgui2\controls" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "NDEBUG" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /Fr /FD /GM /c |
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# ADD BASE MTL /nologo /D "_DEBUG" /win32 |
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# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 |
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# ADD BASE RSC /l 0x409 /d "_DEBUG" |
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# ADD RSC /l 0x409 /fo".\GLRelease\hw.res" /d "NDEBUG" /d "GLQUAKE" |
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BSC32=bscmake.exe |
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# ADD BASE BSC32 /nologo /o"debuggl/enginegl.bsc" |
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# ADD BSC32 /nologo /o".\GLRelease\hw.bsc" |
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LINK32=link.exe |
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# ADD BASE LINK32 ..\scitech\lib\win32\vc\mglfx.lib winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:no /debug /machine:I386 /nodefaultlib:"LIBC" /out:"debuggl/enginegl.exe" |
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# SUBTRACT BASE LINK32 /nodefaultlib |
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# ADD LINK32 dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib ws2_32.lib wininet.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /map /debug /machine:I386 /nodefaultlib:"LIBCD" /nodefaultlib:"libc" /libpath:"..\lib\public" /libpath:"..\lib\common\vc6" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib" |
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# SUBTRACT LINK32 /pdb:none |
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# Begin Custom Build - Copying to game dir |
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TargetDir=.\GLRelease |
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TargetPath=.\GLRelease\engine.dll |
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InputPath=.\GLRelease\engine.dll |
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SOURCE="$(InputPath)" |
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BuildCmds= \ |
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if exist ..\..\game\bin\engine.dll attrib -r ..\..\game\bin\engine.dll \ |
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if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\engine.dll \ |
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if exist $(TargetDir)\engine.map copy $(TargetDir)\engine.map ..\..\game\bin\engine.map \ |
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if exist ..\..\game\bin\engine.pdb attrib -r ..\..\game\bin\engine.pdb \ |
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if exist $(TargetDir)\engine.pdb copy $(TargetDir)\engine.pdb ..\..\game\bin\engine.pdb \ |
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"..\..\game\bin\engine.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" |
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$(BuildCmds) |
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"..\..\game\bin\engine.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" |
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$(BuildCmds) |
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# End Custom Build |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated 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 "engine___Win32_Dedicated_Debug0" |
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# PROP BASE Intermediate_Dir "engine___Win32_Dedicated_Debug0" |
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# PROP BASE Ignore_Export_Lib 1 |
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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 "engine_Dedicated_Debug" |
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# PROP Intermediate_Dir "engine_Dedicated_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 /GR /ZI /Od /Op /I ".\audio\public" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\vgui2\include" /I "..\vgui2\controls" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_DEBUG" /D "_WIN32" /FR /FD /GM /c |
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# SUBTRACT BASE CPP /YX |
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# ADD CPP /nologo /G6 /MTd /W4 /Gm /GR /ZI /Od /Op /I "audio\public" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "_DEBUG" /D "SWDS" /D "IMAGE_LOADER_NO_DXTC" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /FR /FD /GM /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 /fo".\GLDebug\hw.res" /d "_DEBUG" /d "GLQUAKE" |
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# ADD RSC /l 0x409 /fo".\engine_Dedicated_Debug\swds.res" /d "_DEBUG" /d "GLQUAKE" |
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BSC32=bscmake.exe |
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# ADD BASE BSC32 /nologo /o".\GLDebug\hw.bsc" |
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# ADD BSC32 /nologo /o".\engine_Dedicated_Release\swds.bsc" |
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LINK32=link.exe |
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# ADD BASE LINK32 vgui_controls.lib oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmtd.lib" /nodefaultlib:"libcmt.lib" /libpath:"..\lib\public" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib" |
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# SUBTRACT BASE LINK32 /pdb:none /incremental:no /map |
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# ADD LINK32 oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib ws2_32.lib wininet.lib /nologo /base:"0x20000000" /subsystem:windows /dll /map /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmt.lib" /out:"engine_Dedicated_Debug/swds.dll" /libpath:"..\lib\public" /libpath:"..\lib\common\vc6" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib" |
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# SUBTRACT LINK32 /pdb:none /incremental:no |
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# Begin Custom Build - Copying to game dir |
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TargetDir=.\engine_Dedicated_Debug |
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TargetPath=.\engine_Dedicated_Debug\swds.dll |
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InputPath=.\engine_Dedicated_Debug\swds.dll |
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SOURCE="$(InputPath)" |
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"..\..\game\bin\swds.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" |
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if exist ..\..\game\bin\swds.dll attrib -r ..\..\game\bin\swds.dll |
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if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\swds.dll |
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if exist $(TargetDir)\engine.map copy $(TargetDir)\swds.map ..\..\game\bin\swds.map |
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|
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# End Custom Build |
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|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" |
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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 "engine___Win32_Dedicated_Release" |
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# PROP BASE Intermediate_Dir "engine___Win32_Dedicated_Release" |
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# PROP BASE Ignore_Export_Lib 1 |
|
# PROP BASE Target_Dir "" |
|
# PROP Use_MFC 0 |
|
# PROP Use_Debug_Libraries 1 |
|
# PROP Output_Dir "engine___Win32_Dedicated_Release" |
|
# PROP Intermediate_Dir "engine___Win32_Dedicated_Release" |
|
# PROP Ignore_Export_Lib 0 |
|
# PROP Target_Dir "" |
|
# ADD BASE CPP /nologo /G6 /W4 /Gm /GR /ZI /Od /Op /I "..\public" /I "..\public\tier1" /I "..\common" /I "audio\public" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_DEBUG" /D "_WIN32" /D "SWDS" /D "IMAGE_LOADER_NO_DXTC" /FR /FD /GM /c |
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# SUBTRACT BASE CPP /YX |
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# ADD CPP /nologo /G6 /MT /W4 /GR /Ox /Ot /Ow /Og /Op /Ob2 /Gf /Gy /I "audio\public" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "SWDS" /D "IMAGE_LOADER_NO_DXTC" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /Fr /FD /GM /c |
|
# SUBTRACT CPP /YX |
|
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32 |
|
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 |
|
# ADD BASE RSC /l 0x409 /fo".\GLDebug\hw.res" /d "_DEBUG" /d "GLQUAKE" |
|
# ADD RSC /l 0x409 /fo".\engine_Dedicated_Release\swds.res" /d "GLQUAKE" /d "NDEBUG" |
|
BSC32=bscmake.exe |
|
# ADD BASE BSC32 /nologo /o".\GLDebug\hw.bsc" |
|
# ADD BSC32 /nologo /o".\engine_Dedicated_Release\swds.bsc" |
|
LINK32=link.exe |
|
# ADD BASE LINK32 vgui_controls.lib oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmtd.lib" /nodefaultlib:"libcmt.lib" /out:"engine_Dedicated_Debug/swds.dll" /libpath:"..\lib\public" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib" |
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# SUBTRACT BASE LINK32 /pdb:none /incremental:no /map |
|
# ADD LINK32 oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib ws2_32.lib wininet.lib /nologo /base:"0x20000000" /subsystem:windows /dll /pdb:none /map /debug /machine:I386 /nodefaultlib:"LIBCD" /nodefaultlib:"libc" /out:"engine_Dedicated_Release/swds.dll" /libpath:"..\lib\public" /libpath:"..\lib\common\vc6" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib" |
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# Begin Custom Build - Copying to game dir |
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TargetDir=.\engine_Dedicated_Release |
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TargetPath=.\engine_Dedicated_Release\swds.dll |
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InputPath=.\engine_Dedicated_Release\swds.dll |
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SOURCE="$(InputPath)" |
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"..\..\game\bin\swds.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" |
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if exist ..\..\game\bin\swds.dll attrib -r ..\..\game\bin\swds.dll |
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if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\swds.dll |
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if exist $(TargetDir)\engine.map copy $(TargetDir)\swds.map ..\..\game\bin\swds.map |
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# End Custom Build |
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!ENDIF |
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# Begin Target |
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# Name "engine - Win32 Debug" |
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# Name "engine - Win32 Release" |
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# Name "engine - Win32 Dedicated Debug" |
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# Name "engine - Win32 Dedicated Release" |
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# Begin Group "Source Files" |
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# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90" |
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# Begin Group "Audio Code" |
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# PROP Default_Filter "" |
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# Begin Source File |
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SOURCE=.\EngineSoundClient.cpp |
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!IF "$(CFG)" == "engine - Win32 Debug" |
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!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" |
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# PROP BASE Exclude_From_Build 1 |
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# PROP Exclude_From_Build 1 |
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!ENDIF |
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# End Source File |
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# Begin Source File |
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SOURCE=.\EngineSoundServer.cpp |
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# End Source File |
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# Begin Source File |
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SOURCE=.\EngSoundService.cpp |
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!IF "$(CFG)" == "engine - Win32 Debug" |
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!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" |
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# PROP BASE Exclude_From_Build 1 |
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# PROP Exclude_From_Build 1 |
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!ENDIF |
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# End Source File |
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# Begin Source File |
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SOURCE=..\Public\riff.cpp |
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!IF "$(CFG)" == "engine - Win32 Debug" |
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# ADD CPP /I ".\audio\private" |
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!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" |
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# PROP BASE Exclude_From_Build 1 |
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# PROP Exclude_From_Build 1 |
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!ENDIF |
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# End Source File |
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# Begin Source File |
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SOURCE=.\snd_io.cpp |
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!IF "$(CFG)" == "engine - Win32 Debug" |
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# ADD CPP /I ".\audio\private" |
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!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" |
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# PROP BASE Exclude_From_Build 1 |
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# PROP Exclude_From_Build 1 |
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!ENDIF |
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# End Source File |
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# End Group |
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# Begin Group "VGUI Panels" |
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# PROP Default_Filter "" |
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# Begin Source File |
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SOURCE=..\common\vgui\vgui_basebudgetpanel.cpp |
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# End Source File |
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# Begin Source File |
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SOURCE=..\common\vgui\vgui_basebudgetpanel.h |
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# End Source File |
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# Begin Source File |
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SOURCE=.\vgui_BasePanel.cpp |
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!IF "$(CFG)" == "engine - Win32 Debug" |
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!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" |
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# PROP BASE Exclude_From_Build 1 |
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# PROP Exclude_From_Build 1 |
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!ENDIF |
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# End Source File |
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# Begin Source File |
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SOURCE=.\vgui_baseui_interface.cpp |
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!IF "$(CFG)" == "engine - Win32 Debug" |
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!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" |
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# PROP BASE Exclude_From_Build 1 |
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# PROP Exclude_From_Build 1 |
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!ENDIF |
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# End Source File |
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# Begin Source File |
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SOURCE=.\vgui_baseui_interface.h |
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!IF "$(CFG)" == "engine - Win32 Debug" |
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# PROP Exclude_From_Build 1 |
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!IF "$(CFG)" == "engine - Win32 Debug" |
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!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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SOURCE=.\cl_demosmootherpanel.h |
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!IF "$(CFG)" == "engine - Win32 Debug" |
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!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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SOURCE=.\cl_demouipanel.cpp |
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!IF "$(CFG)" == "engine - Win32 Debug" |
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!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!IF "$(CFG)" == "engine - Win32 Debug" |
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!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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# PROP BASE Exclude_From_Build 1 |
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SOURCE=.\cl_entityreport.cpp |
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|
|
!IF "$(CFG)" == "engine - Win32 Debug" |
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|
!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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SOURCE=.\cl_ents_parse.cpp |
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|
|
!IF "$(CFG)" == "engine - Win32 Debug" |
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!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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# PROP BASE Exclude_From_Build 1 |
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# PROP Exclude_From_Build 1 |
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# Begin Source File |
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SOURCE=.\cl_localnetworkbackdoor.cpp |
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|
|
!IF "$(CFG)" == "engine - Win32 Debug" |
|
|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" |
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# PROP BASE Exclude_From_Build 1 |
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# PROP Exclude_From_Build 1 |
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SOURCE=.\Cl_main.cpp |
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|
|
!IF "$(CFG)" == "engine - Win32 Debug" |
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|
!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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|
|
!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" |
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# PROP BASE Exclude_From_Build 1 |
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# PROP Exclude_From_Build 1 |
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# End Source File |
|
# Begin Source File |
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|
|
SOURCE=.\cl_null.cpp |
|
# End Source File |
|
# Begin Source File |
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|
|
SOURCE=.\cl_parse_event.cpp |
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug" |
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|
|
!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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# End Source File |
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# Begin Source File |
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|
SOURCE=.\cl_pluginhelpers.cpp |
|
# End Source File |
|
# Begin Source File |
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|
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SOURCE=.\cl_pred.cpp |
|
|
|
!IF "$(CFG)" == "engine - Win32 Debug" |
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|
!ELSEIF "$(CFG)" == "engine - Win32 Release" |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug" |
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# PROP Exclude_From_Build 1 |
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!ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release" |
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# PROP BASE Exclude_From_Build 1 |
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# PROP Exclude_From_Build 1 |
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!ENDIF |
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# End Source File |
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# Begin Source File |
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|
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SOURCE=.\cl_rcon.cpp |
|
# End Source File |
|
# Begin Source File |
|
|
|
SOURCE=.\cl_texturelistpanel.cpp |
|
# End Source File |
|
# Begin Source File |
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|
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SOURCE=.\client.cpp |
|
# End Source File |
|
# Begin Source File |
|
|
|
SOURCE=.\clientframe.cpp |
|
# End Source File |
|
# Begin Source File |
|
|
|
SOURCE=.\clockdriftmgr.cpp |
|
# End Source File |
|
# Begin Source File |
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|
|
SOURCE=.\Cmd.cpp |
|
# End Source File |
|
# Begin Source File |
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|
|
SOURCE=.\cmodel.cpp |
|
# End Source File |
|
# Begin Source File |
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|
|
SOURCE=.\cmodel_bsp.cpp |
|
# End Source File |
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# Begin Source File |
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# PROP Exclude_From_Build 1 |
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|
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|
|
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|
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# PROP Exclude_From_Build 1 |
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# PROP BASE Exclude_From_Build 1 |
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
|
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|
# PROP Exclude_From_Build 1 |
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|
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|
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|
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