NS/main/source/build.h
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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@1 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-03-09 01:31:56 +00:00

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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: build.h $
// $Date: 2002/11/22 22:09:10 $
//
//-------------------------------------------------------------------------------
// $Log: build.h,v $
// Revision 1.17 2002/11/22 22:09:10 Flayra
// - Updated version #
//
// Revision 1.16 2002/11/22 21:07:55 Flayra
// - Removed dev build, use DEBUG instead
//
// Revision 1.15 2002/11/15 19:09:57 Flayra
// - Reworked network metering to be easily toggleable
//
// Revision 1.14 2002/11/12 02:20:25 Flayra
// - Updated version number
//
// Revision 1.13 2002/11/06 01:37:07 Flayra
// - Regular update
//
// Revision 1.12 2002/11/03 04:54:45 Flayra
// - Regular update
//
// Revision 1.11 2002/10/24 21:09:04 Flayra
// - No longer needed
//
// Revision 1.10 2002/10/20 16:33:31 Flayra
// - Regular update
//
// Revision 1.9 2002/10/16 20:48:18 Flayra
// - Regular update
//
// Revision 1.8 2002/10/03 19:07:12 Flayra
// - Profiling switch
// - Regular game version update
//
// Revision 1.7 2002/09/23 21:51:39 Flayra
// - Regular update
//
// Revision 1.6 2002/09/09 19:38:34 Flayra
// - Tried implementing DirectX version of gamma ramp support
//
// Revision 1.5 2002/08/16 02:21:37 Flayra
// - Re-enabled selection
//
// Revision 1.4 2002/08/09 00:14:59 Flayra
// - Removed selection prediction
//
// Revision 1.3 2002/05/23 02:41:53 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef BUILD_H
#define BUILD_H
// Build options
#define CLIENT_WEAPONS
#define AVH_PREDICT_SELECT
// Build in code to help playtest. Choose neither, AVH_PLAYTEST_BUILD, or AVH_PLAYTEST_BUILD _and_ AVH_LAN_PLAYTEST_BUILD
#ifdef DEBUG
#define AVH_PLAYTEST_BUILD
//#define AVH_LAN_PLAYTEST_BUILD
#endif
// Build in code for security. This forces the server to uplink and only allows authenticated players to join the server.
//#ifndef DEBUG
//#define AVH_SECURE_PRERELEASE_BUILD
//#endif
// When you're doing a final secure build of your client .dll and you're ready to
// send the binary to Valve to be processed, you need to change this to 1 and rebuild
//#define FINAL_VAC_BUILD
// Define this when debugging on a different machine in a "live" environment (ie, trying to catch crashes)
//#define AVH_EXTERNAL_BUILD
//#define USE_DIRECTX_8
// May not be working completely
//#define SKULK_VIEW_ROTATION
// Mapper build?
//#define AVH_MAPPER_BUILD
// Sends profiling info to log
//#define PROFILE_BUILD
// Use multiple weapons sounds for upgrades
//#define AVH_UPGRADE_SOUNDS
// Define to track and meter network messages, don't define to use basic HL networking
//#define USE_NETWORK_METERING
// Define to have server report server and player data to master server
//#define USE_UPP
#endif