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04c334c94b
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@15 67975925-1194-0748-b3d5-c16f83f1a3a1
107 lines
No EOL
3.3 KiB
C
107 lines
No EOL
3.3 KiB
C
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: build.h $
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// $Date: 2002/11/22 22:09:10 $
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//
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//-------------------------------------------------------------------------------
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// $Log: build.h,v $
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// Revision 1.17 2002/11/22 22:09:10 Flayra
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// - Updated version #
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//
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// Revision 1.16 2002/11/22 21:07:55 Flayra
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// - Removed dev build, use DEBUG instead
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//
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// Revision 1.15 2002/11/15 19:09:57 Flayra
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// - Reworked network metering to be easily toggleable
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//
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// Revision 1.14 2002/11/12 02:20:25 Flayra
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// - Updated version number
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//
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// Revision 1.13 2002/11/06 01:37:07 Flayra
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// - Regular update
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//
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// Revision 1.12 2002/11/03 04:54:45 Flayra
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// - Regular update
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//
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// Revision 1.11 2002/10/24 21:09:04 Flayra
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// - No longer needed
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//
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// Revision 1.10 2002/10/20 16:33:31 Flayra
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// - Regular update
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//
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// Revision 1.9 2002/10/16 20:48:18 Flayra
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// - Regular update
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//
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// Revision 1.8 2002/10/03 19:07:12 Flayra
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// - Profiling switch
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// - Regular game version update
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//
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// Revision 1.7 2002/09/23 21:51:39 Flayra
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// - Regular update
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//
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// Revision 1.6 2002/09/09 19:38:34 Flayra
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// - Tried implementing DirectX version of gamma ramp support
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//
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// Revision 1.5 2002/08/16 02:21:37 Flayra
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// - Re-enabled selection
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//
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// Revision 1.4 2002/08/09 00:14:59 Flayra
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// - Removed selection prediction
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//
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// Revision 1.3 2002/05/23 02:41:53 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifndef BUILD_H
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#define BUILD_H
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// Build options
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#define CLIENT_WEAPONS
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#define AVH_PREDICT_SELECT
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// Build in code to help playtest. Choose neither, AVH_PLAYTEST_BUILD, or AVH_PLAYTEST_BUILD _and_ AVH_LAN_PLAYTEST_BUILD
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#ifdef DEBUG
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#define AVH_PLAYTEST_BUILD
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//#define AVH_LAN_PLAYTEST_BUILD
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#endif
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// Build in code for security. This forces the server to uplink and only allows authenticated players to join the server.
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//#ifndef DEBUG
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//#define AVH_SECURE_PRERELEASE_BUILD
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//#endif
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// When you're doing a final secure build of your client .dll and you're ready to
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// send the binary to Valve to be processed, you need to change this to 1 and rebuild
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//#define FINAL_VAC_BUILD
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// Define this when debugging on a different machine in a "live" environment (ie, trying to catch crashes)
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//#define AVH_EXTERNAL_BUILD
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//#define USE_DIRECTX_8
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// May not be working completely
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//#define SKULK_VIEW_ROTATION
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// Mapper build?
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//#define AVH_MAPPER_BUILD
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// Sends profiling info to log
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//#define PROFILE_BUILD
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// Use multiple weapons sounds for upgrades
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//#define AVH_UPGRADE_SOUNDS
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// Define to track and meter network messages, don't define to use basic HL networking
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//#define USE_NETWORK_METERING
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// Define to have server report server and player data to master server
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//#define USE_UPP
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#endif |