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halflife-sdk-steam/cl_dll/cl_dll.dsp

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# Microsoft Developer Studio Project File - Name="cl_dll" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=cl_dll - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "cl_dll.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "cl_dll.mak" CFG="cl_dll - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "cl_dll - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "cl_dll - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "cl_dll - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir ".\Release"
# PROP BASE Intermediate_Dir ".\Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
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# PROP Output_Dir ".\Release"
# PROP Intermediate_Dir ".\Release"
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# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /W3 /GR /GX /Zi /O2 /I "..\dlls" /I "." /I "..\tfc" /I "..\public" /I "..\common" /I "..\pm_shared" /I "..\engine" /I "..\utils\vgui\include" /I "..\game_shared" /I "..\external" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "CLIENT_DLL" /D "CLIENT_WEAPONS" /D "HL_DLL" /FR /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
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# ADD BSC32 /nologo
LINK32=link.exe
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# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib winmm.lib ..\utils\vgui\lib\win32_vc6\vgui.lib wsock32.lib ..\lib\public\sdl2.lib /nologo /base:"0x01900000" /subsystem:windows /dll /map /debug /machine:I386 /nodefaultlib:"LIBCMTD" /nodefaultlib:"LIBCD" /out:".\Release\client.dll"
# SUBTRACT LINK32 /pdb:none
# Begin Custom Build
InputDir=.\Release
ProjDir=.
InputPath=.\Release\client.dll
InputName=client
SOURCE="$(InputPath)"
BuildCmds= \
call ..\filecopy.bat $(InputDir)\$(InputName).dll $(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).dll \
call ..\filecopy.bat $(InputDir)\$(InputName).pdb $(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).pdb \
"$(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
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# End Custom Build
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# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
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LINK32=link.exe
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# ADD LINK32 oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib winmm.lib ..\utils\vgui\lib\win32_vc6\vgui.lib wsock32.lib ..\lib\public\sdl2.lib /nologo /base:"0x01900000" /subsystem:windows /dll /debug /machine:I386 /out:".\Debug\client.dll"
# SUBTRACT LINK32 /pdb:none
# Begin Custom Build
InputDir=.\Debug
ProjDir=.
InputPath=.\Debug\client.dll
InputName=client
SOURCE="$(InputPath)"
BuildCmds= \
call ..\filecopy.bat $(InputDir)\$(InputName).dll $(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).dll \
call ..\filecopy.bat $(InputDir)\$(InputName).pdb $(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).pdb \
"$(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
"$(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
# End Custom Build
!ENDIF
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# Name "cl_dll - Win32 Debug"
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!IF "$(CFG)" == "cl_dll - Win32 Release"
!ELSEIF "$(CFG)" == "cl_dll - Win32 Debug"
# ADD CPP /MT
!ENDIF
# End Source File
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