quake3-pkarena/quake3/source/code/cgame/cgame.dsp
2007-09-27 00:00:00 +00:00

344 lines
9.2 KiB
Text

# Microsoft Developer Studio Project File - Name="cgame" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 5.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=cgame - Win32 Debug TA
!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 "cgame.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 "cgame.mak" CFG="cgame - Win32 Debug TA"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "cgame - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "cgame - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "cgame - Win32 Release TA" (based on\
"Win32 (x86) Dynamic-Link Library")
!MESSAGE "cgame - Win32 Debug TA" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP Scc_ProjName ""$/MissionPack/code/cgame", NPAAAAAA"
# PROP Scc_LocalPath "."
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "cgame - 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
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
# ADD CPP /nologo /G6 /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /o /win32 "NUL"
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /o /win32 "NUL"
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# 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 /subsystem:windows /dll /machine:I386
# ADD LINK32 /nologo /base:"0x30000000" /subsystem:windows /dll /map /machine:I386 /out:"../Release/cgamex86.dll"
# SUBTRACT LINK32 /debug
!ELSEIF "$(CFG)" == "cgame - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /FD /c
# ADD CPP /nologo /G5 /MTd /W3 /GX /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /FD /ZI /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /o /win32 "NUL"
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /o /win32 "NUL"
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386 /pdbtype:sept
# ADD LINK32 /nologo /base:"0x30000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"../Debug/cgamex86.dll"
# SUBTRACT LINK32 /profile /nodefaultlib
!ELSEIF "$(CFG)" == "cgame - Win32 Release TA"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "cgame___Win32_Release_TA"
# PROP BASE Intermediate_Dir "cgame___Win32_Release_TA"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release_TA"
# PROP Intermediate_Dir "Release_TA"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /G6 /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
# ADD CPP /nologo /G6 /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "MISSIONPACK" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /o /win32 "NUL"
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /o /win32 "NUL"
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 /nologo /base:"0x30000000" /subsystem:windows /dll /map /machine:I386 /out:"../Release/cgamex86.dll"
# SUBTRACT BASE LINK32 /debug
# ADD LINK32 /nologo /base:"0x30000000" /subsystem:windows /dll /map /machine:I386 /out:"../Release_TA/cgamex86.dll"
# SUBTRACT LINK32 /debug
!ELSEIF "$(CFG)" == "cgame - Win32 Debug TA"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "cgame___Win32_Debug_TA"
# PROP BASE Intermediate_Dir "cgame___Win32_Debug_TA"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug_TA"
# PROP Intermediate_Dir "Debug_TA"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /G5 /MTd /W3 /GX /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /FD /ZI /c
# ADD CPP /nologo /G5 /MTd /W3 /GX /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /FD /ZI /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /o /win32 "NUL"
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /o /win32 "NUL"
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 /nologo /base:"0x30000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"..\Debug/cgamex86.dll"
# SUBTRACT BASE LINK32 /profile /nodefaultlib
# ADD LINK32 /nologo /base:"0x30000000" /subsystem:windows /dll /map /debug /machine:I386 /def:".\cgame.def" /out:"..\Debug_TA\cgamex86.dll"
# SUBTRACT LINK32 /pdb:none
!ENDIF
# Begin Target
# Name "cgame - Win32 Release"
# Name "cgame - Win32 Debug"
# Name "cgame - Win32 Release TA"
# Name "cgame - Win32 Debug TA"
# Begin Group "Source Files"
# PROP Default_Filter "c"
# Begin Source File
SOURCE=..\game\bg_lib.c
!IF "$(CFG)" == "cgame - Win32 Release"
# PROP Exclude_From_Build 1
!ELSEIF "$(CFG)" == "cgame - Win32 Debug"
# PROP Exclude_From_Build 1
!ELSEIF "$(CFG)" == "cgame - Win32 Release TA"
# PROP BASE Exclude_From_Build 1
# PROP Exclude_From_Build 1
!ELSEIF "$(CFG)" == "cgame - Win32 Debug TA"
# PROP BASE Exclude_From_Build 1
# PROP Exclude_From_Build 1
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\game\bg_misc.c
# End Source File
# Begin Source File
SOURCE=..\game\bg_pmove.c
# End Source File
# Begin Source File
SOURCE=..\game\bg_slidemove.c
# End Source File
# Begin Source File
SOURCE=.\cg_consolecmds.c
# End Source File
# Begin Source File
SOURCE=.\cg_draw.c
# End Source File
# Begin Source File
SOURCE=.\cg_drawtools.c
# End Source File
# Begin Source File
SOURCE=.\cg_effects.c
# End Source File
# Begin Source File
SOURCE=.\cg_ents.c
# End Source File
# Begin Source File
SOURCE=.\cg_event.c
# End Source File
# Begin Source File
SOURCE=.\cg_info.c
# End Source File
# Begin Source File
SOURCE=.\cg_localents.c
# End Source File
# Begin Source File
SOURCE=.\cg_main.c
# End Source File
# Begin Source File
SOURCE=.\cg_marks.c
# End Source File
# Begin Source File
SOURCE=.\cg_newDraw.c
!IF "$(CFG)" == "cgame - Win32 Release"
# PROP Exclude_From_Build 1
!ELSEIF "$(CFG)" == "cgame - Win32 Debug"
# PROP Exclude_From_Build 1
!ELSEIF "$(CFG)" == "cgame - Win32 Release TA"
!ELSEIF "$(CFG)" == "cgame - Win32 Debug TA"
!ENDIF
# End Source File
# Begin Source File
SOURCE=.\cg_players.c
# End Source File
# Begin Source File
SOURCE=.\cg_playerstate.c
# End Source File
# Begin Source File
SOURCE=.\cg_predict.c
# End Source File
# Begin Source File
SOURCE=.\cg_scoreboard.c
# End Source File
# Begin Source File
SOURCE=.\cg_servercmds.c
# End Source File
# Begin Source File
SOURCE=.\cg_snapshot.c
# End Source File
# Begin Source File
SOURCE=.\cg_syscalls.c
# End Source File
# Begin Source File
SOURCE=.\cg_view.c
# End Source File
# Begin Source File
SOURCE=.\cg_weapons.c
# End Source File
# Begin Source File
SOURCE=..\game\q_math.c
# End Source File
# Begin Source File
SOURCE=..\game\q_shared.c
# End Source File
# Begin Source File
SOURCE=..\ui\ui_shared.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h"
# Begin Source File
SOURCE=..\game\bg_public.h
# End Source File
# Begin Source File
SOURCE=.\cg_local.h
# End Source File
# Begin Source File
SOURCE=.\cg_public.h
# End Source File
# Begin Source File
SOURCE=..\game\q_shared.h
# End Source File
# Begin Source File
SOURCE=..\game\surfaceflags.h
# End Source File
# End Group
# Begin Source File
SOURCE=.\cgame.def
!IF "$(CFG)" == "cgame - Win32 Release"
!ELSEIF "$(CFG)" == "cgame - Win32 Debug"
!ELSEIF "$(CFG)" == "cgame - Win32 Release TA"
!ELSEIF "$(CFG)" == "cgame - Win32 Debug TA"
# PROP Exclude_From_Build 1
!ENDIF
# End Source File
# End Target
# End Project