# Microsoft Developer Studio Project File - Name="game" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT ** # TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102 CFG=game - Win32 SHDebug !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 "game.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 "game.mak" CFG="game - Win32 SHDebug" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "game - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "game - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "game - Win32 FinalBuild" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "game - Win32 SHDebug" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE # Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName ""$/Code/game", FSLAAAAA" # PROP Scc_LocalPath "." CPP=cl.exe MTL=midl.exe RSC=rc.exe !IF "$(CFG)" == "game - 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\game" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "." # ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c # ADD CPP /nologo /G6 /W4 /GX /Zi /O2 /I "..\ICARUS" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Yu"g_headers.h" /FD /c # ADD BASE MTL /nologo /D "NDEBUG" /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # 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 kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"..\Release/jk2gamex86.dll" # SUBTRACT LINK32 /incremental:yes !ELSEIF "$(CFG)" == "game - Win32 Debug" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir ".\Debug" # PROP BASE Intermediate_Dir ".\Debug" # PROP BASE Target_Dir "." # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir "..\Debug" # PROP Intermediate_Dir "..\Debug\game" # PROP Ignore_Export_Lib 1 # PROP Target_Dir "." # ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c # ADD CPP /nologo /G6 /W4 /Gm /Gi /GX /ZI /Od /I "..\ICARUS" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /Yu"g_headers.h" /FD /c # ADD BASE MTL /nologo /D "_DEBUG" /win32 # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /d "_DEBUG" # ADD RSC /l 0x409 /d "_DEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386 # ADD LINK32 kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /out:"..\Debug/jk2gamex86.dll" # SUBTRACT LINK32 /incremental:no /map !ELSEIF "$(CFG)" == "game - Win32 FinalBuild" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir "FinalBuild" # PROP BASE Intermediate_Dir "FinalBuild" # PROP BASE Ignore_Export_Lib 0 # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir "..\FinalBuild" # PROP Intermediate_Dir "..\FinalBuild\game" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /G6 /W4 /GX /Zi /O2 /I "..\ICARUS" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c # ADD CPP /nologo /G6 /W4 /GX /O2 /I "..\ICARUS" /D "_WINDOWS" /D "WIN32" /D "NDEBUG" /D "FINAL_BUILD" /Yu"g_headers.h" /FD /c # ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # 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 winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"..\Release/efgamex86.dll" # SUBTRACT BASE LINK32 /incremental:yes # ADD LINK32 kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /map /machine:I386 /out:"..\FinalBuild/jk2gamex86.dll" # SUBTRACT LINK32 /incremental:yes /debug !ELSEIF "$(CFG)" == "game - Win32 SHDebug" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir "game___Win32_SHDebug" # PROP BASE Intermediate_Dir "game___Win32_SHDebug" # PROP BASE Ignore_Export_Lib 1 # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir "..\SHDebug" # PROP Intermediate_Dir "..\SHDebug\game" # PROP Ignore_Export_Lib 1 # PROP Target_Dir "" # ADD BASE CPP /nologo /G6 /W4 /Gm /Gi /GX /ZI /Od /I "..\ICARUS" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /Yu"g_headers.h" /FD /c # ADD CPP /nologo /G6 /W4 /Gm /Gi /GX /ZI /Od /I "..\ICARUS" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "MEM_DEBUG" /FR /Yu"g_headers.h" /FD /c # ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # 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 winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /out:"..\Debug/jk2gamex86.dll" # SUBTRACT BASE LINK32 /incremental:no /map # ADD LINK32 ../shdebug/game/smrtheap.obj kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /out:"..\SHDebug/jk2gamex86.dll" # SUBTRACT LINK32 /incremental:no /map !ENDIF # Begin Target # Name "game - Win32 Release" # Name "game - Win32 Debug" # Name "game - Win32 FinalBuild" # Name "game - Win32 SHDebug" # Begin Group "Source Files" # PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;hpj;bat;for;f90" # Begin Group "ICARUS" # PROP Default_Filter "*.cpp, *.h" # Begin Source File SOURCE=..\Icarus\BlockStream.cpp # ADD CPP /Yu"icarus.h" # End Source File # Begin Source File SOURCE=..\Icarus\BlockStream.h # End Source File # Begin Source File SOURCE=..\Icarus\ICARUS.h # End Source File # Begin Source File SOURCE=..\Icarus\Instance.cpp # ADD CPP /Yu"icarus.h" # End Source File # Begin Source File SOURCE=..\Icarus\Instance.h # End Source File # Begin Source File SOURCE=..\Icarus\Sequence.cpp # ADD CPP /Yu"icarus.h" # End Source File # Begin Source File SOURCE=..\Icarus\sequence.h # End Source File # Begin Source File SOURCE=..\Icarus\Sequencer.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=..\Icarus\Sequencer.h # End Source File # Begin Source File SOURCE=..\Icarus\TaskManager.cpp # ADD CPP /Yu"icarus.h" # End Source File # Begin Source File SOURCE=..\Icarus\TaskManager.h # End Source File # End Group # Begin Group "Cgame" # PROP Default_Filter "*.cpp" # Begin Source File SOURCE=.\bg_lib.cpp !IF "$(CFG)" == "game - Win32 Release" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 FinalBuild" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 SHDebug" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=.\bg_misc.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=.\bg_pangles.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=.\bg_panimate.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=.\bg_pmove.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=.\bg_slidemove.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_camera.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_consolecmds.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_draw.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_drawtools.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_effects.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_ents.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_event.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_headers.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_info.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_lights.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_localents.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_main.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_marks.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_players.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_playerstate.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_predict.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_scoreboard.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_servercmds.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_snapshot.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_syscalls.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_text.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_view.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\cg_weapons.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FX_ATSTMain.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FX_Blaster.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FX_Bowcaster.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FX_BryarPistol.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FX_DEMP2.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FX_Disruptor.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FX_Emplaced.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FX_Flechette.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FX_HeavyRepeater.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FX_RocketLauncher.cpp # ADD CPP /Yu"cg_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FxParsing.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FxPrimitives.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FxScheduler.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FxSystem.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FxTemplate.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=..\cgame\FxUtil.cpp # ADD CPP /Yu"common_headers.h" # End Source File # End Group # Begin Source File SOURCE=.\AI_Atst.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\AI_Default.cpp # End Source File # Begin Source File SOURCE=.\AI_Droid.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\AI_GalakMech.cpp # End Source File # Begin Source File SOURCE=.\AI_Grenadier.cpp # End Source File # Begin Source File SOURCE=.\AI_Howler.cpp # End Source File # Begin Source File SOURCE=.\AI_ImperialProbe.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\AI_Interrogator.cpp # End Source File # Begin Source File SOURCE=.\AI_Jedi.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\AI_Mark1.cpp # End Source File # Begin Source File SOURCE=.\AI_Mark2.cpp # End Source File # Begin Source File SOURCE=.\AI_MineMonster.cpp # End Source File # Begin Source File SOURCE=.\AI_Remote.cpp # End Source File # Begin Source File SOURCE=.\AI_Seeker.cpp # End Source File # Begin Source File SOURCE=.\AI_Sentry.cpp # End Source File # Begin Source File SOURCE=.\AI_Sniper.cpp # End Source File # Begin Source File SOURCE=.\AI_Stormtrooper.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\AI_Utils.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_active.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_breakable.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_camera.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_client.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_cmds.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_combat.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_functions.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_fx.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_headers.cpp # ADD CPP /Yc"../cgame/cg_headers.h" # End Source File # Begin Source File SOURCE=.\g_ICARUS.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_inventory.cpp # End Source File # Begin Source File SOURCE=.\g_itemLoad.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_items.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_main.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_mem.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_misc.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_misc_model.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_missile.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_mover.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_nav.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_navigator.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_navnew.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_object.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_objectives.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_ref.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_roff.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_savegame.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_session.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_spawn.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_svcmds.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_target.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\G_Timer.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_trigger.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_turret.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_usable.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_utils.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_weapon.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\g_weaponLoad.cpp # SUBTRACT CPP /YX /Yc /Yu # End Source File # Begin Source File SOURCE=..\ui\gameinfo.cpp # SUBTRACT CPP /YX /Yc /Yu # End Source File # Begin Source File SOURCE=.\genericparser2.cpp # SUBTRACT CPP /YX /Yc /Yu # End Source File # Begin Source File SOURCE=.\NPC.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\NPC_behavior.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\NPC_combat.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\NPC_goal.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\NPC_misc.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\NPC_move.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\NPC_reactions.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\NPC_senses.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\NPC_sounds.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\NPC_spawn.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\NPC_stats.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\NPC_utils.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\Q3_Interface.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\Q3_Registers.cpp # ADD CPP /Yu"g_headers.h" # End Source File # Begin Source File SOURCE=.\q_math.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=.\q_shared.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=..\smartheap\SMRTHEAP.C !IF "$(CFG)" == "game - Win32 Release" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 FinalBuild" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 SHDebug" # SUBTRACT CPP /YX /Yc /Yu !ENDIF # End Source File # Begin Source File SOURCE=..\qcommon\tri_coll_test.cpp # ADD CPP /Yu"common_headers.h" # End Source File # Begin Source File SOURCE=.\wp_saber.cpp # ADD CPP /Yu"g_headers.h" # End Source File # End Group # Begin Group "Header Files" # PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd" # Begin Group "Icarus Headers" # PROP Default_Filter "*.h" # Begin Source File SOURCE=.\g_headers.h # End Source File # Begin Source File SOURCE=..\Icarus\interface.h # End Source File # Begin Source File SOURCE=..\Icarus\Interpreter.h # End Source File # Begin Source File SOURCE=..\Icarus\Tokenizer.h # End Source File # End Group # Begin Group "CGame Headers" # PROP Default_Filter "*.h" # Begin Source File SOURCE=..\cgame\animtable.h # End Source File # Begin Source File SOURCE=..\cgame\cg_headers.h # End Source File # Begin Source File SOURCE=..\cgame\cg_local.h # End Source File # Begin Source File SOURCE=..\cgame\cg_media.h # End Source File # Begin Source File SOURCE=..\cgame\cg_public.h # End Source File # Begin Source File SOURCE=..\cgame\common_headers.h # End Source File # Begin Source File SOURCE=..\cgame\FxParsing.h # End Source File # Begin Source File SOURCE=..\cgame\FxPrimitives.h # End Source File # Begin Source File SOURCE=..\cgame\FxScheduler.h # End Source File # Begin Source File SOURCE=..\cgame\FxSystem.h # End Source File # Begin Source File SOURCE=..\cgame\FxUtil.h # End Source File # Begin Source File SOURCE=..\cgame\strip_objectives.h # End Source File # Begin Source File SOURCE=..\renderer\tr_types.h # End Source File # Begin Source File SOURCE=..\client\vmachine.h # End Source File # End Group # Begin Source File SOURCE=.\AI.h # End Source File # Begin Source File SOURCE=.\anims.h # End Source File # Begin Source File SOURCE=.\b_local.h # End Source File # Begin Source File SOURCE=.\b_public.h # End Source File # Begin Source File SOURCE=.\bg_local.h # End Source File # Begin Source File SOURCE=.\bg_public.h # End Source File # Begin Source File SOURCE=.\bset.h # End Source File # Begin Source File SOURCE=.\bstate.h # End Source File # Begin Source File SOURCE=..\cgame\cg_camera.h # End Source File # Begin Source File SOURCE=..\cgame\cg_lights.h # End Source File # Begin Source File SOURCE=.\channels.h # End Source File # Begin Source File SOURCE=.\characters.h # End Source File # Begin Source File SOURCE=.\common_headers.h # End Source File # Begin Source File SOURCE=.\events.h # End Source File # Begin Source File SOURCE=..\client\fffx.h # End Source File # Begin Source File SOURCE=.\fields.h # End Source File # Begin Source File SOURCE=..\ghoul2\G2.h # End Source File # Begin Source File SOURCE=.\g_functions.h # End Source File # Begin Source File SOURCE=.\g_icarus.h # End Source File # Begin Source File SOURCE=.\g_items.h # End Source File # Begin Source File SOURCE=.\g_local.h # End Source File # Begin Source File SOURCE=.\g_nav.h # End Source File # Begin Source File SOURCE=.\g_navigator.h # End Source File # Begin Source File SOURCE=.\g_public.h # End Source File # Begin Source File SOURCE=.\g_roff.h # End Source File # Begin Source File SOURCE=.\g_shared.h # End Source File # Begin Source File SOURCE=..\ui\gameinfo.h # End Source File # Begin Source File SOURCE=.\genericparser2.h # End Source File # Begin Source File SOURCE=.\ghoul2_shared.h # End Source File # Begin Source File SOURCE=..\renderer\mdx_format.h # End Source File # Begin Source File SOURCE=.\npc_headers.h # End Source File # Begin Source File SOURCE=.\objectives.h # End Source File # Begin Source File SOURCE=.\Q3_Interface.h # End Source File # Begin Source File SOURCE=.\Q3_Registers.h # End Source File # Begin Source File SOURCE=.\q_shared.h # End Source File # Begin Source File SOURCE=.\say.h # End Source File # Begin Source File SOURCE=..\qcommon\sstring.h # End Source File # Begin Source File SOURCE=.\statindex.h # End Source File # Begin Source File SOURCE=.\surfaceflags.h # End Source File # Begin Source File SOURCE=..\qcommon\tags.h # End Source File # Begin Source File SOURCE=.\teams.h # End Source File # Begin Source File SOURCE=.\weapons.h # End Source File # Begin Source File SOURCE=.\wp_saber.h # End Source File # End Group # Begin Group "Resource Files" # PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe" # Begin Source File SOURCE=.\game.def # End Source File # End Group # Begin Source File SOURCE=..\base\ext_data\items.dat !IF "$(CFG)" == "game - Win32 Release" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 FinalBuild" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 SHDebug" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=..\base\ext_data\NPCs.cfg !IF "$(CFG)" == "game - Win32 Release" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 FinalBuild" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 SHDebug" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=..\base\ext_data\weapons.dat !IF "$(CFG)" == "game - Win32 Release" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 FinalBuild" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 SHDebug" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=..\smartheap\HAW32M.LIB !IF "$(CFG)" == "game - Win32 Release" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 FinalBuild" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 SHDebug" !ENDIF # End Source File # End Target # End Project