# 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 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 "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 Release" !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 # Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName "" # PROP Scc_LocalPath "" CPP=cl.exe MTL=midl.exe RSC=rc.exe !IF "$(CFG)" == "game - Win32 Release" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir ".\Release" # PROP BASE Intermediate_Dir ".\Release" # PROP BASE Target_Dir "." # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir "..\Release" # PROP Intermediate_Dir ".\Release" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "." # ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c # ADD CPP /nologo /G6 /W4 /GX /Zi /O2 /I "..\ICARUS" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c # ADD BASE MTL /nologo /D "NDEBUG" /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /d "NDEBUG" # ADD RSC /l 0x409 /d "NDEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386 # ADD LINK32 kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"..\Release/efgamex86.dll" # SUBTRACT LINK32 /incremental:yes !ELSEIF "$(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" # 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 /W3 /Gm /Gi /GX /ZI /Od /I "..\ICARUS" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /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 /o"Debug/game.bsc" 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/efgamex86.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" # 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 /Zi /O2 /I "..\ICARUS" /D "_WINDOWS" /D "WIN32" /D "NDEBUG" /D "FINAL_BUILD" /YX /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 /debug /machine:I386 /out:"..\FinalBuild/efgamex86.dll" # SUBTRACT LINK32 /incremental:yes !ENDIF # Begin Target # Name "game - Win32 Release" # Name "game - Win32 Debug" # Name "game - Win32 FinalBuild" # Begin Group "Source Files" # PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;hpj;bat;for;f90" # Begin Source File SOURCE=.\AI_Avatar.cpp # End Source File # Begin Source File SOURCE=.\AI_Borg.cpp # End Source File # Begin Source File SOURCE=.\AI_Etherian.cpp # End Source File # Begin Source File SOURCE=.\AI_Harvester.cpp # End Source File # Begin Source File SOURCE=.\AI_HeadBot.cpp # End Source File # Begin Source File SOURCE=.\AI_HirogenAlpha.cpp # End Source File # Begin Source File SOURCE=.\AI_HunterSeeker.cpp # End Source File # Begin Source File SOURCE=.\AI_Parasite.cpp # End Source File # Begin Source File SOURCE=.\AI_Reaver.cpp # End Source File # Begin Source File SOURCE=.\AI_Scavenger.cpp # End Source File # Begin Source File SOURCE=.\AI_ScoutBot.cpp # End Source File # Begin Source File SOURCE=.\AI_Species8472.cpp # End Source File # Begin Source File SOURCE=.\AI_Utils.cpp # End Source File # Begin Source File SOURCE=.\AI_Vohrsoth.cpp # End Source File # Begin Source File SOURCE=.\AI_WarriorBot.cpp # End Source File # Begin Source File SOURCE=.\g_active.cpp # End Source File # Begin Source File SOURCE=.\g_ambients.cpp # End Source File # Begin Source File SOURCE=.\g_boltons.cpp # End Source File # Begin Source File SOURCE=.\g_breakable.cpp # End Source File # Begin Source File SOURCE=.\g_camera.cpp # End Source File # Begin Source File SOURCE=.\g_client.cpp # End Source File # Begin Source File SOURCE=.\g_cmds.cpp # End Source File # Begin Source File SOURCE=.\g_combat.cpp # End Source File # Begin Source File SOURCE=.\g_functions.cpp # End Source File # Begin Source File SOURCE=.\g_fx.cpp # End Source File # Begin Source File SOURCE=.\g_ICARUS.cpp # End Source File # Begin Source File SOURCE=.\g_infostringLoad.cpp # End Source File # Begin Source File SOURCE=.\g_itemLoad.cpp # End Source File # Begin Source File SOURCE=.\g_items.cpp # End Source File # Begin Source File SOURCE=.\g_main.cpp # End Source File # Begin Source File SOURCE=.\g_mem.cpp # End Source File # Begin Source File SOURCE=.\g_misc.cpp # End Source File # Begin Source File SOURCE=.\g_misc_model.cpp # End Source File # Begin Source File SOURCE=.\g_missile.cpp # End Source File # Begin Source File SOURCE=.\g_mover.cpp # End Source File # Begin Source File SOURCE=.\g_nav.cpp # End Source File # Begin Source File SOURCE=.\g_navigator.cpp # End Source File # Begin Source File SOURCE=.\g_object.cpp # End Source File # Begin Source File SOURCE=.\g_objectives.cpp # End Source File # Begin Source File SOURCE=.\g_ref.cpp # End Source File # Begin Source File SOURCE=.\g_roff.cpp # End Source File # Begin Source File SOURCE=.\g_savegame.cpp # End Source File # Begin Source File SOURCE=.\g_session.cpp # End Source File # Begin Source File SOURCE=.\g_spawn.cpp # End Source File # Begin Source File SOURCE=.\g_squad.cpp # End Source File # Begin Source File SOURCE=.\g_svcmds.cpp # End Source File # Begin Source File SOURCE=.\g_target.cpp # End Source File # Begin Source File SOURCE=.\G_Timer.cpp # End Source File # Begin Source File SOURCE=.\g_trigger.cpp # End Source File # Begin Source File SOURCE=.\g_turret.cpp # End Source File # Begin Source File SOURCE=.\g_usable.cpp # End Source File # Begin Source File SOURCE=.\g_utils.cpp # End Source File # Begin Source File SOURCE=.\g_weapon.cpp # End Source File # Begin Source File SOURCE=.\g_weaponLoad.cpp # End Source File # Begin Source File SOURCE=..\ui\gameinfo.cpp # End Source File # Begin Source File SOURCE=.\NPC.cpp # End Source File # Begin Source File SOURCE=.\NPC_behavior.cpp # End Source File # Begin Source File SOURCE=.\NPC_combat.cpp # End Source File # Begin Source File SOURCE=.\NPC_formation.cpp # End Source File # Begin Source File SOURCE=.\NPC_goal.cpp # End Source File # Begin Source File SOURCE=.\NPC_misc.cpp # End Source File # Begin Source File SOURCE=.\NPC_move.cpp # End Source File # Begin Source File SOURCE=.\NPC_reactions.cpp # End Source File # Begin Source File SOURCE=.\NPC_senses.cpp # End Source File # Begin Source File SOURCE=.\NPC_sounds.cpp # End Source File # Begin Source File SOURCE=.\NPC_spawn.cpp # End Source File # Begin Source File SOURCE=.\NPC_stats.cpp # End Source File # Begin Source File SOURCE=.\NPC_utils.cpp # End Source File # Begin Source File SOURCE=.\Q3_Interface.cpp # End Source File # Begin Source File SOURCE=.\Q3_Registers.cpp # End Source File # Begin Source File SOURCE=.\q_math.cpp # End Source File # Begin Source File SOURCE=.\q_shared.cpp # End Source File # End Group # Begin Group "Header Files" # PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd" # 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=.\boltons.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=.\channels.h # End Source File # Begin Source File SOURCE=.\characters.h # End Source File # Begin Source File SOURCE=.\events.h # End Source File # Begin Source File SOURCE=.\fields.h # End Source File # Begin Source File SOURCE=.\g_functions.h # End Source File # Begin Source File SOURCE=.\g_infostrings.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=.\g_squad.h # End Source File # Begin Source File SOURCE=..\ui\gameinfo.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=.\speakers.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=.\teams.h # End Source File # Begin Source File SOURCE=.\weapons.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 Group "ICARUS" # PROP Default_Filter "*.cpp, *.h" # Begin Source File SOURCE=..\Icarus\BlockStream.cpp # 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 # End Source File # Begin Source File SOURCE=..\Icarus\Instance.h # End Source File # Begin Source File SOURCE=..\Icarus\Sequence.cpp # End Source File # Begin Source File SOURCE=..\Icarus\sequence.h # End Source File # Begin Source File SOURCE=..\Icarus\Sequencer.cpp # End Source File # Begin Source File SOURCE=..\Icarus\Sequencer.h # End Source File # Begin Source File SOURCE=..\Icarus\TaskManager.cpp # 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 !ENDIF # End Source File # Begin Source File SOURCE=.\bg_misc.cpp # End Source File # Begin Source File SOURCE=.\bg_pangles.cpp # End Source File # Begin Source File SOURCE=.\bg_panimate.cpp # End Source File # Begin Source File SOURCE=.\bg_pmove.cpp # End Source File # Begin Source File SOURCE=.\bg_slidemove.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_camera.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_consolecmds.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_draw.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_drawtools.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_effects.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_ents.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_env.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_event.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_info.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_localents.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_main.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_marks.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_players.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_playerstate.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_predict.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_scoreboard.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_servercmds.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_snapshot.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_syscalls.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_text.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_view.cpp # End Source File # Begin Source File SOURCE=..\cgame\cg_weapons.cpp # End Source File # Begin Source File SOURCE=..\cgame\FX_avatar.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_borg.cpp # End Source File # Begin Source File SOURCE=..\cgame\FX_Compression.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_dreadnought.cpp # End Source File # Begin Source File SOURCE=..\cgame\FX_Grenade_Launcher.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_hunter_seeker.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_imod.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_lib.cpp # End Source File # Begin Source File SOURCE=..\cgame\FX_Memory.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_parasite.cpp # End Source File # Begin Source File SOURCE=..\cgame\FX_Phaser.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_primitive.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_proton.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_quantum.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_reaver.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_scavenger.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_scout_bot.cpp # End Source File # Begin Source File SOURCE=..\cgame\FX_Stasis.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_tetrion.cpp # End Source File # Begin Source File SOURCE=..\cgame\fx_transporter.cpp # End Source File # Begin Source File SOURCE=..\cgame\FX_Util.cpp # End Source File # Begin Source File SOURCE=..\cgame\FX_Vohrsoth.cpp # End Source File # End Group # Begin Group "CGame Headers" # PROP Default_Filter "*.h" # 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\cg_text.h # End Source File # Begin Source File SOURCE=..\client\fffx.h # End Source File # Begin Source File SOURCE=..\cgame\FX_Public.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 Group "Icarus Headers" # PROP Default_Filter "*.h" # 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 Source File SOURCE=..\BaseEF\ext_data\addon.npc # End Source File # Begin Source File SOURCE=..\BaseEF\ext_data\boltOns.cfg # End Source File # Begin Source File SOURCE=..\baseef\ext_data\infostrings.dat !IF "$(CFG)" == "game - Win32 Release" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 Debug" # PROP Exclude_From_Build 1 !ELSEIF "$(CFG)" == "game - Win32 FinalBuild" # PROP BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=..\baseef\ext_data\items.dat !IF "$(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 BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # Begin Source File SOURCE=..\BaseEF\ext_data\NPCs.cfg # End Source File # Begin Source File SOURCE=..\baseef\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 BASE Exclude_From_Build 1 # PROP Exclude_From_Build 1 !ENDIF # End Source File # End Target # End Project