1067 lines
29 KiB
Text
1067 lines
29 KiB
Text
# Microsoft Developer Studio Project File - Name="winquake" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Application" 0x0101
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CFG=winquake - Win32 GL Debug
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!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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!MESSAGE use the Export Makefile command and run
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!MESSAGE
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!MESSAGE NMAKE /f "WinQuake.mak".
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!MESSAGE
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!MESSAGE You can specify a configuration when running NMAKE
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!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE
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!MESSAGE NMAKE /f "WinQuake.mak" CFG="winquake - Win32 GL Debug"
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!MESSAGE
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!MESSAGE Possible choices for configuration are:
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!MESSAGE
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!MESSAGE "winquake - Win32 GL Debug" (based on "Win32 (x86) Application")
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!MESSAGE "winquake - Win32 GL Release" (based on "Win32 (x86) Application")
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!MESSAGE "winquake - Win32 Tenebrae Debug" (based on "Win32 (x86) Application")
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!MESSAGE
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# Begin Project
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# PROP AllowPerConfigDependencies 0
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# PROP Scc_ProjName ""
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# PROP Scc_LocalPath ""
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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "winquake - Win32 GL Debug"
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# PROP BASE Use_MFC 0
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# ADD BASE CPP /nologo /G5 /ML /GX /Zi /Od /I "..\scitech\include" /I "..\dxsdk\sdk\inc" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
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# ADD CPP /nologo /G5 /MDd /GX /ZI /Od /I "..\dxsdk\sdk\inc" /I "..\extlibs-w32" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "GLQUAKE" /FR /YX /FD /c
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# ADD BASE MTL /nologo /D "_DEBUG" /win32
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# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib ..\scitech\lib\win32\vc\mgllt.lib /nologo /subsystem:windows /debug /machine:I386
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# SUBTRACT BASE LINK32 /nodefaultlib
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# ADD LINK32 comctl32.lib ..\dxsdk\sdk\lib\dxguid.lib winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libpng.lib zlib.lib /nologo /subsystem:windows /debug /machine:I386 /nodefaultlib:"libc" /out:".\debug_gl\glquake.exe" /libpath:"..\extlibs-w32"
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# SUBTRACT LINK32 /nodefaultlib
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!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
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# PROP BASE Use_MFC 0
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# ADD BASE CPP /nologo /G5 /GX /Ox /Ot /Ow /I "..\scitech\include" /I "..\dxsdk\sdk\inc" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
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# SUBTRACT BASE CPP /Oa /Og
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# ADD CPP /nologo /G5 /GX /Zd /Op /Ob2 /I "..\dxsdk\sdk\inc" /I "..\extlibs-w32" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "GLQUAKE" /FR /YX /FD /c
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# ADD BASE MTL /nologo /D "NDEBUG" /win32
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# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "NDEBUG"
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# ADD RSC /l 0x409 /d "NDEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib ..\scitech\lib\win32\vc\mgllt.lib /nologo /subsystem:windows /profile /machine:I386
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# SUBTRACT BASE LINK32 /map /debug
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# ADD LINK32 comctl32.lib ..\dxsdk\sdk\lib\dxguid.lib winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libpng.lib zlib.lib ..\nvparse\nvparse.lib ..\extlibs-w32\ode.lib ..\extlibs-w32\libxml2.lib ..\extlibs-w32\iconv.lib /nologo /subsystem:windows /profile /debug /machine:I386 /nodefaultlib:"LIBCD" /out:"C:\Games\tenebrae\tenebrae2.exe" /libpath:"..\extlibs-w32"
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!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 0
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# PROP BASE Output_Dir "winquake___Win32_Tenebrae_Debug0"
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# PROP BASE Intermediate_Dir "winquake___Win32_Tenebrae_Debug0"
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# PROP BASE Ignore_Export_Lib 0
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 0
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# PROP Output_Dir "winquake___Win32_Tenebrae_Debug0"
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# PROP Intermediate_Dir "winquake___Win32_Tenebrae_Debug0"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /G5 /GX /Zd /Op /Ob2 /I "..\dxsdk\sdk\inc" /I "..\extlibs-w32" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "GLQUAKE" /FR /YX /FD /c
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# ADD CPP /nologo /G5 /GX /Zi /Od /Op /Ob2 /I "..\dxsdk\sdk\inc" /I "..\extlibs-w32" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "GLQUAKE" /FR /YX /FD /c
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# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "NDEBUG"
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# ADD RSC /l 0x409 /d "NDEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 comctl32.lib ..\dxsdk\sdk\lib\dxguid.lib winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libpng.lib zlib.lib ..\nvparse\nvparse.lib ..\extlibs-w32\ode.lib ..\extlibs-w32\libxml2.lib ..\extlibs-w32\iconv.lib /nologo /subsystem:windows /profile /debug /machine:I386 /nodefaultlib:"LIBCD" /out:"C:\Games\tenebrae\tenebrae2.exe" /libpath:"..\extlibs-w32"
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# ADD LINK32 comctl32.lib ..\dxsdk\sdk\lib\dxguid.lib winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libpng.lib zlib.lib ..\nvparse\nvparse.lib ..\extlibs-w32\ode.lib ..\extlibs-w32\libxml2.lib ..\extlibs-w32\iconv.lib /nologo /subsystem:windows /profile /debug /machine:I386 /nodefaultlib:"LIBCD" /out:"C:\Games\tenebrae\tenebrae2.exe" /libpath:"..\extlibs-w32"
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!ENDIF
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# Begin Target
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# Name "winquake - Win32 GL Debug"
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# Name "winquake - Win32 GL Release"
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# Name "winquake - Win32 Tenebrae Debug"
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# Begin Group "Source Files"
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# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;hpj;bat;for;f90"
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# Begin Source File
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SOURCE=..\cd_win.c
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# End Source File
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# Begin Source File
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SOURCE=..\chase.c
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# End Source File
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# Begin Source File
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SOURCE=..\cl_cin.c
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!IF "$(CFG)" == "winquake - Win32 GL Debug"
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!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
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# PROP Exclude_From_Build 1
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!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
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# PROP BASE Exclude_From_Build 1
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# PROP Exclude_From_Build 1
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!ENDIF
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# End Source File
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# Begin Source File
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SOURCE=..\cl_demo.c
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# End Source File
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# Begin Source File
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SOURCE=..\cl_input.c
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# End Source File
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# Begin Source File
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SOURCE=..\cl_main.c
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# End Source File
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# Begin Source File
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SOURCE=..\cl_parse.c
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# End Source File
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# Begin Source File
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SOURCE=..\cl_tent.c
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# End Source File
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# Begin Source File
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SOURCE=..\cmd.c
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# End Source File
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# Begin Source File
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SOURCE=..\common.c
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# End Source File
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# Begin Source File
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SOURCE=..\conproc.c
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# End Source File
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# Begin Source File
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SOURCE=..\console.c
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# End Source File
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# Begin Source File
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SOURCE=..\crc.c
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# End Source File
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# Begin Source File
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SOURCE=..\cvar.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_aliasinstant.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_brushinstant.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_bumparb.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_bumpdriver.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_bumpgeneric.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_bumpgf.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_bumpmap.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_bumpnv3x.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_bumpparhelia.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_bumpradeon.c
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!IF "$(CFG)" == "winquake - Win32 GL Debug"
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!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
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# ADD CPP /FR
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!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
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# ADD BASE CPP /FR
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# ADD CPP /FR
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!ENDIF
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# End Source File
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# Begin Source File
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SOURCE=..\gl_common.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_curves.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_decals.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_draw.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_glare.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_md3.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_mesh.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_model.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_q3bsp.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_refrag.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_rlight.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_rmain.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_rmisc.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_rsurf.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_screen.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_screenrect.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_shadow.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_svbsp.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_test.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_vidnt.c
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# End Source File
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# Begin Source File
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SOURCE=..\gl_warp.c
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# End Source File
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# Begin Source File
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SOURCE=..\host.c
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# End Source File
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# Begin Source File
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SOURCE=..\host_cmd.c
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# End Source File
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# Begin Source File
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SOURCE=..\in_win.c
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# End Source File
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# Begin Source File
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SOURCE=..\keys.c
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# End Source File
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# Begin Source File
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SOURCE=..\lex.yy.c
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# End Source File
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# Begin Source File
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SOURCE=..\math.s
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!IF "$(CFG)" == "winquake - Win32 GL Debug"
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# Begin Custom Build - mycoolbuild
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OutDir=.\debug_gl
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InputPath=..\math.s
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InputName=math
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"$(OUTDIR)\$(InputName).obj" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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cl /EP /DGLQUAKE > $(OUTDIR)\$(InputName).spp $(InputPath)
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..\gas2masm\debug\gas2masm < $(OUTDIR)\$(InputName).spp > $(OUTDIR)\$(InputName).asm
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ml /c /Cp /coff /Fo$(OUTDIR)\$(InputName).obj /Zm /Zi $(OUTDIR)\$(InputName).asm
|
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del $(OUTDIR)\$(InputName).spp
|
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|
|
# End Custom Build
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
|
|
|
|
# Begin Custom Build - mycoolbuild
|
|
OutDir=.\release_gl
|
|
InputPath=..\math.s
|
|
InputName=math
|
|
|
|
"$(OUTDIR)\$(InputName).obj" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
cl /EP > $(OUTDIR)\$(InputName).spp $(InputPath)
|
|
..\gas2masm\debug\gas2masm < $(OUTDIR)\$(InputName).spp > $(OUTDIR)\$(InputName).asm
|
|
ml /c /Cp /coff /Fo$(OUTDIR)\$(InputName).obj /Zm /Zi $(OUTDIR)\$(InputName).asm
|
|
del $(OUTDIR)\$(InputName).spp
|
|
|
|
# End Custom Build
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
|
|
|
|
# Begin Custom Build - mycoolbuild
|
|
OutDir=.\winquake___Win32_Tenebrae_Debug0
|
|
InputPath=..\math.s
|
|
InputName=math
|
|
|
|
"$(OUTDIR)\$(InputName).obj" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
cl /EP > $(OUTDIR)\$(InputName).spp $(InputPath)
|
|
..\gas2masm\debug\gas2masm < $(OUTDIR)\$(InputName).spp > $(OUTDIR)\$(InputName).asm
|
|
ml /c /Cp /coff /Fo$(OUTDIR)\$(InputName).obj /Zm /Zi $(OUTDIR)\$(InputName).asm
|
|
del $(OUTDIR)\$(InputName).spp
|
|
|
|
# End Custom Build
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
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|
|
SOURCE=..\mathlib.c
|
|
# End Source File
|
|
# Begin Source File
|
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|
|
SOURCE=..\net_dgrm.c
|
|
# End Source File
|
|
# Begin Source File
|
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|
|
SOURCE=..\net_loop.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\net_main.c
|
|
# End Source File
|
|
# Begin Source File
|
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|
|
SOURCE=..\net_vcr.c
|
|
# End Source File
|
|
# Begin Source File
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|
|
SOURCE=..\net_win.c
|
|
# End Source File
|
|
# Begin Source File
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|
|
SOURCE=..\net_wins.c
|
|
# End Source File
|
|
# Begin Source File
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|
|
SOURCE=..\net_wipx.c
|
|
# End Source File
|
|
# Begin Source File
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|
|
SOURCE=..\phys_main.c
|
|
# End Source File
|
|
# Begin Source File
|
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|
|
SOURCE=..\pr_cmds.c
|
|
# End Source File
|
|
# Begin Source File
|
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|
|
SOURCE=..\pr_edict.c
|
|
# End Source File
|
|
# Begin Source File
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|
|
SOURCE=..\pr_exec.c
|
|
# End Source File
|
|
# Begin Source File
|
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|
|
SOURCE=..\r_part.c
|
|
# End Source File
|
|
# Begin Source File
|
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|
|
SOURCE=..\roq\roq_read.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\sbar.c
|
|
|
|
!IF "$(CFG)" == "winquake - Win32 GL Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
|
|
|
|
# PROP BASE Exclude_From_Build 1
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
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|
|
SOURCE=..\shaders.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\snd_dma.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\snd_mem.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\snd_mix.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\snd_mixa.s
|
|
|
|
!IF "$(CFG)" == "winquake - Win32 GL Debug"
|
|
|
|
# Begin Custom Build - mycoolbuild
|
|
OutDir=.\debug_gl
|
|
InputPath=..\snd_mixa.s
|
|
InputName=snd_mixa
|
|
|
|
"$(OUTDIR)\$(InputName).obj" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
cl /EP /DGLQUAKE > $(OUTDIR)\$(InputName).spp $(InputPath)
|
|
..\gas2masm\debug\gas2masm < $(OUTDIR)\$(InputName).spp > $(OUTDIR)\$(InputName).asm
|
|
ml /c /Cp /coff /Fo$(OUTDIR)\$(InputName).obj /Zm /Zi $(OUTDIR)\$(InputName).asm
|
|
del $(OUTDIR)\$(InputName).spp
|
|
|
|
# End Custom Build
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
|
|
|
|
# Begin Custom Build - mycoolbuild
|
|
OutDir=.\release_gl
|
|
InputPath=..\snd_mixa.s
|
|
InputName=snd_mixa
|
|
|
|
"$(OUTDIR)\$(InputName).obj" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
cl /EP /DGLQUAKE > $(OUTDIR)\$(InputName).spp $(InputPath)
|
|
..\gas2masm\debug\gas2masm < $(OUTDIR)\$(InputName).spp > $(OUTDIR)\$(InputName).asm
|
|
ml /c /Cp /coff /Fo$(OUTDIR)\$(InputName).obj /Zm /Zi $(OUTDIR)\$(InputName).asm
|
|
del $(OUTDIR)\$(InputName).spp
|
|
|
|
# End Custom Build
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
|
|
|
|
# Begin Custom Build - mycoolbuild
|
|
OutDir=.\winquake___Win32_Tenebrae_Debug0
|
|
InputPath=..\snd_mixa.s
|
|
InputName=snd_mixa
|
|
|
|
"$(OUTDIR)\$(InputName).obj" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
cl /EP /DGLQUAKE > $(OUTDIR)\$(InputName).spp $(InputPath)
|
|
..\gas2masm\debug\gas2masm < $(OUTDIR)\$(InputName).spp > $(OUTDIR)\$(InputName).asm
|
|
ml /c /Cp /coff /Fo$(OUTDIR)\$(InputName).obj /Zm /Zi $(OUTDIR)\$(InputName).asm
|
|
del $(OUTDIR)\$(InputName).spp
|
|
|
|
# End Custom Build
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\snd_win.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\sv_main.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\sv_move.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\sv_phys.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\sv_q3support.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\sv_user.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\sys_wina.s
|
|
|
|
!IF "$(CFG)" == "winquake - Win32 GL Debug"
|
|
|
|
# Begin Custom Build - mycoolbuild
|
|
OutDir=.\debug_gl
|
|
InputPath=..\sys_wina.s
|
|
InputName=sys_wina
|
|
|
|
"$(OUTDIR)\$(InputName).obj" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
cl /EP /DGLQUAKE > $(OUTDIR)\$(InputName).spp $(InputPath)
|
|
..\gas2masm\debug\gas2masm < $(OUTDIR)\$(InputName).spp > $(OUTDIR)\$(InputName).asm
|
|
ml /c /Cp /coff /Fo$(OUTDIR)\$(InputName).obj /Zm /Zi $(OUTDIR)\$(InputName).asm
|
|
del $(OUTDIR)\$(InputName).spp
|
|
|
|
# End Custom Build
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
|
|
|
|
# Begin Custom Build - mycoolbuild
|
|
OutDir=.\release_gl
|
|
InputPath=..\sys_wina.s
|
|
InputName=sys_wina
|
|
|
|
"$(OUTDIR)\$(InputName).obj" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
cl /EP /DGLQUAKE > $(OUTDIR)\$(InputName).spp $(InputPath)
|
|
..\gas2masm\debug\gas2masm < $(OUTDIR)\$(InputName).spp > $(OUTDIR)\$(InputName).asm
|
|
ml /c /Cp /coff /Fo$(OUTDIR)\$(InputName).obj /Zm /Zi $(OUTDIR)\$(InputName).asm
|
|
del $(OUTDIR)\$(InputName).spp
|
|
|
|
# End Custom Build
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
|
|
|
|
# Begin Custom Build - mycoolbuild
|
|
OutDir=.\winquake___Win32_Tenebrae_Debug0
|
|
InputPath=..\sys_wina.s
|
|
InputName=sys_wina
|
|
|
|
"$(OUTDIR)\$(InputName).obj" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
cl /EP /DGLQUAKE > $(OUTDIR)\$(InputName).spp $(InputPath)
|
|
..\gas2masm\debug\gas2masm < $(OUTDIR)\$(InputName).spp > $(OUTDIR)\$(InputName).asm
|
|
ml /c /Cp /coff /Fo$(OUTDIR)\$(InputName).obj /Zm /Zi $(OUTDIR)\$(InputName).asm
|
|
del $(OUTDIR)\$(InputName).spp
|
|
|
|
# End Custom Build
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\te_scripts.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\textures.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\textures_vid.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\view.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\wad.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\winquake.rc
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\world.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\xmlmenu.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\zone.c
|
|
# End Source File
|
|
# End Group
|
|
# Begin Group "Header Files"
|
|
|
|
# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd"
|
|
# Begin Source File
|
|
|
|
SOURCE=..\anorm_dots.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\anorms.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\bspfile.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\cdaudio.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\client.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\cmd.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\common.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\conproc.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\console.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\crc.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\cvar.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\d_iface.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\dosisms.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\draw.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\gl_model.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\gl_warp_sin.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\glquake.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\input.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\keys.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\mathlib.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\menu.h
|
|
|
|
!IF "$(CFG)" == "winquake - Win32 GL Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
|
|
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
|
|
|
|
# PROP BASE Exclude_From_Build 1
|
|
# PROP Exclude_From_Build 1
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\model.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\modelgen.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\net.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\net_dgrm.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\net_loop.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\net_ser.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\net_vcr.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\net_wins.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\net_wipx.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\pr_comp.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\progdefs.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\progs.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\protocol.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\quakedef.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\render.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\roq\roq.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\sbar.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\screen.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\server.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\sound.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\spritegn.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\sys.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\sys_win.c
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\vid.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\view.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\wad.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\winquake.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\world.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\xmlmenu.h
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\zone.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=..\qe3.ico
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\quake.ico
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=.\splash.bmp
|
|
# End Source File
|
|
# End Group
|
|
# Begin Group "cg"
|
|
|
|
# PROP Default_Filter ".cg"
|
|
# Begin Source File
|
|
|
|
SOURCE=..\cg\ambientbump_nv20.cg
|
|
|
|
!IF "$(CFG)" == "winquake - Win32 GL Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
|
|
|
|
# Begin Custom Build
|
|
InputPath=..\cg\ambientbump_nv20.cg
|
|
InputName=ambientbump_nv20
|
|
|
|
"..\cg\$(InputName).ts" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
"C:\Program Files\NVIDIA Corporation\Cg\bin\cgc" -profile fp20 $(InputPath) -o ..\cg\$(InputName).ts
|
|
|
|
# End Custom Build
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
|
|
|
|
# Begin Custom Build
|
|
InputPath=..\cg\ambientbump_nv20.cg
|
|
InputName=ambientbump_nv20
|
|
|
|
"..\cg\$(InputName).ts" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
"C:\Program Files\NVIDIA Corporation\Cg\bin\cgc" -profile fp20 $(InputPath) -o ..\cg\$(InputName).ts
|
|
|
|
# End Custom Build
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\cg\ambientbump_nv20_2.cg
|
|
|
|
!IF "$(CFG)" == "winquake - Win32 GL Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
|
|
|
|
# Begin Custom Build
|
|
InputPath=..\cg\ambientbump_nv20_2.cg
|
|
InputName=ambientbump_nv20_2
|
|
|
|
"..\cg\$(InputName).regcomb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
"C:\Program Files\NVIDIA Corporation\Cg\bin\cgc" -profile fp20 $(InputPath) -o ..\cg\$(InputName).regcomb
|
|
|
|
# End Custom Build
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
|
|
|
|
# Begin Custom Build
|
|
InputPath=..\cg\ambientbump_nv20_2.cg
|
|
InputName=ambientbump_nv20_2
|
|
|
|
"..\cg\$(InputName).regcomb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
"C:\Program Files\NVIDIA Corporation\Cg\bin\cgc" -profile fp20 $(InputPath) -o ..\cg\$(InputName).regcomb
|
|
|
|
# End Custom Build
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\cg\deluxe.cg
|
|
|
|
!IF "$(CFG)" == "winquake - Win32 GL Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
|
|
|
|
# Begin Custom Build
|
|
InputPath=..\cg\deluxe.cg
|
|
InputName=deluxe
|
|
|
|
"..\cg\$(InputName).reg" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
"C:\Program Files\NVIDIA Corporation\Cg\bin\cgc" -profile fp20 $(InputPath) -o ..\cg\$(InputName).reg
|
|
|
|
# End Custom Build
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
|
|
|
|
# Begin Custom Build
|
|
InputPath=..\cg\deluxe.cg
|
|
InputName=deluxe
|
|
|
|
"..\cg\$(InputName).reg" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
"C:\Program Files\NVIDIA Corporation\Cg\bin\cgc" -profile fp20 $(InputPath) -o ..\cg\$(InputName).reg
|
|
|
|
# End Custom Build
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\cg\deluxe1.cg
|
|
|
|
!IF "$(CFG)" == "winquake - Win32 GL Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
|
|
|
|
# Begin Custom Build
|
|
InputPath=..\cg\deluxe1.cg
|
|
InputName=deluxe1
|
|
|
|
"..\cg\$(InputName).reg" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
"C:\Program Files\NVIDIA Corporation\Cg\bin\cgc" -profile arbfp1 $(InputPath) -o ..\cg\$(InputName).reg
|
|
|
|
# End Custom Build
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
|
|
|
|
# Begin Custom Build
|
|
InputPath=..\cg\deluxe1.cg
|
|
InputName=deluxe1
|
|
|
|
"..\cg\$(InputName).reg" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
"C:\Program Files\NVIDIA Corporation\Cg\bin\cgc" -profile arbfp1 $(InputPath) -o ..\cg\$(InputName).reg
|
|
|
|
# End Custom Build
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\cg\light_interaction_fx.cg
|
|
|
|
!IF "$(CFG)" == "winquake - Win32 GL Debug"
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
|
|
|
|
# Begin Custom Build
|
|
InputPath=..\cg\light_interaction_fx.cg
|
|
InputName=light_interaction_fx
|
|
|
|
"..\cg\$(InputName).vp30" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
"C:\Program Files\NVIDIA Corporation\Cg\bin\cgc" -profile fp30 $(InputPath) -o ..\cg\$(InputName).vp30
|
|
|
|
# End Custom Build
|
|
|
|
!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
|
|
|
|
# Begin Custom Build
|
|
InputPath=..\cg\light_interaction_fx.cg
|
|
InputName=light_interaction_fx
|
|
|
|
"..\cg\$(InputName).vp30" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
|
"C:\Program Files\NVIDIA Corporation\Cg\bin\cgc" -profile fp30 $(InputPath) -o ..\cg\$(InputName).vp30
|
|
|
|
# End Custom Build
|
|
|
|
!ENDIF
|
|
|
|
# End Source File
|
|
# End Group
|
|
# Begin Source File
|
|
|
|
SOURCE=..\progdefs.q1
|
|
# End Source File
|
|
# Begin Source File
|
|
|
|
SOURCE=..\progdefs.q2
|
|
# End Source File
|
|
# End Target
|
|
# End Project
|