tenebrae2/win/WinQuake.dsp
2004-01-01 22:42:58 +00:00

1067 lines
29 KiB
Text

# Microsoft Developer Studio Project File - Name="winquake" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Application" 0x0101
CFG=winquake - Win32 GL Debug
!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 "WinQuake.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 "WinQuake.mak" CFG="winquake - Win32 GL Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "winquake - Win32 GL Debug" (based on "Win32 (x86) Application")
!MESSAGE "winquake - Win32 GL Release" (based on "Win32 (x86) Application")
!MESSAGE "winquake - Win32 Tenebrae Debug" (based on "Win32 (x86) Application")
!MESSAGE
# Begin Project
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CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
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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
# 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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# SUBTRACT LINK32 /nodefaultlib
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# SUBTRACT BASE CPP /Oa /Og
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# ADD BASE MTL /nologo /D "NDEBUG" /win32
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# SUBTRACT BASE LINK32 /map /debug
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!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
# PROP BASE Use_MFC 0
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# PROP Output_Dir "winquake___Win32_Tenebrae_Debug0"
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# PROP Ignore_Export_Lib 0
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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
# 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
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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# ADD BSC32 /nologo
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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"
# 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"
!ENDIF
# Begin Target
# Name "winquake - Win32 GL Debug"
# Name "winquake - Win32 GL Release"
# Name "winquake - Win32 Tenebrae Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;hpj;bat;for;f90"
# Begin Source File
SOURCE=..\cd_win.c
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# Begin Source File
SOURCE=..\chase.c
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# Begin Source File
SOURCE=..\cl_cin.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
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SOURCE=..\cl_demo.c
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SOURCE=..\cl_parse.c
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SOURCE=..\gl_aliasinstant.c
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SOURCE=..\gl_bumpnv3x.c
# End Source File
# Begin Source File
SOURCE=..\gl_bumpparhelia.c
# End Source File
# Begin Source File
SOURCE=..\gl_bumpradeon.c
!IF "$(CFG)" == "winquake - Win32 GL Debug"
!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
# ADD CPP /FR
!ELSEIF "$(CFG)" == "winquake - Win32 Tenebrae Debug"
# ADD BASE CPP /FR
# ADD CPP /FR
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\gl_common.c
# End Source File
# Begin Source File
SOURCE=..\gl_curves.c
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SOURCE=..\gl_decals.c
# End Source File
# Begin Source File
SOURCE=..\gl_draw.c
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SOURCE=..\gl_glare.c
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# Begin Source File
SOURCE=..\gl_md3.c
# End Source File
# Begin Source File
SOURCE=..\gl_mesh.c
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SOURCE=..\gl_model.c
# End Source File
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SOURCE=..\gl_q3bsp.c
# End Source File
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SOURCE=..\gl_rmain.c
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SOURCE=..\gl_rmisc.c
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SOURCE=..\gl_rsurf.c
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SOURCE=..\gl_screenrect.c
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SOURCE=..\gl_shadow.c
# End Source File
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SOURCE=..\gl_svbsp.c
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SOURCE=..\gl_vidnt.c
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# End Source File
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SOURCE=..\host_cmd.c
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# End Source File
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SOURCE=..\keys.c
# End Source File
# Begin Source File
SOURCE=..\lex.yy.c
# End Source File
# Begin Source File
SOURCE=..\math.s
!IF "$(CFG)" == "winquake - Win32 GL Debug"
# Begin Custom Build - mycoolbuild
OutDir=.\debug_gl
InputPath=..\math.s
InputName=math
"$(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=..\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 $(OUTDIR)\$(InputName).spp
# End Custom Build
!ENDIF
# End Source File
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SOURCE=..\mathlib.c
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SOURCE=..\net_dgrm.c
# End Source File
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SOURCE=..\net_loop.c
# End Source File
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SOURCE=..\net_main.c
# End Source File
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SOURCE=..\net_vcr.c
# End Source File
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SOURCE=..\net_win.c
# End Source File
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SOURCE=..\net_wins.c
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SOURCE=..\net_wipx.c
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SOURCE=..\phys_main.c
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SOURCE=..\pr_cmds.c
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SOURCE=..\pr_edict.c
# End Source File
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SOURCE=..\pr_exec.c
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SOURCE=..\r_part.c
# End Source File
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SOURCE=..\roq\roq_read.c
# End Source File
# Begin Source File
SOURCE=..\sbar.c
!IF "$(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
SOURCE=..\shaders.c
# End Source File
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SOURCE=..\snd_dma.c
# End Source File
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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 $(OUTDIR)\$(InputName).spp
# End Custom Build
!ENDIF
# End Source File
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SOURCE=..\snd_win.c
# End Source File
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SOURCE=..\sv_main.c
# End Source File
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SOURCE=..\sv_move.c
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SOURCE=..\sv_phys.c
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SOURCE=..\sv_q3support.c
# End Source File
# Begin Source File
SOURCE=..\sv_user.c
# End Source File
# Begin Source File
SOURCE=..\sys_wina.s
!IF "$(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 $(OUTDIR)\$(InputName).spp
# End Custom Build
!ENDIF
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SOURCE=..\winquake.rc
# End Source File
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SOURCE=..\world.c
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SOURCE=..\client.h
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SOURCE=..\common.h
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SOURCE=..\console.h
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SOURCE=..\keys.h
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SOURCE=..\mathlib.h
# End Source File
# Begin Source File
SOURCE=..\menu.h
!IF "$(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
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SOURCE=..\net_loop.h
# End Source File
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SOURCE=..\net_vcr.h
# End Source File
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SOURCE=..\net_wins.h
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SOURCE=..\net_wipx.h
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SOURCE=..\pr_comp.h
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SOURCE=..\progs.h
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SOURCE=..\roq\roq.h
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SOURCE=..\sbar.h
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SOURCE=..\screen.h
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SOURCE=..\sys_win.c
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SOURCE=..\vid.h
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SOURCE=..\view.h
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SOURCE=..\wad.h
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SOURCE=..\winquake.h
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