813 lines
20 KiB
Text
813 lines
20 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
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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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# PROP BASE Use_Debug_Libraries 1
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# PROP BASE Output_Dir ".\winquake"
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# PROP BASE Intermediate_Dir ".\winquake"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 1
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# PROP Output_Dir ".\debug_gl"
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# PROP Intermediate_Dir ".\debug_gl"
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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 /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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# ADD BASE RSC /l 0x409 /d "_DEBUG"
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# ADD RSC /l 0x409 /d "_DEBUG"
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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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# PROP BASE Use_Debug_Libraries 0
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# PROP BASE Output_Dir ".\winquak0"
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# PROP BASE Intermediate_Dir ".\winquak0"
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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 ".\release_gl"
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# PROP Intermediate_Dir ".\release_gl"
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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 /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 /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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# 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_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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!IF "$(CFG)" == "winquake - Win32 GL Debug"
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!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
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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_bumpdriver.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_bumpparhelia.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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!ENDIF
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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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!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 $(OUTDIR)\$(InputName).spp
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# End Custom Build
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!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
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# Begin Custom Build - mycoolbuild
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OutDir=.\release_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 > $(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
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!ENDIF
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# End Source File
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# Begin Source File
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SOURCE=..\mathlib.c
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# End Source File
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# Begin Source File
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SOURCE=..\menu.c
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# End Source File
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# Begin Source File
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SOURCE=..\net_dgrm.c
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# End Source File
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# Begin Source File
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SOURCE=..\net_loop.c
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# End Source File
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# Begin Source File
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SOURCE=..\net_main.c
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# End Source File
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# Begin Source File
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SOURCE=..\net_vcr.c
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# End Source File
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# Begin Source File
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SOURCE=..\net_win.c
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# End Source File
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# Begin Source File
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SOURCE=..\net_wins.c
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# End Source File
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# Begin Source File
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SOURCE=..\net_wipx.c
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# End Source File
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# Begin Source File
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SOURCE=..\pr_cmds.c
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# End Source File
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# Begin Source File
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SOURCE=..\pr_edict.c
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# End Source File
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# Begin Source File
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SOURCE=..\pr_exec.c
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# End Source File
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# Begin Source File
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SOURCE=..\r_part.c
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# End Source File
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# Begin Source File
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SOURCE=..\sbar.c
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# End Source File
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# Begin Source File
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SOURCE=..\shaders.c
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# End Source File
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# Begin Source File
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SOURCE=..\snd_dma.c
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# End Source File
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# Begin Source File
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SOURCE=..\snd_mem.c
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# End Source File
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# Begin Source File
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SOURCE=..\snd_mix.c
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# End Source File
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# Begin Source File
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SOURCE=..\snd_mixa.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=..\snd_mixa.s
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InputName=snd_mixa
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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 $(OUTDIR)\$(InputName).spp
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# End Custom Build
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!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
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|
# Begin Custom Build - mycoolbuild
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|
OutDir=.\release_gl
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|
InputPath=..\snd_mixa.s
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InputName=snd_mixa
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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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|
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# End Custom Build
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!ENDIF
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# End Source File
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# Begin Source File
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SOURCE=..\snd_win.c
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# End Source File
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# Begin Source File
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SOURCE=..\sv_main.c
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# End Source File
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# Begin Source File
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SOURCE=..\sv_move.c
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# End Source File
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# Begin Source File
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SOURCE=..\sv_phys.c
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# End Source File
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# Begin Source File
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SOURCE=..\sv_q3support.c
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# End Source File
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# Begin Source File
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SOURCE=..\sv_user.c
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# End Source File
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# Begin Source File
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SOURCE=..\sys_win.c
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# End Source File
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# Begin Source File
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|
SOURCE=..\sys_wina.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=..\sys_wina.s
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InputName=sys_wina
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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 $(OUTDIR)\$(InputName).spp
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|
# End Custom Build
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|
!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
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|
# Begin Custom Build - mycoolbuild
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|
OutDir=.\release_gl
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|
InputPath=..\sys_wina.s
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InputName=sys_wina
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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
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|
!ENDIF
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|
|
# End Source File
|
|
# Begin Source File
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|
SOURCE=..\te_scripts.c
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|
# End Source File
|
|
# Begin Source File
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|
|
SOURCE=..\textures.c
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|
# End Source File
|
|
# Begin Source File
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|
|
SOURCE=..\view.c
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# End Source File
|
|
# Begin Source File
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"C:\Program Files\NVIDIA Corporation\Cg\bin\cgc" -profile fp20 $(InputPath) -o ..\cg\$(InputName).reg
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SOURCE=..\cg\deluxe1.cg
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!IF "$(CFG)" == "winquake - Win32 GL Debug"
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!ELSEIF "$(CFG)" == "winquake - Win32 GL Release"
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# Begin Custom Build
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InputName=deluxe1
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"..\cg\$(InputName).reg" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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"C:\Program Files\NVIDIA Corporation\Cg\bin\cgc" -profile arbfp1 $(InputPath) -o ..\cg\$(InputName).reg
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# End Project
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