mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-14 17:01:21 +00:00
a39565b783
... not quite content with where the project files lie but it is ok for now. ... compiling works fine so far (only tested mingw32 right now)
337 lines
7.1 KiB
Text
337 lines
7.1 KiB
Text
# Microsoft Developer Studio Project File - Name="cgame" - 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) Dynamic-Link Library" 0x0102
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CFG=cgame - Win32 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 "cgame.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 "cgame.mak" CFG="cgame - Win32 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 "cgame - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "cgame - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
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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 ""$/StarTrek/Code-DM/cgame", VFJBAAAA"
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# PROP Scc_LocalPath "."
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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "cgame - Win32 Release"
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# PROP BASE Use_MFC 0
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# ADD CPP /nologo /G6 /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR /YX /FD /c
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# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /o "NUL" /win32
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BSC32=bscmake.exe
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# ADD BSC32 /nologo
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LINK32=link.exe
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# 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
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# ADD LINK32 /nologo /base:"0x30000000" /subsystem:windows /dll /map /machine:I386 /out:"../Release/cgamex86.dll"
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# SUBTRACT LINK32 /incremental:yes /debug
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!ELSEIF "$(CFG)" == "cgame - Win32 Debug"
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /FD /c
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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 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 /pdbtype:sept
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# ADD LINK32 /nologo /base:"0x30000000" /subsystem:windows /dll /map /debug /machine:I386 /out:"../debug/cgamex86.dll"
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# SUBTRACT LINK32 /profile /incremental:no /nodefaultlib
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!ENDIF
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# Begin Target
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# Name "cgame - Win32 Release"
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# Name "cgame - Win32 Debug"
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# PROP Default_Filter "c"
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# Begin Source File
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SOURCE=..\game\bg_lib.c
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# PROP Exclude_From_Build 1
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# Begin Source File
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SOURCE=..\game\bg_misc.c
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# Begin Source File
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SOURCE=..\game\bg_oums.c
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# End Source File
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# Begin Source File
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SOURCE=..\game\bg_pmove.c
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# End Source File
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# Begin Source File
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SOURCE=..\game\bg_slidemove.c
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# Begin Source File
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SOURCE=.\cg_consolecmds.c
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SOURCE=.\cg_draw.c
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SOURCE=.\cg_drawtools.c
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SOURCE=.\cg_effects.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_ents.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_env.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_event.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_info.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_localents.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_main.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_marks.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_players.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_playerstate.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_predict.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_scoreboard.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_screenfx.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_servercmds.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_snapshot.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_syscalls.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_view.c
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# End Source File
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# Begin Source File
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SOURCE=.\cg_weapons.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_borg.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_compression.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_dreadnought.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_grenade.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_imod.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_item.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_lib.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_misc.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_phaser.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_quantum.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_scavenger.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_stasis.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_tetrion.c
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# End Source File
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# Begin Source File
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SOURCE=.\fx_transporter.c
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# End Source File
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# Begin Source File
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SOURCE=..\game\q_math.c
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# End Source File
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# Begin Source File
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SOURCE=..\game\q_shared.c
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# PROP Default_Filter "h"
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# Begin Source File
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SOURCE=..\game\bg_local.h
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# End Source File
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# Begin Source File
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SOURCE=..\game\bg_oums.h
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# End Source File
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# Begin Source File
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SOURCE=..\game\bg_public.h
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# End Source File
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# Begin Source File
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SOURCE=.\cg_anims.h
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# End Source File
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# Begin Source File
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SOURCE=.\cg_local.h
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# End Source File
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# Begin Source File
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SOURCE=.\cg_public.h
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# End Source File
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SOURCE=.\cg_screenfx.h
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# End Source File
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# Begin Source File
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SOURCE=.\cg_text.h
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# End Source File
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# Begin Source File
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SOURCE=.\cgame.def
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# Begin Source File
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SOURCE=.\fx_local.h
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SOURCE=..\game\q_shared.h
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# End Source File
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# Begin Source File
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SOURCE=..\game\surfaceflags.h
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# End Source File
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# Begin Source File
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SOURCE=.\tr_types.h
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SOURCE=.\cg_syscalls.asm
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SOURCE=.\cgame.bat
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SOURCE=.\cgame.q3asm
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# End Project
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