//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. ========= // // The copyright to the contents herein is the property of Charles G. Cleveland. // The contents may be used and/or copied only with the written permission of // Charles G. Cleveland, or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: // // $Workfile: build.h $ // $Date: 2002/11/22 22:09:10 $ // //------------------------------------------------------------------------------- // $Log: build.h,v $ // Revision 1.17 2002/11/22 22:09:10 Flayra // - Updated version # // // Revision 1.16 2002/11/22 21:07:55 Flayra // - Removed dev build, use DEBUG instead // // Revision 1.15 2002/11/15 19:09:57 Flayra // - Reworked network metering to be easily toggleable // // Revision 1.14 2002/11/12 02:20:25 Flayra // - Updated version number // // Revision 1.13 2002/11/06 01:37:07 Flayra // - Regular update // // Revision 1.12 2002/11/03 04:54:45 Flayra // - Regular update // // Revision 1.11 2002/10/24 21:09:04 Flayra // - No longer needed // // Revision 1.10 2002/10/20 16:33:31 Flayra // - Regular update // // Revision 1.9 2002/10/16 20:48:18 Flayra // - Regular update // // Revision 1.8 2002/10/03 19:07:12 Flayra // - Profiling switch // - Regular game version update // // Revision 1.7 2002/09/23 21:51:39 Flayra // - Regular update // // Revision 1.6 2002/09/09 19:38:34 Flayra // - Tried implementing DirectX version of gamma ramp support // // Revision 1.5 2002/08/16 02:21:37 Flayra // - Re-enabled selection // // Revision 1.4 2002/08/09 00:14:59 Flayra // - Removed selection prediction // // Revision 1.3 2002/05/23 02:41:53 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #ifndef BUILD_H #define BUILD_H // Build options #define CLIENT_WEAPONS #define AVH_PREDICT_SELECT // Build in code to help playtest. Choose neither, AVH_PLAYTEST_BUILD, or AVH_PLAYTEST_BUILD _and_ AVH_LAN_PLAYTEST_BUILD #ifdef DEBUG //#define AVH_PLAYTEST_BUILD //#define AVH_LAN_PLAYTEST_BUILD #endif // Build in code for security. This forces the server to uplink and only allows authenticated players to join the server. //#ifndef DEBUG //#define AVH_SECURE_PRERELEASE_BUILD //#endif // When you're doing a final secure build of your client .dll and you're ready to // send the binary to Valve to be processed, you need to change this to 1 and rebuild //#define FINAL_VAC_BUILD // Define this when debugging on a different machine in a "live" environment (ie, trying to catch crashes) //#define AVH_EXTERNAL_BUILD //#define USE_DIRECTX_8 // May not be working completely //#define SKULK_VIEW_ROTATION // Mapper build? //#define AVH_MAPPER_BUILD // Sends profiling info to log //#define PROFILE_BUILD // Use multiple weapons sounds for upgrades //#define AVH_UPGRADE_SOUNDS // Define to track and meter network messages, don't define to use basic HL networking //#define USE_NETWORK_METERING // Define to have server report server and player data to master server //#define USE_UPP #endif