2013-09-02 17:05:29 +00:00
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# Microsoft Developer Studio Project File - Name="cl_dll" - 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=cl_dll - Win32 Release
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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 "cl_dll.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 "cl_dll.mak" CFG="cl_dll - Win32 Release"
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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 "cl_dll - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
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!MESSAGE "cl_dll - 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 ""$Goldsrc/discwar/cl_dll", HGEBAAAA"
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# PROP Scc_LocalPath "."
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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "cl_dll - Win32 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 ".\Release"
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# PROP BASE Intermediate_Dir ".\Release"
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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"
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# PROP Intermediate_Dir ".\Release"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
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# ADD CPP /nologo /MT /W3 /GX /Zi /O2 /I "..\\" /I "..\dlls" /I ".\\" /I "..\..\game_shared" /I "..\..\engine" /I "..\..\public" /I "..\..\common" /I "..\pm_shared" /I "..\..\utils\vgui\include" /I "..\..\external" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "CLIENT_DLL" /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 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 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib winmm.lib ../../utils/vgui/lib/win32_vc6/vgui.lib wsock32.lib ..\..\lib\public\sdl2.lib /nologo /subsystem:windows /dll /map /debug /machine:I386 /out:".\Release\client.dll"
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# SUBTRACT LINK32 /pdb:none
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# Begin Custom Build - Copying to d:\quiver\ricochet\cl_dlls
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InputDir=.\Release
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ProjDir=.
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InputPath=.\Release\client.dll
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SOURCE="$(InputPath)"
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BuildCmds= \
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call ..\..\filecopy.bat $(InputPath) $(ProjDir)\..\..\..\game\mod\cl_dlls\client.dll \
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call ..\..\filecopy.bat $(InputDir)\client.pdb $(ProjDir)\..\..\..\game\mod\cl_dlls\client.pdb \
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"$(ProjDir)\..\..\..\game\mod\cl_dlls\client.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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"$(ProjDir)\..\..\..\game\mod\cl_dlls\client.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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# End Custom Build
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!ELSEIF "$(CFG)" == "cl_dll - Win32 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 ".\Debug"
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# PROP BASE Intermediate_Dir ".\Debug"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Output_Dir ".\Debug"
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# PROP Ignore_Export_Lib 0
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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 /c
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# ADD CPP /nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /I "..\\" /I "..\dlls" /I ".\\" /I "..\..\game_shared" /I "..\..\engine" /I "..\..\public" /I "..\..\common" /I "..\pm_shared" /I "..\..\utils\vgui\include" /I "..\..\external" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "CLIENT_DLL" /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 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
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# ADD LINK32 oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib winmm.lib ../../utils/vgui/lib/win32_vc6/vgui.lib wsock32.lib ..\..\lib\public\sdl2.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:".\Debug\client.dll"
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# SUBTRACT LINK32 /pdb:none
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# Begin Custom Build - Copying to \quiver\ricochet\cl_dlls
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ProjDir=.
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InputPath=.\Debug\client.dll
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SOURCE="$(InputPath)"
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"$(ProjDir)\..\..\..\game\mod\cl_dlls\client.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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call ..\..\filecopy.bat $(InputPath) $(ProjDir)\..\..\..\game\mod\cl_dlls\client.dll
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# End Custom Build
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!ENDIF
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# Begin Target
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# Name "cl_dll - Win32 Release"
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# Name "cl_dll - Win32 Debug"
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SOURCE=.\vgui_int.cpp
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SOURCE=..\..\game_shared\vgui_listbox.cpp
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SOURCE=..\..\game_shared\vgui_loadtga.cpp
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SOURCE=.\vgui_MOTDWindow.cpp
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SOURCE=.\vgui_SchemeManager.cpp
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SOURCE=.\vgui_ScorePanel.cpp
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SOURCE=..\..\game_shared\vgui_scrollbar2.cpp
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SOURCE=.\vgui_ServerBrowser.cpp
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SOURCE=..\..\game_shared\vgui_slider2.cpp
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SOURCE=.\view.cpp
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