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1432182750
Normalized line endings by touching (touch) the dsp files, no changes to the files were made. This is in order we can see actual modified lines in case s.o. modifies the files. The files will have CRLF as EOL on checkout due to the .gitattributes setting.
648 lines
14 KiB
Text
648 lines
14 KiB
Text
# 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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CPP=cl.exe
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MTL=midl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "cl_dll - Win32 Release"
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# PROP BASE Output_Dir ".\Release"
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# PROP BASE Intermediate_Dir ".\Release"
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# PROP BASE Target_Dir ""
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BSC32=bscmake.exe
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386
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# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib winmm.lib ..\utils\vgui\lib\win32_vc6\vgui.lib wsock32.lib ..\lib\public\sdl2.lib /nologo /base:"0x01900000" /subsystem:windows /dll /map /debug /machine:I386 /nodefaultlib:"LIBCMTD" /nodefaultlib:"LIBCD" /out:".\Release\client.dll"
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# SUBTRACT LINK32 /pdb:none
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# Begin Custom Build
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InputDir=.\Release
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ProjDir=.
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InputPath=.\Release\client.dll
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InputName=client
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SOURCE="$(InputPath)"
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BuildCmds= \
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call ..\filecopy.bat $(InputDir)\$(InputName).dll $(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).dll \
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call ..\filecopy.bat $(InputDir)\$(InputName).pdb $(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).pdb \
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"$(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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"$(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).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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# ADD CPP /nologo /G5 /MTd /W3 /Gm /GR /GX /ZI /Od /I "..\dlls" /I "." /I "..\tfc" /I "..\public" /I "..\common" /I "..\pm_shared" /I "..\engine" /I "..\utils\vgui\include" /I "..\game_shared" /I "..\external" /D "_DEBUG" /D "_MBCS" /D "WIN32" /D "_WINDOWS" /D "CLIENT_DLL" /D "CLIENT_WEAPONS" /D "_WINDLL" /D "HL_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 /base:"0x01900000" /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
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InputDir=.\Debug
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ProjDir=.
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InputPath=.\Debug\client.dll
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InputName=client
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SOURCE="$(InputPath)"
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BuildCmds= \
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call ..\filecopy.bat $(InputDir)\$(InputName).dll $(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).dll \
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call ..\filecopy.bat $(InputDir)\$(InputName).pdb $(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).pdb \
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"$(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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"$(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
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$(BuildCmds)
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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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!IF "$(CFG)" == "cl_dll - Win32 Release"
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!ELSEIF "$(CFG)" == "cl_dll - Win32 Debug"
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# ADD CPP /MT
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# End Source File
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SOURCE=..\pm_shared\pm_debug.h
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SOURCE=..\pm_shared\pm_defs.h
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SOURCE=..\pm_shared\pm_info.h
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SOURCE=..\pm_shared\pm_materials.h
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SOURCE=..\pm_shared\pm_movevars.h
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SOURCE=..\pm_shared\pm_shared.h
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SOURCE=.\StudioModelRenderer.h
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SOURCE=.\util_vector.h
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SOURCE=.\vgui_ControlConfigPanel.h
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SOURCE=.\vgui_int.h
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SOURCE=.\vgui_SchemeManager.h
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SOURCE=.\vgui_ScorePanel.h
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SOURCE=..\game_shared\vgui_scrollbar2.h
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SOURCE=.\vgui_ServerBrowser.h
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SOURCE=..\game_shared\vgui_slider2.h
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SOURCE=.\vgui_SpectatorPanel.h
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SOURCE=.\view.h
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SOURCE=..\game_shared\voice_banmgr.h
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SOURCE=..\game_shared\voice_status.h
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SOURCE=.\wrect.h
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# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe"
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SOURCE=..\lib\public\game_controls.lib
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