halflife25-sdk/dlls/hl.dsp
Dominik Tugend d576166c99 Fixed VC++ 6.0 .dsp files
Minor fixes to make sure the code compiles without errors.
2013-10-29 18:08:07 +01:00

1637 lines
24 KiB
Text

# Microsoft Developer Studio Project File - Name="hl" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=hl - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "hl.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "hl.mak" CFG="hl - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "hl - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "hl - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "hl - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
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# PROP BASE Intermediate_Dir ".\Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir ".\Releasehl"
# PROP Intermediate_Dir ".\Releasehl"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /G5 /MT /W3 /GR /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\game_shared" /I "..\public" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /Fr /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /dll /map /debug /machine:I386 /def:".\hl.def"
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# Begin Custom Build
InputDir=.\Releasehl
ProjDir=.
InputPath=.\Releasehl\hl.dll
InputName=hl
SOURCE="$(InputPath)"
BuildCmds= \
call ..\filecopy.bat $(InputPath) $(ProjDir)\..\..\game\mod\dlls\$(InputName).dll \
call ..\filecopy.bat $(InputDir)\$(InputName).pdb $(ProjDir)\..\..\game\mod\dlls\$(InputName).pdb \
"$(ProjDir)\..\..\game\mod\dlls\$(InputName).dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
"$(ProjDir)\..\..\game\mod\dlls\$(InputName).pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
# End Custom Build
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# ADD BASE MTL /nologo /D "_DEBUG" /win32
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# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /i "..\engine" /d "_DEBUG"
BSC32=bscmake.exe
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LINK32=link.exe
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# SUBTRACT LINK32 /profile
# Begin Custom Build
ProjDir=.
InputPath=.\debughl\hl.dll
InputName=hl
SOURCE="$(InputPath)"
"$(ProjDir)\..\..\game\mod\dlls\$(InputName).dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
call ..\filecopy.bat $(InputPath) $(ProjDir)\..\..\game\mod\dlls\$(InputName).dll
# End Custom Build
!ENDIF
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!ELSEIF "$(CFG)" == "hl - Win32 Debug"
# ADD CPP /GR
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# ADD CPP /GR
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# ADD CPP /GR
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# ADD CPP /GR
!ENDIF
# End Source File
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