halflife-wasteland-sdk/dlls/mp.dsp

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1999-04-07 00:00:00 +00:00
# Microsoft Developer Studio Project File - Name="mp" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=mp - 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 "mp.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 "mp.mak" CFG="mp - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "mp - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "mp - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "mp - Win32 Profile" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""$/SDKSrc/Public/dlls", NVGBAAAA"
# PROP Scc_LocalPath "."
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "mp - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir ".\Release"
# PROP BASE Intermediate_Dir ".\Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir ".\Releasemp"
# PROP Intermediate_Dir ".\Releasemp"
# 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 /GX /Zi /O2 /I "..\engine" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "VALVE_DLL" /YX /FD /c
# SUBTRACT CPP /Fr
# 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:".\mp.def"
# SUBTRACT LINK32 /profile
# Begin Custom Build - Copying to \half-life\mp\dlls
TargetPath=.\Releasemp\mp.dll
TargetName=mp
InputPath=.\Releasemp\mp.dll
SOURCE="$(InputPath)"
"$(TargetName)" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
copy $(TargetPath) \half-life\mp\dlls
# End Custom Build
!ELSEIF "$(CFG)" == "mp - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir ".\mp___Win"
# PROP BASE Intermediate_Dir ".\mp___Win"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir ".\debugmp"
# PROP Intermediate_Dir ".\debugmp"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /I "..\engine" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "VALVE_DLL" /FR /YX /FD /c
# ADD BASE MTL /nologo /D "_DEBUG" /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /i "..\engine" /d "_DEBUG"
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 /debug /machine:I386
# ADD LINK32 user32.lib advapi32.lib /nologo /subsystem:windows /dll /debug /machine:I386 /def:".\mp.def" /implib:".\Debug\mp.lib"
# SUBTRACT LINK32 /profile
# Begin Custom Build - Copying to \half-life\mp\dlls
TargetPath=.\debugmp\mp.dll
TargetName=mp
InputPath=.\debugmp\mp.dll
SOURCE="$(InputPath)"
"$(TargetName)" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
copy $(TargetPath) \half-life\mp\dlls
# End Custom Build
!ELSEIF "$(CFG)" == "mp - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir ".\mp___Win"
# PROP BASE Intermediate_Dir ".\mp___Win"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir ".\Profilemp"
# PROP Intermediate_Dir ".\Profilemp"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /G5 /MT /W3 /GX /Zi /O2 /I "..\engine" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /YX /c
# SUBTRACT BASE CPP /Fr
# ADD CPP /nologo /G5 /MT /W3 /GX /Zi /O2 /I "..\engine" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "VALVE_DLL" /YX /FD /c
# SUBTRACT CPP /Fr
# 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 /nologo /subsystem:windows /dll /debug /machine:I386 /def:".\mp.def"
# SUBTRACT BASE LINK32 /profile
# 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 /profile /debug /machine:I386 /def:".\mp.def"
# Begin Custom Build - Copying to \half-life\mp\dlls
TargetDir=.\Profilemp
InputPath=.\Profilemp\mp.dll
SOURCE="$(InputPath)"
BuildCmds= \
copy $(TargetDir)\mp.dll \half-life\mp\dlls \
copy $(TargetDir)\mp.map \half-life\mp\dlls \
"\half-life\mp\dlls\mp.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
"\half-life\mp\dlls\mp.map" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
$(BuildCmds)
# End Custom Build
!ENDIF
# Begin Target
# Name "mp - Win32 Release"
# Name "mp - Win32 Debug"
# Name "mp - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90"
# Begin Source File
SOURCE=.\airtank.cpp
# End Source File
# Begin Source File
SOURCE=.\animating.cpp
# End Source File
# Begin Source File
SOURCE=.\animation.cpp
# End Source File
# Begin Source File
SOURCE=.\bmodels.cpp
# End Source File
# Begin Source File
SOURCE=.\buttons.cpp
# End Source File
# Begin Source File
SOURCE=.\cbase.cpp
# End Source File
# Begin Source File
SOURCE=.\client.cpp
# End Source File
# Begin Source File
SOURCE=.\combat.cpp
# End Source File
# Begin Source File
SOURCE=.\crossbow.cpp
# End Source File
# Begin Source File
SOURCE=.\crowbar.cpp
# End Source File
# Begin Source File
SOURCE=.\doors.cpp
# End Source File
# Begin Source File
SOURCE=.\effects.cpp
# End Source File
# Begin Source File
SOURCE=.\egon.cpp
# End Source File
# Begin Source File
SOURCE=.\explode.cpp
# End Source File
# Begin Source File
SOURCE=.\func_break.cpp
# End Source File
# Begin Source File
SOURCE=.\func_tank.cpp
# End Source File
# Begin Source File
SOURCE=.\game.cpp
# End Source File
# Begin Source File
SOURCE=.\gamerules.cpp
# End Source File
# Begin Source File
SOURCE=.\gauss.cpp
# End Source File
# Begin Source File
SOURCE=.\ggrenade.cpp
# End Source File
# Begin Source File
SOURCE=.\globals.cpp
# End Source File
# Begin Source File
SOURCE=.\glock.cpp
# End Source File
# Begin Source File
SOURCE=.\h_ai.cpp
# End Source File
# Begin Source File
SOURCE=.\h_battery.cpp
# End Source File
# Begin Source File
SOURCE=.\h_cycler.cpp
# End Source File
# Begin Source File
SOURCE=.\h_export.cpp
# End Source File
# Begin Source File
SOURCE=.\handgrenade.cpp
# End Source File
# Begin Source File
SOURCE=.\healthkit.cpp
# End Source File
# Begin Source File
SOURCE=.\hornet.cpp
# End Source File
# Begin Source File
SOURCE=.\hornetgun.cpp
# End Source File
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SOURCE=.\items.cpp
# End Source File
# Begin Source File
SOURCE=.\lights.cpp
# End Source File
# Begin Source File
SOURCE=.\maprules.cpp
# End Source File
# Begin Source File
SOURCE=.\mortar.cpp
# End Source File
# Begin Source File
SOURCE=.\mp5.cpp
# End Source File
# Begin Source File
SOURCE=.\mpstubb.cpp
# End Source File
# Begin Source File
SOURCE=.\multiplay_gamerules.cpp
# End Source File
# Begin Source File
SOURCE=.\pathcorner.cpp
# End Source File
# Begin Source File
SOURCE=.\plane.cpp
# End Source File
# Begin Source File
SOURCE=.\plats.cpp
# End Source File
# Begin Source File
SOURCE=.\player.cpp
# End Source File
# Begin Source File
SOURCE=.\python.cpp
# End Source File
# Begin Source File
SOURCE=.\rpg.cpp
# End Source File
# Begin Source File
SOURCE=.\satchel.cpp
# End Source File
# Begin Source File
SOURCE=.\shotgun.cpp
# End Source File
# Begin Source File
SOURCE=.\singleplay_gamerules.cpp
# End Source File
# Begin Source File
SOURCE=.\skill.cpp
# End Source File
# Begin Source File
SOURCE=.\sound.cpp
# End Source File
# Begin Source File
SOURCE=.\soundent.cpp
# End Source File
# Begin Source File
SOURCE=.\spectator.cpp
# End Source File
# Begin Source File
SOURCE=.\squeakgrenade.cpp
# End Source File
# Begin Source File
SOURCE=.\subs.cpp
# End Source File
# Begin Source File
SOURCE=.\teamplay_gamerules.cpp
# End Source File
# Begin Source File
SOURCE=.\triggers.cpp
# End Source File
# Begin Source File
SOURCE=.\tripmine.cpp
# End Source File
# Begin Source File
SOURCE=.\util.cpp
# End Source File
# Begin Source File
SOURCE=.\weapons.cpp
# End Source File
# Begin Source File
SOURCE=.\world.cpp
# End Source File
# Begin Source File
SOURCE=.\xen.cpp
# End Source File
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# Begin Source File
SOURCE=.\activity.h
# End Source File
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SOURCE=.\activitymap.h
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SOURCE=.\animation.h
# End Source File
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SOURCE=.\basemonster.h
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