# Microsoft Developer Studio Project File - Name="cl_dll" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT ** # TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102 CFG=cl_dll - 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 "cl_dll.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 "cl_dll.mak" CFG="cl_dll - Win32 Release" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "cl_dll - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "cl_dll - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE # Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName ""$Goldsrc/discwar/cl_dll", HGEBAAAA" # PROP Scc_LocalPath "." CPP=cl.exe MTL=midl.exe RSC=rc.exe !IF "$(CFG)" == "cl_dll - 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 ".\Release" # PROP Intermediate_Dir ".\Release" # 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 /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 # 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 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" # SUBTRACT LINK32 /pdb:none # Begin Custom Build - Copying to d:\quiver\ricochet\cl_dlls InputDir=.\Release ProjDir=. InputPath=.\Release\client.dll SOURCE="$(InputPath)" BuildCmds= \ call ..\..\filecopy.bat $(InputPath) $(ProjDir)\..\..\..\game\mod\cl_dlls\client.dll \ call ..\..\filecopy.bat $(InputDir)\client.pdb $(ProjDir)\..\..\..\game\mod\cl_dlls\client.pdb \ "$(ProjDir)\..\..\..\game\mod\cl_dlls\client.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds) "$(ProjDir)\..\..\..\game\mod\cl_dlls\client.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds) # End Custom Build !ELSEIF "$(CFG)" == "cl_dll - Win32 Debug" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir ".\Debug" # PROP BASE Intermediate_Dir ".\Debug" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir ".\Debug" # PROP Intermediate_Dir ".\Debug" # PROP Ignore_Export_Lib 0 # 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 "..\\" /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 # 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 /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 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" # SUBTRACT LINK32 /pdb:none # Begin Custom Build - Copying to \quiver\ricochet\cl_dlls ProjDir=. InputPath=.\Debug\client.dll SOURCE="$(InputPath)" "$(ProjDir)\..\..\..\game\mod\cl_dlls\client.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" call ..\..\filecopy.bat $(InputPath) $(ProjDir)\..\..\..\game\mod\cl_dlls\client.dll # End Custom Build !ENDIF # Begin Target # Name "cl_dll - Win32 Release" # Name "cl_dll - Win32 Debug" # Begin Group "Source Files" # PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90" # Begin Group "hl" # PROP Default_Filter "*.cpp" # Begin Source File SOURCE=..\dlls\wpn_shared\disc_weapon_disc.cpp # End Source File # Begin Source File SOURCE=.\ev_hldm.cpp # End Source File # Begin Source File SOURCE=.\hl\hl_baseentity.cpp # End Source File # Begin Source File SOURCE=.\hl\hl_events.cpp # End Source File # Begin Source File SOURCE=.\hl\hl_objects.cpp # End Source File # Begin Source File SOURCE=.\hl\hl_weapons.cpp # End Source File # Begin Source File SOURCE=.\Ricochet_JumpPads.cpp # End Source File # End Group # Begin Source File SOURCE=.\ammo.cpp # End Source File # Begin Source File SOURCE=.\ammo_secondary.cpp # End Source File # Begin Source File SOURCE=.\ammohistory.cpp # End Source File # Begin Source File SOURCE=.\battery.cpp # End Source File # Begin Source File SOURCE=.\cdll_int.cpp # End Source File # Begin Source File SOURCE=.\com_weapons.cpp # End Source File # Begin Source File SOURCE=.\death.cpp # End Source File # Begin Source File SOURCE=.\demo.cpp # End Source File # Begin Source File SOURCE=.\entity.cpp # End Source File # Begin Source File SOURCE=.\ev_common.cpp # End Source File # Begin Source File SOURCE=.\events.cpp # End Source File # Begin Source File SOURCE=.\flashlight.cpp # End Source File # Begin Source File SOURCE=.\GameStudioModelRenderer.cpp # End Source File # Begin Source File SOURCE=.\geiger.cpp # End Source File # Begin Source File SOURCE=.\health.cpp # End Source File # Begin Source File SOURCE=.\hud.cpp # End Source File # Begin Source File SOURCE=.\hud_msg.cpp # End Source File # Begin Source File SOURCE=.\hud_redraw.cpp # 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End Source File # Begin Source File SOURCE=.\StudioModelRenderer.cpp # End Source File # Begin Source File SOURCE=.\text_message.cpp # End Source File # Begin Source File SOURCE=.\train.cpp # End Source File # Begin Source File SOURCE=.\tri.cpp # End Source File # Begin Source File SOURCE=.\util.cpp # End Source File # Begin Source File SOURCE=..\..\game_shared\vgui_checkbutton2.cpp # End Source File # Begin Source File SOURCE=.\vgui_ConsolePanel.cpp # End Source File # Begin Source File SOURCE=.\vgui_ControlConfigPanel.cpp # End Source File # Begin Source File SOURCE=.\vgui_CustomObjects.cpp # End Source File # Begin Source File SOURCE=.\vgui_discobjects.cpp # End Source File # Begin Source File SOURCE=..\..\game_shared\vgui_grid.cpp # End Source File # Begin Source File SOURCE=..\..\game_shared\vgui_helpers.cpp # End Source File # Begin Source File SOURCE=.\vgui_int.cpp # End Source File # Begin Source File SOURCE=..\..\game_shared\vgui_listbox.cpp # End Source File # Begin Source File SOURCE=..\..\game_shared\vgui_loadtga.cpp # End Source File # Begin Source File SOURCE=.\vgui_MOTDWindow.cpp # End Source File # Begin Source File SOURCE=.\vgui_SchemeManager.cpp # End Source File # Begin Source File SOURCE=.\vgui_ScorePanel.cpp # End Source File # Begin Source File SOURCE=..\..\game_shared\vgui_scrollbar2.cpp # End Source File # Begin Source File SOURCE=.\vgui_ServerBrowser.cpp # End Source File # Begin Source File SOURCE=..\..\game_shared\vgui_slider2.cpp # End Source File # Begin Source File SOURCE=.\vgui_TeamFortressViewport.cpp # End Source File # Begin Source File SOURCE=.\view.cpp # End Source File # Begin Source File SOURCE=..\..\game_shared\voice_banmgr.cpp # End Source File # Begin Source File SOURCE=.\voice_status.cpp # End Source File # End Group # Begin Group "Header Files" # PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd" # Begin Source File SOURCE=.\ammo.h # End Source File # Begin Source File SOURCE=.\ammohistory.h # End Source File # Begin Source File SOURCE=.\camera.h # End Source File # Begin Source File SOURCE=.\cl_dll.h # End Source File # Begin Source File SOURCE=.\cl_util.h # End Source File # Begin Source File SOURCE=.\com_weapons.h # End Source File # Begin Source File SOURCE=.\demo.h # End Source File # Begin Source File SOURCE=.\ev_hldm.h # End Source File # Begin Source File SOURCE=.\eventscripts.h # End Source File # Begin Source File SOURCE=.\GameStudioModelRenderer.h # End Source File # Begin Source File SOURCE=.\health.h # End Source File # Begin Source File SOURCE=.\hud.h # End Source File # Begin Source File SOURCE=.\hud_iface.h # End Source File # Begin Source File SOURCE=.\hud_servers.h # End Source File # Begin Source File SOURCE=.\hud_servers_priv.h # End Source File # Begin Source File SOURCE=.\in_defs.h # End Source File # Begin Source File SOURCE=.\kbutton.h # End Source File # Begin Source File SOURCE=..\..\common\parsemsg.h # End Source File # Begin Source File SOURCE=..\pm_shared\pm_debug.h # End Source File # Begin Source File SOURCE=..\pm_shared\pm_defs.h # End Source File # Begin Source File SOURCE=..\pm_shared\pm_info.h # End Source File # Begin Source File SOURCE=..\pm_shared\pm_materials.h # End Source File # Begin Source File SOURCE=..\pm_shared\pm_movevars.h # End Source File # Begin Source File SOURCE=..\pm_shared\pm_shared.h # End Source File # Begin Source File SOURCE=.\Ricochet_BSPFile.h # End Source File # Begin Source File SOURCE=.\Ricochet_JumpPads.h # End Source File # Begin Source File SOURCE=.\studio_util.h # End Source File # Begin Source File SOURCE=.\StudioModelRenderer.h # End Source File # Begin Source File SOURCE=.\util_vector.h # End Source File # Begin Source File SOURCE=.\vgui_ConsolePanel.h # End Source File # Begin Source File SOURCE=.\vgui_ControlConfigPanel.h # End Source File # Begin Source File SOURCE=.\vgui_discobjects.h # End Source File # Begin Source File SOURCE=.\vgui_int.h # End Source File # Begin Source File SOURCE=.\vgui_SchemeManager.h # End Source File # Begin Source File SOURCE=.\vgui_ScorePanel.h # End Source File # Begin Source File SOURCE=.\vgui_ServerBrowser.h # End Source File # Begin Source File SOURCE=.\vgui_TeamFortressViewport.h # End Source File # Begin Source File SOURCE=.\view.h # End Source File # Begin Source File SOURCE=.\wrect.h # End Source File # End Group # Begin Group "Resource Files" # PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe" # End Group # End Target # End Project