Team Fortress 2 Source Code as on 22/4/2020
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//----------------------------------------------------------------------------- // SERVER_EPISODIC.VPC // // Project Script //-----------------------------------------------------------------------------
$Macro SRCDIR "..\.." $Macro GAMENAME "episodic" [!$SOURCESDK] $Macro GAMENAME "mod_episodic" [$SOURCESDK]
$Include "$SRCDIR\game\server\server_base.vpc"
$Configuration { $Compiler { $AdditionalIncludeDirectories "$BASE;$SRCDIR\game\shared\hl2;$SRCDIR\game\shared\episodic;.\hl2;.\episodic" $PreprocessorDefinitions "$BASE;HL2_DLL;HL2_EPISODIC;USES_SAVERESTORE" } }
$Project "Server (Episodic)" { $Folder "Source Files" { $File "ai_eventresponse.cpp" $File "ai_eventresponse.h" $File "ai_relationship.cpp" $File "base_gameinterface.cpp" $File "basegrenade_concussion.cpp" $File "basegrenade_contact.cpp" $File "basegrenade_timed.cpp" $File "grenadethrown.cpp" $File "grenadethrown.h" $File "h_cycler.cpp" $File "h_cycler.h" $File "logic_achievement.cpp" $File "monstermaker.cpp" $File "monstermaker.h" $File "physics_bone_follower.h" $File "$SRCDIR\game\shared\ragdoll_shared.h" $File "$SRCDIR\game\shared\solidsetdefaults.h" $File "$SRCDIR\game\shared\hl2\survival_gamerules.cpp" $File "team_spawnpoint.cpp" $File "team_spawnpoint.h" $File "$SRCDIR\game\shared\touchlink.h" $File "vehicle_choreo_generic.cpp" $File "$SRCDIR\game\shared\vehicle_choreo_generic_shared.h" $File "$SRCDIR\game\shared\weapon_parse_default.cpp"
$Folder "HL2 DLL" { $File "$SRCDIR\game\shared\episodic\achievements_ep1.cpp" $File "$SRCDIR\game\shared\episodic\achievements_ep2.cpp" $File "$SRCDIR\game\shared\episodic\achievements_epx.cpp" $File "hl2\ai_allymanager.cpp" $File "hl2\ai_behavior_actbusy.cpp" $File "hl2\ai_behavior_actbusy.h" $File "episodic\ai_behavior_alyx_injured.cpp" $File "episodic\ai_behavior_alyx_injured.h" $File "hl2\ai_behavior_functank.cpp" $File "hl2\ai_behavior_functank.h" $File "hl2\ai_behavior_holster.cpp" $File "hl2\ai_behavior_holster.h" $File "hl2\ai_behavior_operator.cpp" $File "hl2\ai_behavior_operator.h" $File "ai_behavior_passenger.cpp" $File "ai_behavior_passenger.h" $File "episodic\ai_behavior_passenger_companion.cpp" $File "episodic\ai_behavior_passenger_companion.h" $File "episodic\ai_behavior_passenger_zombie.cpp" $File "episodic\ai_behavior_passenger_zombie.h" $File "hl2\ai_behavior_police.cpp" $File "hl2\ai_behavior_police.h" $File "hl2\ai_goal_police.cpp" $File "hl2\ai_goal_police.h" $File "hl2\ai_interactions.h" $File "hl2\ai_spotlight.cpp" $File "hl2\ai_spotlight.h" $File "hl2\antlion_dust.cpp" $File "hl2\antlion_dust.h" $File "hl2\antlion_maker.cpp" $File "hl2\antlion_maker.h" $File "hl2\ar2_explosion.cpp" $File "hl2\ar2_explosion.h" $File "basebludgeonweapon.cpp" $File "basebludgeonweapon.h" $File "hl2\basehlcombatweapon.cpp" $File "hl2\basehlcombatweapon.h" $File "$SRCDIR\game\shared\hl2\basehlcombatweapon_shared.cpp" $File "$SRCDIR\game\shared\hl2\basehlcombatweapon_shared.h" $File "hl2\cbasehelicopter.cpp" $File "hl2\cbasehelicopter.h" $File "hl2\cbasespriteprojectile.cpp" $File "hl2\cbasespriteprojectile.h" $File "hl2\citadel_effects.cpp" $File "$SRCDIR\game\shared\hl2\citadel_effects_shared.h" $File "hl2\combine_mine.cpp" $File "hl2\combine_mine.h" $File "hl2\energy_wave.h" $File "hl2\env_alyxemp.cpp" $File "$SRCDIR\game\shared\hl2\env_alyxemp_shared.h" $File "hl2\env_headcrabcanister.cpp" $File "$SRCDIR\game\shared\hl2\env_headcrabcanister_shared.cpp" $File "$SRCDIR\game\shared\hl2\env_headcrabcanister_shared.h" $File "hl2\env_speaker.cpp" $File "hl2\env_starfield.cpp" $File "hl2\Func_Monitor.cpp" $File "hl2\func_recharge.cpp" $File "hl2\func_tank.cpp" $File "hl2\func_tank.h" $File "hl2\grenade_ar2.cpp" $File "hl2\grenade_ar2.h" $File "hl2\grenade_bugbait.cpp" $File "hl2\grenade_bugbait.h" $File "hl2\grenade_frag.cpp" $File "hl2\grenade_frag.h" $File "hl2\grenade_spit.cpp" $File "hl2\grenade_spit.h" $File "hl2\hl2_ai_network.cpp" $File "hl2\hl2_client.cpp" $File "hl2\hl2_eventlog.cpp" $File "$SRCDIR\game\shared\hl2\hl2_gamerules.cpp" $File "$SRCDIR\game\shared\hl2\hl2_gamerules.h" $File "hl2\hl2_player.cpp" $File "hl2\hl2_player.h" $File "$SRCDIR\game\shared\hl2\hl2_player_shared.h" $File "hl2\hl2_playerlocaldata.cpp" $File "hl2\hl2_playerlocaldata.h" $File "$SRCDIR\game\shared\hl2\hl2_shareddefs.h" $File "hl2\hl2_triggers.cpp" $File "$SRCDIR\game\shared\hl2\hl2_usermessages.cpp" $File "$SRCDIR\game\shared\hl2\hl_gamemovement.cpp" $File "$SRCDIR\game\shared\hl2\hl_gamemovement.h" $File "$SRCDIR\game\shared\hl2\hl_movedata.h" $File "hl2\hl_playermove.cpp" $File "hl2\info_darknessmode_lightsource.cpp" $File "hl2\info_darknessmode_lightsource.h" $File "hl2\info_teleporter_countdown.cpp" $File "hl2\item_ammo.cpp" $File "hl2\item_battery.cpp" $File "hl2\item_dynamic_resupply.cpp" $File "hl2\item_dynamic_resupply.h" $File "hl2\item_healthkit.cpp" $File "hl2\item_itemcrate.cpp" $File "hl2\item_suit.cpp" $File "hl2\look_door.cpp" $File "hl2\monster_dummy.cpp" $File "$SRCDIR\game\shared\episodic\npc_advisor_shared.h" $File "episodic\npc_advisor.cpp" $File "hl2\npc_alyx_episodic.cpp" $File "hl2\npc_alyx_episodic.h" $File "hl2\npc_antlion.cpp" $File "hl2\npc_antlion.h" $File "hl2\npc_antlionguard.cpp" $File "hl2\npc_antliongrub.cpp" $File "hl2\npc_apcdriver.cpp" $File "hl2\npc_attackchopper.cpp" $File "hl2\npc_attackchopper.h" $File "hl2\npc_barnacle.cpp" $File "hl2\npc_barnacle.h" $File "hl2\npc_barney.cpp" $File "hl2\npc_basescanner.cpp" $File "hl2\npc_basescanner.h" $File "hl2\npc_BaseZombie.cpp" $File "hl2\npc_BaseZombie.h" $File "hl2\npc_breen.cpp" $File "hl2\npc_bullseye.cpp" $File "hl2\npc_bullseye.h" $File "hl2\npc_citizen17.cpp" $File "hl2\npc_citizen17.h" $File "episodic\npc_combine_cannon.cpp" $File "hl2\npc_combine.cpp" $File "hl2\npc_combine.h" $File "hl2\npc_combinecamera.cpp" $File "hl2\npc_combinedropship.cpp" $File "hl2\npc_combinegunship.cpp" $File "hl2\npc_combines.cpp" $File "hl2\npc_combines.h" $File "hl2\npc_cranedriver.cpp" $File "hl2\npc_crow.cpp" $File "hl2\npc_crow.h" $File "hl2\npc_dog.cpp" $File "hl2\npc_eli.cpp" $File "hl2\npc_enemyfinder.cpp" $File "hl2\npc_fastzombie.cpp" $File "hl2\npc_fisherman.cpp" $File "hl2\npc_gman.cpp" $File "hl2\npc_headcrab.cpp" $File "hl2\npc_headcrab.h" $File "episodic\npc_hunter.cpp" $File "episodic\npc_hunter.h" $File "hl2\npc_ichthyosaur.cpp" $File "hl2\npc_kleiner.cpp" $File "hl2\npc_launcher.cpp" $File "episodic\npc_magnusson.cpp" $File "hl2\npc_manhack.cpp" $File "hl2\npc_manhack.h" $File "hl2\npc_metropolice.cpp" $File "hl2\npc_metropolice.h" $File "hl2\npc_monk.cpp" $File "hl2\npc_mossman.cpp" $File "hl2\npc_playercompanion.cpp" $File "hl2\npc_playercompanion.h" $File "hl2\npc_PoisonZombie.cpp" $File "hl2\npc_rollermine.cpp" $File "hl2\npc_rollermine.h" $File "hl2\npc_scanner.cpp" $File "hl2\npc_scanner.h" $File "hl2\npc_stalker.cpp" $File "hl2\npc_stalker.h" $File "hl2\npc_strider.cpp" $File "hl2\npc_strider.h" $File "npc_talker.cpp" $File "npc_talker.h" $File "hl2\npc_turret_ceiling.cpp" $File "hl2\npc_turret_floor.cpp" $File "hl2\npc_turret_ground.cpp" $File "hl2\npc_vortigaunt_episodic.cpp" $File "hl2\npc_vortigaunt_episodic.h" $File "hl2\npc_zombie.cpp" $File "hl2\npc_zombine.cpp" $File "hl2\point_apc_controller.cpp" $File "hl2\prop_combine_ball.cpp" $File "hl2\prop_combine_ball.h" $File "episodic\prop_scalable.cpp" $File "hl2\prop_thumper.cpp" $File "hl2\proto_sniper.cpp" $File "hl2\rotorwash.cpp" $File "hl2\rotorwash.h" $File "hl2\script_intro.cpp" $File "hl2\script_intro.h" $File "$SRCDIR\game\shared\script_intro_shared.cpp" $File "hl2\vehicle_airboat.cpp" $File "hl2\vehicle_apc.h" $File "hl2\vehicle_cannon.cpp" $File "hl2\vehicle_crane.cpp" $File "hl2\vehicle_crane.h" $File "hl2\vehicle_jeep.cpp" $File "episodic\vehicle_jeep_episodic.cpp" $File "episodic\vehicle_jeep_episodic.h" $File "hl2\vehicle_prisoner_pod.cpp" $File "hl2\vehicle_viewcontroller.cpp" $File "hl2\weapon_357.cpp" $File "hl2\weapon_alyxgun.cpp" $File "hl2\weapon_alyxgun.h" $File "hl2\weapon_annabelle.cpp" $File "hl2\weapon_ar2.cpp" $File "hl2\weapon_ar2.h" $File "hl2\weapon_bugbait.cpp" $File "hl2\weapon_citizenpackage.cpp" $File "hl2\weapon_citizenpackage.h" $File "hl2\weapon_crossbow.cpp" $File "hl2\weapon_crowbar.cpp" $File "hl2\weapon_crowbar.h" $File "weapon_cubemap.cpp" $File "hl2\weapon_frag.cpp" $File "hl2\weapon_physcannon.cpp" $File "hl2\weapon_physcannon.h" $File "hl2\weapon_pistol.cpp" $File "hl2\weapon_rpg.cpp" $File "hl2\weapon_rpg.h" $File "hl2\weapon_shotgun.cpp" $File "hl2\weapon_smg1.cpp" $File "episodic\weapon_striderbuster.cpp" $File "episodic\weapon_striderbuster.h" $File "hl2\weapon_stunstick.cpp" $File "hl2\weapon_stunstick.h" $File "episodic\ep1_gamestats.h" $File "episodic\ep2_gamestats.h" $File "episodic\ep1_gamestats.cpp" \ "episodic\ep2_gamestats.cpp" { $Configuration { $Compiler { $Create/UsePrecompiledHeader "Not Using Precompiled Headers" } } } $File "hl2\func_bulletshield.cpp" $File "hl2\func_bulletshield.h" $File "episodic\npc_puppet.cpp"
$Folder "unused" { $File "hl2\grenade_beam.cpp" $File "hl2\grenade_beam.h" $File "hl2\grenade_homer.cpp" $File "hl2\grenade_homer.h" $File "hl2\grenade_pathfollower.cpp" $File "hl2\grenade_pathfollower.h" $File "hl2\npc_missiledefense.cpp" $File "hl2\vehicle_apc.cpp" $File "hl2\weapon_cguard.cpp" $File "hl2\weapon_flaregun.cpp" $File "hl2\weapon_flaregun.h" } } } }
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