Team Fortress 2 Source Code as on 22/4/2020
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  1. # Microsoft Developer Studio Project File - Name="engine" - Package Owner=<4>
  2. # Microsoft Developer Studio Generated Build File, Format Version 6.00
  3. # ** DO NOT EDIT **
  4. # TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
  5. CFG=engine - Win32 Dedicated Release
  6. !MESSAGE This is not a valid makefile. To build this project using NMAKE,
  7. !MESSAGE use the Export Makefile command and run
  8. !MESSAGE
  9. !MESSAGE NMAKE /f "engine.mak".
  10. !MESSAGE
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  18. !MESSAGE "engine - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
  19. !MESSAGE "engine - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
  20. !MESSAGE "engine - Win32 Dedicated Debug" (based on "Win32 (x86) Dynamic-Link Library")
  21. !MESSAGE "engine - Win32 Dedicated Release" (based on "Win32 (x86) Dynamic-Link Library")
  22. !MESSAGE
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  26. # PROP Scc_LocalPath "."
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  30. !IF "$(CFG)" == "engine - Win32 Debug"
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  43. # ADD CPP /nologo /G6 /MTd /W4 /Gm /GR /ZI /Od /Op /I ".\audio\public" /I "..\vgui2\include" /I "..\vgui2\controls" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "_DEBUG" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /FR /FD /GM /c
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  56. # SUBTRACT LINK32 /pdb:none /incremental:no /map
  57. # Begin Custom Build - Copying to game dir
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  61. SOURCE="$(InputPath)"
  62. "..\..\game\bin\engine.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
  63. if exist ..\..\game\bin\engine.dll attrib -r ..\..\game\bin\engine.dll
  64. if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\engine.dll
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  79. # ADD BASE CPP /nologo /G5 /MT /GX /Zi /Od /I "..\scitech\include" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "THIRDPERSON" /D "~NEWPHYSICS" /D "QUAKE2" /D "GLQUAKE" /FR /YX /c
  80. # ADD CPP /nologo /G6 /MT /W4 /GR /Zi /Ox /Ot /Ow /Og /Op /Ob2 /Gf /Gy /I ".\audio\public" /I "..\vgui2\include" /I "..\vgui2\controls" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "NDEBUG" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /Fr /FD /GM /c
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  87. # ADD BSC32 /nologo /o".\GLRelease\hw.bsc"
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  89. # ADD BASE LINK32 ..\scitech\lib\win32\vc\mglfx.lib winmm.lib wsock32.lib opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib /nologo /subsystem:windows /incremental:no /debug /machine:I386 /nodefaultlib:"LIBC" /out:"debuggl/enginegl.exe"
  90. # SUBTRACT BASE LINK32 /nodefaultlib
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  92. # SUBTRACT LINK32 /pdb:none
  93. # Begin Custom Build - Copying to game dir
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  96. InputPath=.\GLRelease\engine.dll
  97. SOURCE="$(InputPath)"
  98. BuildCmds= \
  99. if exist ..\..\game\bin\engine.dll attrib -r ..\..\game\bin\engine.dll \
  100. if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\engine.dll \
  101. if exist $(TargetDir)\engine.map copy $(TargetDir)\engine.map ..\..\game\bin\engine.map \
  102. if exist ..\..\game\bin\engine.pdb attrib -r ..\..\game\bin\engine.pdb \
  103. if exist $(TargetDir)\engine.pdb copy $(TargetDir)\engine.pdb ..\..\game\bin\engine.pdb \
  104. "..\..\game\bin\engine.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
  105. $(BuildCmds)
  106. "..\..\game\bin\engine.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
  107. $(BuildCmds)
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  124. # ADD CPP /nologo /G6 /MTd /W4 /Gm /GR /ZI /Od /Op /I "audio\public" /I "..\public" /I "..\public\tier1" /I "..\common" /I "..\dx9sdk\include" /D "_DEBUG" /D "SWDS" /D "IMAGE_LOADER_NO_DXTC" /D fopen=dont_use_fopen /D "USE_CONVARS" /D "WIN32" /D "VOICE_OVER_IP" /D "BUMPMAP" /D "_WINDOWS" /D "__USEA3D" /D "_ADD_EAX_" /D "ENGINE_DLL" /D "_WIN32" /D "PROTECTED_THINGS_ENABLE" /D "PROTECT_FILEIO_FUNCTIONS" /FR /FD /GM /c
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  134. # ADD BASE LINK32 vgui_controls.lib oleaut32.lib dinput8.lib winmm.lib wsock32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib uuid.lib /nologo /base:"0x20000000" /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"LIBC" /nodefaultlib:"libcmtd.lib" /nodefaultlib:"libcmt.lib" /libpath:"..\lib\public" /libpath:"..\lib\common" /libpath:"..\dx9sdk\lib"
  135. # SUBTRACT BASE LINK32 /pdb:none /incremental:no /map
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  137. # SUBTRACT LINK32 /pdb:none /incremental:no
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  142. SOURCE="$(InputPath)"
  143. "..\..\game\bin\swds.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
  144. if exist ..\..\game\bin\swds.dll attrib -r ..\..\game\bin\swds.dll
  145. if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\swds.dll
  146. if exist $(TargetDir)\engine.map copy $(TargetDir)\swds.map ..\..\game\bin\swds.map
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  176. # Begin Custom Build - Copying to game dir
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  180. SOURCE="$(InputPath)"
  181. "..\..\game\bin\swds.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
  182. if exist ..\..\game\bin\swds.dll attrib -r ..\..\game\bin\swds.dll
  183. if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\swds.dll
  184. if exist $(TargetDir)\engine.map copy $(TargetDir)\swds.map ..\..\game\bin\swds.map
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  224. # ADD CPP /I ".\audio\private"
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  236. # ADD CPP /I ".\audio\private"
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  238. !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
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  293. # Begin Source File
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  1461. # ADD CPP /FAs
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  3364. SOURCE=.\audio\private\snd_wave_mixer_private.h
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  3366. # Begin Source File
  3367. SOURCE=.\audio\private\snd_wave_source.h
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  3370. SOURCE=.\audio\private\snd_wave_temp.h
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  3373. SOURCE=.\audio\private\sound_private.h
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  3376. SOURCE=.\audio\private\voice_gain.h
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  3378. # Begin Source File
  3379. SOURCE=.\audio\private\voice_mixer_controls.h
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  3381. # Begin Source File
  3382. SOURCE=.\audio\private\voice_sound_engine_interface.h
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  3385. SOURCE=.\audio\private\voice_wavefile.h
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  3388. SOURCE=.\audio\private\vox_private.h
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  3392. # Begin Source File
  3393. SOURCE=..\lib\public\vgui_controls.lib
  3394. !IF "$(CFG)" == "engine - Win32 Debug"
  3395. !ELSEIF "$(CFG)" == "engine - Win32 Release"
  3396. !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
  3397. # PROP Exclude_From_Build 1
  3398. !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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  3406. SOURCE=..\DX9SDK\lib\dsound.lib
  3407. !IF "$(CFG)" == "engine - Win32 Debug"
  3408. !ELSEIF "$(CFG)" == "engine - Win32 Release"
  3409. !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
  3410. # PROP Exclude_From_Build 1
  3411. !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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  3416. SOURCE=..\DX9SDK\lib\dxguid.lib
  3417. !IF "$(CFG)" == "engine - Win32 Debug"
  3418. !ELSEIF "$(CFG)" == "engine - Win32 Release"
  3419. !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Debug"
  3420. # PROP Exclude_From_Build 1
  3421. !ELSEIF "$(CFG)" == "engine - Win32 Dedicated Release"
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  3429. SOURCE=..\lib\public\vtf.lib
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  3431. # Begin Source File
  3432. SOURCE=..\lib\common\jpeglib.lib
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  3435. SOURCE=..\lib\common\Steam.lib
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  3438. SOURCE=..\lib\common\vc6\validatevalvecdkey.lib
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  3441. SOURCE=..\lib\common\vc6\cryptlib.lib
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  3444. SOURCE=..\lib\common\vc6\FindSteamServers.lib
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  3447. SOURCE=..\lib\common\vc6\bzip2.lib
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