Team Fortress 2 Source Code as on 22/4/2020
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# Microsoft Developer Studio Project File - Name="MaterialSystem" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=MATERIALSYSTEM - 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 "materialsystem.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 "materialsystem.mak" CFG="MATERIALSYSTEM - WIN32 RELEASE" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "MaterialSystem - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "MaterialSystem - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE
# Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName ""$/Src/common/MaterialSystem", FEACAAAA" # PROP Scc_LocalPath "." CPP=cl.exe MTL=midl.exe RSC=rc.exe
!IF "$(CFG)" == "MaterialSystem - 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" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /YX /FD /c # ADD CPP /nologo /G6 /W4 /Zi /O2 /Ob2 /I "..\common" /I "..\public" /I "..\public\tier1" /D "NDEBUG" /D "_WIN32" /D "DEFINE_MATERIALSYSTEM_INTERFACE" /D "WIN32" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /D strncpy=use_Q_strncpy_instead /D _snprintf=use_Q_snprintf_instead /D "_WINDOWS" /D "PROTECTED_THINGS_ENABLE" /Fr /FD /c # SUBTRACT CPP /YX # ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /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 /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 odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /nodefaultlib:"libcd.lib" /libpath:"..\..\lib\public" /libpath:"..\..\lib\common" # SUBTRACT LINK32 /profile /map # Begin Custom Build TargetDir=.\Release TargetPath=.\Release\materialsystem.dll InputPath=.\Release\materialsystem.dll SOURCE="$(InputPath)"
BuildCmds= \ if exist ..\..\game\bin\MaterialSystem.dll attrib -r ..\..\game\bin\MaterialSystem.dll \ if exist ..\..\game\bin\MaterialSystem.map attrib -r ..\..\game\bin\MaterialSystem.map \ if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\MaterialSystem.dll \ if exist $(TargetDir)\MaterialSystem.map copy $(TargetDir)\MaterialSystem.map ..\..\game\bin\MaterialSystem.map \ if exist ..\..\game\bin\MaterialSystem.pdb attrib -r ..\..\game\bin\MaterialSystem.pdb \ if exist $(TargetDir)\MaterialSystem.pdb copy $(TargetDir)\MaterialSystem.pdb ..\..\game\bin \
"..\..\game\bin\MaterialSystem.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds)
"..\..\game\bin\MaterialSystem.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds) # End Custom Build
!ELSEIF "$(CFG)" == "MaterialSystem - Win32 Debug"
# PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir "MaterialSystem___Win32_Debug" # PROP BASE Intermediate_Dir "MaterialSystem___Win32_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" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /YX /FD /GZ /c # ADD CPP /nologo /G6 /W4 /Gm /ZI /Od /I "..\common" /I "..\public" /I "..\public\tier1" /D fopen=dont_use_fopen /D "_DEBUG" /D "_WIN32" /D "DEFINE_MATERIALSYSTEM_INTERFACE" /D "WIN32" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /D strncpy=use_Q_strncpy_instead /D _snprintf=use_Q_snprintf_instead /D "_WINDOWS" /D "PROTECTED_THINGS_ENABLE" /FR /FD /GZ /c # SUBTRACT CPP /YX # ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /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 /dll /debug /machine:I386 /pdbtype:sept # ADD 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 /base:"0x28000000" /dll /map /debug /machine:I386 /nodefaultlib:"msvcrt.lib" /nodefaultlib:"libc.lib" /pdbtype:sept /libpath:"..\..\lib\public" /libpath:"..\..\lib\common" # SUBTRACT LINK32 /nodefaultlib # Begin Custom Build TargetDir=.\Debug TargetPath=.\Debug\materialsystem.dll InputPath=.\Debug\materialsystem.dll SOURCE="$(InputPath)"
"..\..\game\bin\MaterialSystem.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" if exist ..\..\game\bin\MaterialSystem.dll attrib -r ..\..\game\bin\MaterialSystem.dll if exist ..\..\game\bin\MaterialSystem.map attrib -r ..\..\game\bin\MaterialSystem.map if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\MaterialSystem.dll if exist $(TargetDir)\MaterialSystem.map copy $(TargetDir)\MaterialSystem.map ..\..\game\bin\MaterialSystem.map # End Custom Build
!ENDIF
# Begin Target
# Name "MaterialSystem - Win32 Release" # Name "MaterialSystem - Win32 Debug" # Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat" # Begin Source File
SOURCE=..\tier1\characterset.cpp # End Source File # Begin Source File
SOURCE=..\tier1\checksum_crc.cpp # End Source File # Begin Source File
SOURCE=..\tier1\checksum_md5.cpp # End Source File # Begin Source File
SOURCE=.\CMaterial.cpp # SUBTRACT CPP /YX /Yc /Yu # End Source File # Begin Source File
SOURCE=.\CMaterialSubRect.cpp # End Source File # Begin Source File
SOURCE=.\CMaterialSystem.cpp # SUBTRACT CPP /YX /Yc /Yu # End Source File # Begin Source File
SOURCE=.\CMaterialVar.cpp # SUBTRACT CPP /YX /Yc /Yu # End Source File # Begin Source File
SOURCE=.\ColorSpace.cpp # SUBTRACT CPP /YX /Yc /Yu # End Source File # Begin Source File
SOURCE=.\CTexture.cpp # SUBTRACT CPP /YX /Yc /Yu # End Source File # Begin Source File
SOURCE=..\public\filesystem_helpers.cpp # End Source File # Begin Source File
SOURCE=..\Public\imageloader.cpp # End Source File # Begin Source File
SOURCE=.\ImagePacker.cpp # SUBTRACT CPP /YX /Yc /Yu # End Source File # Begin Source File
SOURCE=..\tier1\interface.cpp # End Source File # Begin Source File
SOURCE=..\tier1\KeyValues.cpp # End Source File # Begin Source File
SOURCE=.\mat_stub.cpp # End Source File # Begin Source File
SOURCE=.\MaterialSystem.rc # End Source File # Begin Source File
SOURCE=.\MaterialSystem_Global.cpp # SUBTRACT CPP /YX /Yc /Yu # End Source File # Begin Source File
SOURCE=..\Public\mathlib.cpp # End Source File # Begin Source File
SOURCE=.\matrendertexture.cpp # End Source File # Begin Source File
SOURCE=..\Public\tier0\memoverride.cpp # End Source File # Begin Source File
SOURCE=..\tier1\mempool.cpp # End Source File # Begin Source File
SOURCE=.\ShaderSystem.cpp # SUBTRACT CPP /YX /Yc /Yu # End Source File # Begin Source File
SOURCE=.\TextureManager.cpp # SUBTRACT CPP /YX /Yc /Yu # End Source File # Begin Source File
SOURCE=..\Public\tgaloader.cpp # End Source File # Begin Source File
SOURCE=..\Public\tgawriter.cpp # End Source File # Begin Source File
SOURCE=..\tier1\utlbuffer.cpp # End Source File # Begin Source File
SOURCE=..\tier1\utlsymbol.cpp # End Source File # Begin Source File
SOURCE=..\Public\vmatrix.cpp # End Source File # End Group # Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl" # Begin Source File
SOURCE=..\Public\amd3dx.h # End Source File # Begin Source File
SOURCE=..\Public\basetypes.h # End Source File # Begin Source File
SOURCE=..\Public\bumpvects.h # End Source File # Begin Source File
SOURCE=.\ColorSpace.h # End Source File # Begin Source File
SOURCE=..\Public\const.h # End Source File # Begin Source File
SOURCE=..\public\tier1\convar.h # End Source File # Begin Source File
SOURCE=..\Public\crtmemdebug.h # End Source File # Begin Source File
SOURCE=..\common\cstringhash.h # End Source File # Begin Source File
SOURCE=..\Public\FileSystem.h # End Source File # Begin Source File
SOURCE=..\public\appframework\IAppSystem.h # End Source File # Begin Source File
SOURCE=.\IHardwareConfigInternal.h # End Source File # Begin Source File
SOURCE=..\Public\ImageLoader.h # End Source File # Begin Source File
SOURCE=.\ImagePacker.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\imaterial.h # End Source File # Begin Source File
SOURCE=.\IMaterialInternal.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\imaterialproxy.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\imaterialproxyfactory.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\imaterialsystem.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\imaterialsystemhardwareconfig.h # End Source File # Begin Source File
SOURCE=.\IMaterialSystemInternal.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\imaterialsystemstub.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\imaterialvar.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\imesh.h # End Source File # Begin Source File
SOURCE=..\public\tier1\interface.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\IShader.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\ishaderapi.h # End Source File # Begin Source File
SOURCE=.\IShaderSystem.h # End Source File # Begin Source File
SOURCE=.\IShaderUtil.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\IShaderV2.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\itexture.h # End Source File # Begin Source File
SOURCE=.\ITextureInternal.h # End Source File # Begin Source File
SOURCE=..\public\tier1\KeyValues.h # End Source File # Begin Source File
SOURCE=.\mat_stub.h # End Source File # Begin Source File
SOURCE=..\public\materialsystem\materialsystem_config.h # End Source File # Begin Source File
SOURCE=.\MaterialSystem_Global.h # End Source File # Begin Source File
SOURCE=..\Public\MATHLIB.H # End Source File # Begin Source File
SOURCE=.\matrendertexture.h # End Source File # Begin Source File
SOURCE=..\public\tier1\mempool.h # End Source File # Begin Source File
SOURCE=..\Public\PixelWriter.h # End Source File # Begin Source File
SOURCE=.\resource.h # End Source File # Begin Source File
SOURCE=..\Public\s3_intrf.h # End Source File # Begin Source File
SOURCE=.\ShaderAPI.h # End Source File # Begin Source File
SOURCE=.\ShaderSystem.h # End Source File # Begin Source File
SOURCE=..\public\vstdlib\strtools.h # End Source File # Begin Source File
SOURCE=.\TextureManager.h # End Source File # Begin Source File
SOURCE=..\Public\TGALoader.h # End Source File # Begin Source File
SOURCE=..\Public\TGAWriter.h # End Source File # Begin Source File
SOURCE=..\public\tier1\utlbuffer.h # End Source File # Begin Source File
SOURCE=..\public\tier1\utlmemory.h # End Source File # Begin Source File
SOURCE=..\public\tier1\utlrbtree.h # End Source File # Begin Source File
SOURCE=..\public\tier1\utlsymbol.h # End Source File # Begin Source File
SOURCE=..\public\tier1\utlvector.h # End Source File # Begin Source File
SOURCE=..\Public\vector.h # End Source File # Begin Source File
SOURCE=..\Public\vector2d.h # End Source File # Begin Source File
SOURCE=..\Public\vector4d.h # End Source File # Begin Source File
SOURCE=..\Public\vmatrix.h # End Source File # Begin Source File
SOURCE=..\Public\vplane.h # End Source File # Begin Source File
SOURCE=..\public\vstdlib\vstdlib.h # End Source File # Begin Source File
SOURCE=..\public\vtf\vtf.h # End Source File # End Group # Begin Group "Shader Source"
# PROP Default_Filter "" # Begin Source File
SOURCE=.\Wireframe.cpp
!IF "$(CFG)" == "MaterialSystem - Win32 Release"
# SUBTRACT CPP /YX /Yc /Yu
!ELSEIF "$(CFG)" == "MaterialSystem - Win32 Debug"
# SUBTRACT CPP /YX /Yc /Yu
!ENDIF
# End Source File # End Group # Begin Source File
SOURCE=..\lib\public\vtf.lib # End Source File # Begin Source File
SOURCE=..\lib\public\vstdlib.lib # End Source File # Begin Source File
SOURCE=..\lib\public\nvtc.lib # End Source File # Begin Source File
SOURCE=..\lib\public\tier0.lib # End Source File # Begin Source File
SOURCE=..\lib\public\shaderlib.lib # End Source File # End Target # End Project
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