Team Fortress 2 Source Code as on 22/4/2020
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  1. # Microsoft Developer Studio Project File - Name="MaterialSystem" - 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=MATERIALSYSTEM - WIN32 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 "materialsystem.mak".
  10. !MESSAGE
  11. !MESSAGE You can specify a configuration when running NMAKE
  12. !MESSAGE by defining the macro CFG on the command line. For example:
  13. !MESSAGE
  14. !MESSAGE NMAKE /f "materialsystem.mak" CFG="MATERIALSYSTEM - WIN32 RELEASE"
  15. !MESSAGE
  16. !MESSAGE Possible choices for configuration are:
  17. !MESSAGE
  18. !MESSAGE "MaterialSystem - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
  19. !MESSAGE "MaterialSystem - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
  20. !MESSAGE
  21. # Begin Project
  22. # PROP AllowPerConfigDependencies 0
  23. # PROP Scc_ProjName ""$/Src/common/MaterialSystem", FEACAAAA"
  24. # PROP Scc_LocalPath "."
  25. CPP=cl.exe
  26. MTL=midl.exe
  27. RSC=rc.exe
  28. !IF "$(CFG)" == "MaterialSystem - Win32 Release"
  29. # PROP BASE Use_MFC 0
  30. # PROP BASE Use_Debug_Libraries 0
  31. # PROP BASE Output_Dir "Release"
  32. # PROP BASE Intermediate_Dir "Release"
  33. # PROP BASE Target_Dir ""
  34. # PROP Use_MFC 0
  35. # PROP Use_Debug_Libraries 0
  36. # PROP Output_Dir "Release"
  37. # PROP Intermediate_Dir "Release"
  38. # PROP Ignore_Export_Lib 0
  39. # PROP Target_Dir ""
  40. # ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "MATERIALSYSTEM_EXPORTS" /YX /FD /c
  41. # 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
  42. # SUBTRACT CPP /YX
  43. # ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
  44. # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
  45. # ADD BASE RSC /l 0x409 /d "NDEBUG"
  46. # ADD RSC /l 0x409 /d "NDEBUG"
  47. BSC32=bscmake.exe
  48. # ADD BASE BSC32 /nologo
  49. # ADD BSC32 /nologo
  50. LINK32=link.exe
  51. # 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
  52. # 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"
  53. # SUBTRACT LINK32 /profile /map
  54. # Begin Custom Build
  55. TargetDir=.\Release
  56. TargetPath=.\Release\materialsystem.dll
  57. InputPath=.\Release\materialsystem.dll
  58. SOURCE="$(InputPath)"
  59. BuildCmds= \
  60. if exist ..\..\game\bin\MaterialSystem.dll attrib -r ..\..\game\bin\MaterialSystem.dll \
  61. if exist ..\..\game\bin\MaterialSystem.map attrib -r ..\..\game\bin\MaterialSystem.map \
  62. if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\MaterialSystem.dll \
  63. if exist $(TargetDir)\MaterialSystem.map copy $(TargetDir)\MaterialSystem.map ..\..\game\bin\MaterialSystem.map \
  64. if exist ..\..\game\bin\MaterialSystem.pdb attrib -r ..\..\game\bin\MaterialSystem.pdb \
  65. if exist $(TargetDir)\MaterialSystem.pdb copy $(TargetDir)\MaterialSystem.pdb ..\..\game\bin \
  66. "..\..\game\bin\MaterialSystem.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
  67. $(BuildCmds)
  68. "..\..\game\bin\MaterialSystem.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
  69. $(BuildCmds)
  70. # End Custom Build
  71. !ELSEIF "$(CFG)" == "MaterialSystem - Win32 Debug"
  72. # PROP BASE Use_MFC 0
  73. # PROP BASE Use_Debug_Libraries 1
  74. # PROP BASE Output_Dir "MaterialSystem___Win32_Debug"
  75. # PROP BASE Intermediate_Dir "MaterialSystem___Win32_Debug"
  76. # PROP BASE Target_Dir ""
  77. # PROP Use_MFC 0
  78. # PROP Use_Debug_Libraries 1
  79. # PROP Output_Dir "Debug"
  80. # PROP Intermediate_Dir "Debug"
  81. # PROP Ignore_Export_Lib 0
  82. # PROP Target_Dir ""
  83. # 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
  84. # 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
  85. # SUBTRACT CPP /YX
  86. # ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
  87. # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
  88. # ADD BASE RSC /l 0x409 /d "_DEBUG"
  89. # ADD RSC /l 0x409 /d "_DEBUG"
  90. BSC32=bscmake.exe
  91. # ADD BASE BSC32 /nologo
  92. # ADD BSC32 /nologo
  93. LINK32=link.exe
  94. # 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
  95. # 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"
  96. # SUBTRACT LINK32 /nodefaultlib
  97. # Begin Custom Build
  98. TargetDir=.\Debug
  99. TargetPath=.\Debug\materialsystem.dll
  100. InputPath=.\Debug\materialsystem.dll
  101. SOURCE="$(InputPath)"
  102. "..\..\game\bin\MaterialSystem.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
  103. if exist ..\..\game\bin\MaterialSystem.dll attrib -r ..\..\game\bin\MaterialSystem.dll
  104. if exist ..\..\game\bin\MaterialSystem.map attrib -r ..\..\game\bin\MaterialSystem.map
  105. if exist $(TargetPath) copy $(TargetPath) ..\..\game\bin\MaterialSystem.dll
  106. if exist $(TargetDir)\MaterialSystem.map copy $(TargetDir)\MaterialSystem.map ..\..\game\bin\MaterialSystem.map
  107. # End Custom Build
  108. !ENDIF
  109. # Begin Target
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  111. # Name "MaterialSystem - Win32 Debug"
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  392. !IF "$(CFG)" == "MaterialSystem - Win32 Release"
  393. # SUBTRACT CPP /YX /Yc /Yu
  394. !ELSEIF "$(CFG)" == "MaterialSystem - Win32 Debug"
  395. # SUBTRACT CPP /YX /Yc /Yu
  396. !ENDIF
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  414. # End Target
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