Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
# Microsoft Developer Studio Project File - Name="shaderempty" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=shaderempty - Win32 Debug !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 "shaderempty.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 "shaderempty.mak" CFG="shaderempty - Win32 Debug" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "shaderempty - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "shaderempty - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE
# Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName ""$/Src/common/MaterialSystem/shaderempty", SKRCAAAA" # PROP Scc_LocalPath "." CPP=cl.exe MTL=midl.exe RSC=rc.exe
!IF "$(CFG)" == "shaderempty - 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 "SHADEREMPTY_EXPORTS" /YX /FD /c # ADD CPP /nologo /G6 /W4 /Zi /O2 /I "..\..\common" /I "..\..\public" /I "..\..\public\tier1" /I "..\\" /D "NDEBUG" /D "_WIN32" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SHADER_DLL_EXPORT" /D "PROTECTED_THINGS_ENABLE" /FD /c # SUBTRACT CPP /Fr /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 /nologo /dll /map /debug /machine:I386 /out:"Release/shaderapiempty.dll" /libpath:"..\..\..\lib\common" /libpath:"..\..\..\lib\public" # Begin Custom Build TargetPath=.\Release\shaderapiempty.dll InputPath=.\Release\shaderapiempty.dll SOURCE="$(InputPath)"
"..\..\..\game\bin\shaderapiempty.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" if exist ..\..\..\game\bin\shaderapiempty.dll attrib -r ..\..\..\game\bin\shaderapiempty.dll if exist $(TargetPath) copy $(TargetPath) ..\..\..\game\bin\shaderapiempty.dll # End Custom Build
!ELSEIF "$(CFG)" == "shaderempty - 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" /D "_MBCS" /D "_USRDLL" /D "SHADEREMPTY_EXPORTS" /YX /FD /GZ /c # ADD CPP /nologo /G6 /W4 /Gm /ZI /Od /I "..\..\common" /I "..\..\public" /I "..\..\public\tier1" /I "..\\" /D "_DEBUG" /D "_WIN32" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "SHADER_DLL_EXPORT" /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 /nologo /dll /debug /machine:I386 /out:"Debug/shaderapiempty.dll" /pdbtype:sept /libpath:"..\..\..\lib\common" /libpath:"..\..\..\lib\public" # Begin Custom Build TargetPath=.\Debug\shaderapiempty.dll InputPath=.\Debug\shaderapiempty.dll SOURCE="$(InputPath)"
"..\..\..\game\bin\shaderapiempty.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" if exist ..\..\..\game\bin\shaderapiempty.dll attrib -r ..\..\..\game\bin\shaderapiempty.dll if exist $(TargetPath) copy $(TargetPath) ..\..\..\game\bin\shaderapiempty.dll # End Custom Build
!ENDIF
# Begin Target
# Name "shaderempty - Win32 Release" # Name "shaderempty - Win32 Debug" # Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat" # Begin Source File
SOURCE=..\..\tier1\interface.cpp # End Source File # Begin Source File
SOURCE=.\ShaderAPIEmpty.cpp # End Source File # End Group # Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl" # Begin Source File
SOURCE=..\..\public\tier0\platform.h # End Source File # End Group # Begin Source File
SOURCE=..\..\lib\public\vstdlib.lib # End Source File # Begin Source File
SOURCE=..\..\lib\public\tier0.lib # End Source File # End Target # End Project
|