Team Fortress 2 Source Code as on 22/4/2020
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# Microsoft Developer Studio Project File - Name="unitlib" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=unitlib - 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 "unitlib.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 "unitlib.mak" CFG="unitlib - Win32 Release" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "unitlib - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "unitlib - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE
# Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName ""$/Src/unitlib", JOYDAAAA" # PROP Scc_LocalPath "." CPP=cl.exe MTL=midl.exe RSC=rc.exe
!IF "$(CFG)" == "unitlib - 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 /G6 /W4 /Ox /Ot /Ow /Og /Oi /Op /Gf /Gy /I "..\common" /I "..\public" /I "..\public\tier1" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D fopen=dont_use_fopen /D "UNITLIB_DLL_EXPORT" /FD /c # ADD CPP /nologo /G6 /W4 /Z7 /Ox /Ot /Ow /Og /Oi /Op /Gf /Gy /I "..\common" /I "..\public" /I "..\public\tier1" /D "_WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D fopen=dont_use_fopen /D "UNITLIB_DLL_EXPORT" /FD /c # 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 /nologo /subsystem:windows /dll /machine:I386 /libpath:"..\..\lib\common\Release" /libpath:"..\..\lib\public\Release" # ADD LINK32 /nologo /subsystem:windows /dll /map /debug /machine:I386 /libpath:"..\lib\common\\" /libpath:"..\lib\public\\" # Begin Custom Build - Publishing to target directory (..\..\game\bin) ... TargetDir=.\Release TargetPath=.\Release\unitlib.dll InputPath=.\Release\unitlib.dll SOURCE="$(InputPath)"
BuildCmds= \ if exist ..\..\game\bin\unitlib.dll attrib -r ..\..\game\bin\unitlib.dll \ copy $(TargetPath) ..\..\game\bin\unitlib.dll \ if exist $(TargetDir)\unitlib.map copy $(TargetDir)\unitlib.map ..\..\game\bin\unitlib.map \ if exist ..\lib\public\unitlib.lib attrib -r ..\lib\public\unitlib.lib \ if exist $(TargetDir)\unitlib.lib copy $(TargetDir)\unitlib.lib ..\lib\public\unitlib.lib \
"..\..\game\bin\unitlib.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds)
"..\lib\public\unitlib.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds) # End Custom Build
!ELSEIF "$(CFG)" == "unitlib - 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 /G6 /W4 /Gm /ZI /Od /Op /I "..\common" /I "..\public" /I "..\public\tier1" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D fopen=dont_use_fopen /D "UNITLIB_DLL_EXPORT" /FR /FD /GZ /GZ /c # ADD CPP /nologo /G6 /W4 /Z7 /Od /Op /I "..\common" /I "..\public" /I "..\public\tier1" /D "_WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D fopen=dont_use_fopen /D "UNITLIB_DLL_EXPORT" /FR /FD /GZ /GZ /c # 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 /nologo /subsystem:windows /dll /debug /machine:I386 /pdbtype:sept /libpath:"..\..\lib\common\Debug" /libpath:"..\..\lib\public\Debug" # ADD LINK32 /nologo /subsystem:windows /dll /map /debug /machine:I386 /pdbtype:sept /libpath:"..\lib\common\\" /libpath:"..\lib\public\\" # SUBTRACT LINK32 /pdb:none # Begin Custom Build - Publishing to target directory... TargetDir=.\Debug TargetPath=.\Debug\unitlib.dll InputPath=.\Debug\unitlib.dll SOURCE="$(InputPath)"
BuildCmds= \ if exist ..\..\game\bin\unitlib.dll attrib -r ..\..\game\bin\unitlib.dll \ copy $(TargetPath) ..\..\game\bin\unitlib.dll \ if exist $(TargetDir)\unitlib.map copy $(TargetDir)\unitlib.map ..\..\game\bin\unitlib.map \ if exist ..\lib\public\unitlib.lib attrib -r ..\lib\public\unitlib.lib \ if exist $(TargetDir)\unitlib.lib copy $(TargetDir)\unitlib.lib ..\lib\public\unitlib.lib \
"..\..\game\bin\unitlib.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds)
"..\lib\public\unitlib.lib" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)" $(BuildCmds) # End Custom Build
!ENDIF
# Begin Target
# Name "unitlib - Win32 Release" # Name "unitlib - Win32 Debug" # Begin Group "Implementation"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;h;hpp;hxx;hm;inl" # Begin Source File
SOURCE=.\unitlib.cpp # End Source File # End Group # Begin Group "Interface"
# PROP Default_Filter "h;hpp;hxx;hm;inl" # Begin Source File
SOURCE=..\Public\unitlib\UnitLib.h # End Source File # End Group # Begin Source File
SOURCE=..\lib\public\tier0.lib # End Source File # End Target # End Project
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