Team Fortress 2 Source Code as on 22/4/2020
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# Microsoft Developer Studio Project File - Name="caveview" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Application" 0x0101
CFG=caveview - 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 "caveview.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 "caveview.mak" CFG="caveview - Win32 Debug" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "caveview - Win32 Release" (based on "Win32 (x86) Application") !MESSAGE "caveview - Win32 Debug" (based on "Win32 (x86) Application") !MESSAGE
# Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName "" # PROP Scc_LocalPath "" CPP=cl.exe MTL=midl.exe RSC=rc.exe
!IF "$(CFG)" == "caveview - Win32 Release"
# PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir "Release" # PROP BASE Intermediate_Dir "Release" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir "Release" # PROP Intermediate_Dir "Release" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c # ADD CPP /nologo /MD /W3 /WX /GX /Zd /O2 /I "../.." /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /FD /c # SUBTRACT CPP /YX # ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x409 /d "NDEBUG" # ADD RSC /l 0x409 /d "NDEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386 # ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib sdl2.lib opengl32.lib glu32.lib winmm.lib sdl2_mixer.lib advapi32.lib /nologo /subsystem:windows /debug /machine:I386 # SUBTRACT LINK32 /map
!ELSEIF "$(CFG)" == "caveview - 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 /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /GZ /c # ADD CPP /nologo /MDd /W3 /WX /Gm /GX /Zi /Od /I "../.." /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /FD /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 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 /subsystem:windows /debug /machine:I386 /pdbtype:sept # ADD LINK32 kernel32.lib user32.lib gdi32.lib advapi32.lib winspool.lib comdlg32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib sdl2.lib opengl32.lib glu32.lib winmm.lib sdl2_mixer.lib /nologo /subsystem:windows /incremental:no /debug /machine:I386 /pdbtype:sept
!ENDIF
# Begin Target
# Name "caveview - Win32 Release" # Name "caveview - Win32 Debug" # Begin Source File
SOURCE=.\cave_main.c # End Source File # Begin Source File
SOURCE=.\cave_mesher.c # End Source File # Begin Source File
SOURCE=.\cave_parse.c # End Source File # Begin Source File
SOURCE=.\cave_parse.h # End Source File # Begin Source File
SOURCE=.\cave_render.c # End Source File # Begin Source File
SOURCE=.\caveview.h # End Source File # Begin Source File
SOURCE=.\glext.h # End Source File # Begin Source File
SOURCE=.\glext_list.h # End Source File # Begin Source File
SOURCE=.\README.md # End Source File # Begin Source File
SOURCE=.\win32\SDL_windows_main.c # End Source File # Begin Source File
SOURCE=..\..\stb.h # End Source File # Begin Source File
SOURCE=..\..\stb_easy_font.h # End Source File # Begin Source File
SOURCE=.\stb_gl.h # End Source File # Begin Source File
SOURCE=.\stb_glprog.h # End Source File # Begin Source File
SOURCE=..\..\stb_image.h # End Source File # Begin Source File
SOURCE=..\..\stb_voxel_render.h # End Source File # End Target # End Project
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