Team Fortress 2 Source Code as on 22/4/2020
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//----------------------------------------------------------------------------- // VPHYSICS.VPC // // Project Script //-----------------------------------------------------------------------------
$macro SRCDIR ".." $Macro OUTBINDIR "$SRCDIR\..\game\bin"
$include "$SRCDIR\vpc_scripts\source_dll_base.vpc"
$Configuration { $Compiler { $AdditionalIncludeDirectories "$BASE;$SRCDIR\ivp\ivp_intern;$SRCDIR\ivp\ivp_collision;$SRCDIR\ivp\ivp_physics;$SRCDIR\ivp\ivp_surface_manager;$SRCDIR\ivp\ivp_utility;$SRCDIR\ivp\ivp_controller;$SRCDIR\ivp\ivp_compact_builder;$SRCDIR\ivp\havana\havok;$SRCDIR\ivp\havana" $PreprocessorDefinitions "$BASE;VPHYSICS_EXPORTS;HAVANA_CONSTRAINTS;HAVOK_MOPP" $Create/UsePrecompiledHeader "Use Precompiled Header (/Yu)" $Create/UsePCHThroughFile "cbase.h" $PrecompiledHeaderFile "$(IntDir)\vphysics.pch" // Language $EnableRunTimeTypeInfo "No (/GR-)" } $Compiler [$WIN32] { $EnableEnhancedInstructionSet "Streaming SIMD Extensions (/arch:SSE)" }
$Linker { $AdditionalDependencies "$BASE odbc32.lib odbccp32.lib" [$WIN32] $SystemLibraries "iconv" [$OSXALL] } }
$Project "vphysics" { $Folder "Source Files" { $File "stdafx.cpp" { $Configuration { $Compiler { $Create/UsePrecompiledHeader "Create Precompiled Header (/Yc)" } } }
$File "convert.cpp" \ "$SRCDIR\public\filesystem_helpers.cpp" { $Configuration { $Compiler { $Create/UsePrecompiledHeader "Not Using Precompiled Headers" } } }
$File "ledgewriter.cpp" $File "main.cpp" $File "physics_airboat.cpp" $File "physics_collide.cpp" $File "physics_constraint.cpp" $File "physics_controller_raycast_vehicle.cpp" $File "physics_environment.cpp" $File "physics_fluid.cpp" $File "physics_friction.cpp" $File "physics_material.cpp" $File "physics_motioncontroller.cpp" $File "physics_object.cpp" $File "physics_shadow.cpp" $File "physics_spring.cpp" $File "physics_vehicle.cpp" $File "physics_virtualmesh.cpp" $File "trace.cpp" $File "vcollide_parse.cpp" $File "vphysics_saverestore.cpp" }
$Folder "Header Files" { $File "cbase.h" $File "convert.h" $File "linear_solver.h" $File "physics_airboat.h" $File "physics_constraint.h" $File "physics_controller_raycast_vehicle.h" $File "physics_environment.h" $File "physics_fluid.h" $File "physics_friction.h" $File "physics_material.h" $File "physics_motioncontroller.h" $File "physics_object.h" $File "physics_shadow.h" $File "physics_spring.h" $File "physics_trace.h" $File "physics_vehicle.h" $File "vcollide_parse_private.h" $File "vphysics_internal.h" $File "vphysics_saverestore.h" }
$Folder "Public Header Files" { $File "$SRCDIR\public\vphysics\collision_set.h" $File "$SRCDIR\public\vphysics\constraints.h" $File "$SRCDIR\public\datamap.h" $File "$SRCDIR\public\filesystem_helpers.h" $File "$SRCDIR\public\vphysics\friction.h" $File "$SRCDIR\public\vphysics\object_hash.h" $File "$SRCDIR\public\vphysics\performance.h" $File "$SRCDIR\public\vphysics\player_controller.h" $File "$SRCDIR\public\vphysics\stats.h" $File "$SRCDIR\public\vcollide.h" $File "$SRCDIR\public\vcollide_parse.h" $File "$SRCDIR\public\vphysics\vehicles.h" $File "$SRCDIR\public\vphysics_interface.h" $File "$SRCDIR\public\vphysics_interfaceV30.h" } $Folder "Link Libraries" { $Lib "$LIBCOMMON/havana_constraints" $Lib "$LIBCOMMON/hk_base" $Lib "$LIBCOMMON/hk_math" $Lib "$LIBCOMMON/ivp_compactbuilder" $Lib "$LIBCOMMON/ivp_physics" $Lib mathlib $Lib tier2 }
}
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